On Dwarves and their Realms
Dwarves are a race of beings found throughout the world. They are most densely located in the mountains of southern Aria, spread through six distinct regions. Each region is dominated by a particular Clan of dwarves, but small and scattered populations of all clans can be found in any dwarf city or region. Many nations and cities across the world have significant populations of Dwarves.
Dwarves are typically short and stocky, averaging between 4’ and 5’ tall, and weighing 150 lbs. They are very strong, easily comparing to the largest Human examples in strength and stamina. Ages of more than 350 years are not uncommon, and a Dwarf isn’t considered “very old” until they are more than 450 years. They are very comfortable working in and around (and under) the earth, mining, quarrying and exploring the depths of world. All Dwarves can see in the dark for 60’, and no Dwarf is ever “claustrophobic” in caves, caverns or tunnels.
Dwarves are a non-magical race, born with an innate desire and ability to fashion beautiful and useful objects from base materials. They hold a special dedication to upholding the honor of their immediate family and their broader clan affiliations. No slight to kin or clan can go unanswered in their eyes. They are protective of any peoples that are close to them, but they hold a special affection for gnomes, whom they see as “kindred souls”. They have a deep and abiding hatred for orcs, and have demonstrated a willingness to go to any lengths to end threats (real or imagined) posed by roving bands of raiding orc hordes.
The Great Clans of the dwarves constitute their most basic cultural identity. A dwarf can immediately identify the clan affiliation of another dwarf simply by looking at them. Hair and beard styles, dress and armor, speech and even some basic mannerisms all brand individuals as members of one Clan or another. The Great Clans are the oldest and largest by population, but there are many smaller Clans found throughout the known world. There are six Great Clans: Silkbeard, Redbeard, Blackbeard, Longbeard, Broadbeard and Forkbeard. It is these Great Clans that have established “homelands” within the Arian mountains. Smaller, less influential Clans exist outside of the mountains, but without a central “seat” of authority for the Clan to rally to when needed. Among these many Clans are the Ironhand, Shortbeard, Hardhelm, Stoneback, Silverbeard and Redfist.
While the major cities of these dwarven homelands are all (mostly) underground, there is a large enough number of towns, farms and settlements associated with these cities to make the governing of the regions less-than-obvious. Cities that open up to the northern slopes of the mountain range generally have access to miles and miles of prairie and grasslands that roll away north from the foothills, while cities with southern access points open up into huge dense forests and fertile river valleys. There are no hard or fast borders (especially obvious geographic ones) between these regions, but peace and prosperous trade flourish none the less.
All six of the major cities are connected by a continuous underground tunnel, called the Great Road by the Dwarves. This road is broad, smooth and relatively flat, allowing for a continuous flow of traffic in both directions from one end of the mountains in the southwest to the other end in the northeast. The Great Road only ventures out from under the mountains in a few places, the most impressive of which are the two great bridges that cross huge river-cut gorges more than a thousand feet in height. Delving below the level of the gorges would have necessitated a slope to the Great Road that would have impeded both foot and cart traffic, so ancient dwarf engineers decided to cross these gorges under the sky with wondrous stone and wood bridges.
Between the cities are towns, mines, quarries and many way stations to assist and protect travellers and merchants along the Great Road. Outside of the cities (and out from under the mountains) are farms for vegetables, fruit, wheat, oats, barley, chickens, pheasant, geese, beef, sheep, goats, horses, ponies and pigs. There are industries built near the mountain entrances that supply commodities such as lumber, firewood, peat, charcoal, clay, wild game and fresh fish. These busy communities, coupled with the many mines and quarries under the mountains, keep the cities and the regions they control constantly growing in wealth, population, and influence. While the population is mainly Dwarven, many races are represented in both the cities and the farming communities: Human, Elven, Halfling and Gnome. Because of this, these six cities are very tempting targets for raids by roving bands of orcs and rogue attacks of dragons, as well as neighboring states and armies.
Each city maintains a standing force of troops (under different monikers for each region) for defense and security. One of the uniform aspects of these forces, however, is the structure they utilize. Invariably, units of these forces are structured around a base unit of 10 soldiers. For example, 10 soldiers constitute a “troop”; 10 troops constitute a company; ten companies make a legion. While the terms may vary from city to city, the structure is basically the same. This makes combined forces between cities and regions a far easier prospect than would otherwise be the case. Each city also maintains a force of non-Dwarven volunteers, known as “Free Companies” that fill roles in the Guard structure not best suited to Dwarves (i.e. Cavalry, Scouts, etc). These Free Companies are commanded by Guard Commanders and Captains, but are made up rank-and-file of human, halfling and gnome volunteers who are equipped and trained regularly by the Guards.
{All dwarves worship a common pantheon of gods and goddesses. All religious ceremonies and services are conducted exclusively by female dwarves, while all clan-related business is done exclusively by males (including military service). Female dwarves are more than capable of fighting and defending themselves, but they cannot hold an official position as such. Dwarf males are expected to participate in worship, but cannot do so in an authoritative or leadership role. Priestesses are styled Mother, while the chief Priestess is titled High Holy Mother, and she carries the duties of appointing, training and anointing all other Priestesses and acolytes.}
The Dwarves worship a common pantheon of gods, with the god Khazhukko ruling the heavens, his wife Khazhakka the earth and all its fields, forests and seas, and their son Ilmarinen, the god of mountains where earth meets sky. It is the god Ilmarinen that created Dwarves when, after spending lifetimes searching for a wife and finding none, he created children in his divine forge from earth and sunlight. To these children (Dwarves) he has promised a magical mill that creates endless supplies of grain, salt and gold from nothing at all. This Mill is promised to the “Clan most worthy” in the eyes of the gods.
The worship of Ilmarinen is conducted by female Dwarves exclusively. Dwarven priestesses practice the rites and rituals that centuries of tradition have handed down to the present, wherein the prayers of the cities, towns, clans and families of Dwarves all across the world are offered up to their creator. These priestesses are called “god-wife” as they are taking on the sacred role of “wife” to the god that could find no willing or acceptable wife. The rites they perform vary from funerals and weddings to blessing the sick and infirm and anointing new leaders. Holy days of the Dwarven calendar include New Year, a spring festival, a harvest festival, a Yule season (2 weeks in Dec) which celebrates the memory of dead loved ones, Clan Days (typically the birthday of the Clan leader) and the autumnal equinox when contests of skill and strength between Clan members happen in a huge tournament-style festival.
The Dwarven Yule celebration (Yule means “soul” in Dwarfish) has its roots in the honoring of the dead of the Clan. Over the course of a twelfth-night (12 days and nights), various rites and rituals are held that bring to memory the dearly departed members of the various Dwarven clans. Families gather to celebrate memories, toast their fallen friends and relatives while units of soldiers will celebrate and honor their dead comrades-in-arms. These rites and rituals become more and more formal as the nights progress, until the end of the twelfth night. At this point, a two day celebration begins that is a non-stop festival of games, food, fun, drinking and singing. During the Yule Feast, the most traditional food served is wild boar roast over an open flame. If this is not available (for whatever reason), roast pork is the only acceptable alternative. At the end of the two day festival, gifts are given to children and young Dwarves by parents and older relatives so that the children will “remember” them when they are called to their final rest with Ilmarinen.
Typically dwarves cremate their dead and place the ashes into communal cemeteries or mausoleums, but occasional circumstances might demand an internment in an elaborate tomb for significant leaders in any dwarf society.
Each of the Great Clans has a noble family from which a single clan leader (titles vary from clan to clan) acts as supreme judge and general in all matters that pertain to the entire Clan. While the primogeniture passing of leadership is common, it is not required. A ruling leader may, with Clan Council approval, name a younger child (or even another family member altogether) as the heir to the title. This provides each Clan with the means to avoid problematic generational inheritance issues when (rather than if) they present. Should there be no available heir from the primary noble family, the Clan Council can choose another prominent family to take the title to carry on the Clan leadership.
The six Great Clans have an over-arching governing position called the Mountain King, which is filled by a noble from one of the ruling families of each successive Clan in turn. This revolving claim to the title is well established by more than a thousand years of tradition and ceremony. When the current Mountain King dies (or relinquishes the title completely), the title moves to the next Clan in line, and that Clan’s leading noble family chooses a new Mountain King. It may be the sitting Clan leader, or it could be another from the same family, but once the Mountain King is named, he reigns as Mountain King until he dies or passes it on to the next Clan.
The Great Clans and their associated cities are listed here:
Hontrim is the capital of the Silkbeard Clan. It is led by the Count Silkbeard.
Dhoros is the seat of Clan Redbeard. Its leader is titled Jarl Redbeard.
Thorahl is the city of Clan Blackbeard, and the ruler there is Earl Blackbeard.
Dimrahl is home to the Clan Longbeard, which is led by Prinz Longbeard.
Gihdun is the capital for the Broadbeard Clan, which is led by Baron Broadbeard.
Vendural is the seat of Clan Forkbeard. Their leader is Konig Forkbeard.
The current Mountain King is Jarl Redbeard, who was called Conar Redbeard before his elevation to the Jarlsthrone. He is 422 years old, and has had a very successful reign as Mountain King. He has led numerous campaigns to destroy orc bands raiding from the south, he has kept peace and prosperity growing throughout the mountains, and has shown himself to be a good and fair judge when holding courts between the various clans. Should anything happen to Jarl Redbeard, the Mountain King crown would go to Clan Blackbeard.
Of the Clans that do not have “homelands” in the sense that the Great Clans do, most still defer to judgments passed by the Mountain King. As each Clan leader represents the original clan founder (in point of fact, he is considered the founder incarnate, for all clan members), the majority of Clan leaders, Great or otherwise, accept the Mountain King as the highest Judge and General of all Dwarves.
Although the Lesser Clans do not have an established homeland, there are places and regions where some of these Clans have congregated. The interior regions of Cobal are one such place. Within the rugged and rough highlands of Cobal are numerous settlements where Dwarves have built well defended and well established towns. Mines, quarries, workshops, and industries abound within these communities, and the country as a whole is benefiting from their efforts. Over the last 150 years, Clans like the Ironhand, Redfist, Hardhelm and Stoneback have become an integral part of the success that is sweeping through Cobal. Dwarven Legions contribute to the defense of the realm alongside Human, Halfling and Gnome. They are a rapidly growing segment of the population, and are an undeniable force to be reckoned with in Cobal politics.