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19 years ago
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Introduction

"For the Clan! For the blood!"
  • Also known as: Dwarves
  • Colors: bright red and steel grey
  • Revered deities: Arkat, the Fire Dragon. Dwarves are longtime friends of fire; their rituals are deeply personal sacred acts that almost no outsider will ever witness.
  • Philosophical foundations: "Do not give up and do not lose face." Be proud of who you are. Protect your kin, your home, and your honor. And, of course, your forge.
  • Country / kingdom: Greenheim – The Under-Mountain Kingdom
  • Capital: Thor Myrdal (Fortress of the Thundering Flame)
Fierce in battle, persistent in labor, skilled mariners and masters of runic (combat) magic (tattooed bodies, armor and weapons covered in runes…).

They are suspicious of outsiders. They are considered the "jailers" of demons (since they live closest to their prison in the planet's lava core) and rivals of the dark elves (with whom they compete for underground territories).

Politics

Social Organization

Each dwarf city is ruled by its own king with a council consisting of representatives from the wealthiest and most influential families. The Under-Mountain King is considered the king of kings of the dwarves, and it is he who sets policy and declares wars. The royal title is not hereditary, yet it is granted for life. After the death of a king, a council is convened to choose a successor. During such times, the underground tunnels are filled with an atmosphere of celebration and intrigue; various candidates seek the favor of voters and attempt to discredit (and sometimes simply destroy) their rivals in their eyes.

Dwarf culture is predominantly patriarchal; however, as a side note, their women do not wear beards and are not as rare as is commonly believed.

Social culture is built around three types of relationships: family, apprenticeship, and wars. There is a complex system of training used to train young dwarves and strengthen relationships between clans. These bonds are valued above all else; only an unworthy apprentice could bring discord to an alliance that has existed for centuries.

Despite the many things that unite the kingdom – race, family, city – the most important is the clan. The six dwarf clans:
    Deepflame – Runic Priests, religious leaders of the Dwarves;
    Grimsteel – an aggressive clan famous for its warriors;
    Stonefist – the clan engaged in mining work, which built the great underground cities;
    Stronghammer – craftsmen and smiths, creators of the famous Dwarf armor and weapons;
    Hearthguard – a clan whose members hold high positions in the royal administration;
    Winterwind – hunters accustomed to wandering, and friendly toward outsiders.
Clans and families are not the same thing. Within one clan, different families may have different origins, while each clan has its own name, battle history, and borders. If help is needed, dwarves always turn to their clan.

Military Forces

Dwarves represent one of the most formidable military forces in the world. Possessing unparalleled cruelty and iron discipline, they mobilize at the first call. In battle, warriors from different cities strive to outdo one another in the number of enemies killed and banners captured; war for them is a game, and battle is merely a way to score points. Furthermore, dwarves never surrender. They always fight to the death, even if it is completely obvious. The best death for a dwarf is in battle against overwhelming odds (but there must be witnesses who will one day compose a song about his deeds).

Although dwarves prefer to fight in dungeons, they occasionally gather on the surface as well. In underground tunnels, where large forces are useless, they build complex fortifications and traps. Special units of dwarves exploring unknown tunnels are always the first to encounter enemies.

Magic

Dwarves use runes in magic and prefer spells of the fire element. Their connection to the Fire Dragon allows them to strike enemies very effectively using flame.

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