Dwarvish Factions
The Dwarfmount Kingdoms
Both the Eastern and Western Dwarfmounts are widely inhabited by dwarven tribes. While earliest records hint to the dwarves coming from elsewhere, they have inhabited the Dwarfmounts for thousands of years. Each year the dwarves delve ever deeper and into every corner of the Dwarfmounts. The result is a diminishing number of threats (though new ones are exposed as new levels are opened); but also a diminishing volume of rare and valuable ores. As a result, dwarves are on the constant lookout for more 'dross' rock outside the Dwarfmounts to establish new mines and settlements in - satellite settlements to feed the established kingdoms with new sources of rare and valuable ores.
With such long established kingdoms, it is not surprising dwarves have a complicated sense of relationships and close ties to family, kin, and clan. A dwarf will not only identify himself by given name, father's name, grandfather's name; but also by mother's name and mother's brother's name. In addition, if possible, the dwarf will also indicate his/her relationship to the Axemaster (the chosen clan chief). Dwarves regard all blood relations (even extended) as extremely important; but almost equally important is their relationship to the extended clan. Loyalty to the family, clan, and the Axemaster supersedes all other considerations when determining right from wrong. Dwarves are truly tribal - what is good for the clan (tribe) is right; what is bad for the clan is wrong ('illegal'). The interests of non-clan dwarves is second to the interests of the clan; but it comes far ahead of any other considerations/relations to other races.... However, with the Dwarfmounts having decreasing opportunities for expansion; it is a worry among many elder dwarves that conflict may start to erupt between clans. That is why the clans now allow (or even encourage) ambitious or 'wandering' dwarves to seek their fortune beyond the Dwarfmounts or even join the Forgeless (see below). But, to many dwarves, the Forgeless's beliefs and practices are too radical, even though they hope the Forgeless clan will find new sites or rediscover ancient lost sites....
The clans of the Dwarfmounts tend to follow tradition. Female dwarfs wield considerable influence within the Dwarfmounts, but not outside the mountains - so much so they are not seen outside dwarven lands (leading to many interesting rumours about dwarven women). Dwarven women not only run their households but own them as well. When dwarves marry, the husband moves into his wife's home. Dwarven women engage in trade and crafts. A female dwarf is a fearsome opponent to face in her own home. However, they do not adventure outside that home. Female dwarfs have strong ties to both their mother's and father's family. Their mother and both grandmothers are very important, but often of equal importance is an 'aunt' (an honorary title to a relative or even family friend who mentors the young dwarf with advice or trains in her in a special skill - which can often be martial skills). Male dwarves have a more formal relationship. They are trained by both their father/grandfather and their mother's brothers/uncles. One side of the family will train the young dwarf in war, the other side in a craft (depending on the craft the young dwarf seems suited for). Such a system ingrains a respect and obedience for elders that is reinforced by the Council of the Axe (elder male dwarves) and the Council of the Hearth (elder female dwarves) who advise the Axemaster. It is also difficult to not revere one's ancestors when surrounded constantly by their great works.
Dwarves lament their present works are not as great as their ancestors. Part of this feeling is nostalgia and a craftsman's eye to see every fault in his own work while missing a few minor imperfections in the work of others. However, there is a degree of truth to the dwarves' feelings for three reasons. First, unlike the time of their ancestors, the dwarves of the Dwarfmounts are not fighting to survive. The earlier dwarves had to constantly experiment to gain an edge over the threats to their existence. Failed experiments were melted down; it's only the successful ones that present dwarves have inherited from their ancestors. Second, the increasing scarcity of rare materials. Dwarves have a very limited supply and are loathe to melt down ancient works to recover those materials. Third, one of those materials allows for the crafting of magical weapons. Dwarves refuse to identify it. Combine this lack with the absence of connections with talented arcane magic users (who may no longer have the necessary knowledge), and you have the present situation where new magical weapons are not being made. There are rumours of a limited number of such tools crafted by dwarven smiths and clerics; but these would be for their exclusive use and utilize principles and powers far different from weapons that require that arcane touch.
A limited number of Dwarfmount dwarves do wander the world practicing their craft and looking for new inspiration. A town or city can count it self very fortunate to have a dwarf craftsman for a period of time. However, the vast majority of these dwarves spend a few years and move on - usually ending up back in the dwarven kingdoms. With the exception of a few outcasts, Dwarfmount dwarves who venture 'outside' do so to seek their fortune or a new aspect to their craft in order to raise their status within the clan - a return to their clan and the Dwarfmounts is their ultimate destination.
The Forgeless/The Seekers - "The Forgeless" is the derogatory name given by the dwarves of the Dwarfmounts to a group/clan of dwarves who largely reside in Prealith. The name indicates a clan of dwarves who does not have a home forge (i.e. not an ancestral home worthy of a clan of dwarves). The clan calls itself "The Seekers". Not only is this name outside normal dwarven naming traditions, but many of the practices of the Seekers are considered well outside the norms of the Dwarfmounts.
No one is quite sure when or why the Seekers split off from the rest of the dwarves or what their original clan name was (at least no outsider knows it and it is a bit of a touchy subject with all dwarves). Over the centuries, the clan has been slowly reinforced by those few dwarves who don't seem to fit into the traditions of the Dwarfmounts; lately those numbers, while still small, have been increasing. The clan lives both underground and above ground. The underground settlements and mines are closed to outsiders. Most are concentrated in a few settlements and mines though Seekers can be found throughout Prealith and other kingdoms looking for lost ancient wisdom, experimenting with new techniques, and constantly looking for new ores or lost mines and dwarven settlements. While Dwarfmount dwarves can support all of these aims, it's how the Seekers carry out their search that arouses disapproval and even alienation from their mountain cousins.
Seekers are willing to acquire knowledge from any source - even wizards! Seekers will join adventuring bands in order to scout out new areas. Seekers constantly experiment with new techniques. Finally, the Seekers have structured their clan somewhat different from their kindred in the Dwarfmounts and that causes the most problems.
Not only are Seeker women seen, but a significant number also search out adventure. Seeker women trade and run successful businesses. There are even Seeker female adventurers. It is believed that the demands of the Seeker culture forced it to fully 'mobilize' the resource of its female dwarves. No matter, Dwarfmount dwarves find the concept not only radical but slightly repugnant.
The Seekers are quite integrated into the surrounding human economy. Seekers trade their goods and expertise for other basic needs so they can concentrate on exploration, crafting, experimenting, and mining. It is believed that the dwarves still practice these other essential crafts to keep the knowledge of them alive - such as underground food production; however, the bulk of such production is left to their human neighbours. It is not unusual for a Seeker to practice his or her craft in a human settlement for several years; more usually it is for a year or two before the Seeker moves on. It is usually obvious why a Seeker remains in 1 spot - the availability of a rare resource, a central point of communication, or ties of close friendship with the local inhabitants.
The Seekers are also somewhat represented in the Prealith political structure. It is a complicated arrangement that combines features of citizenship with being a sovereign people. Dwarves are careful to respect Prealith laws and to contribute to the realm; while the Sea Prince's administration is careful to refer to the Seekers as an independent group.
The Seekers are governed by a Council, not an Axemaster. Males and females sit on the Council representing different aspects of the Seeker society: miners, weapons smiths, trade, .... with a heavy representation in the crafts (note - trade has 1 representative but smiths are divided into specialties - e.g. armourer- with a representative for each specialty). Positions are given based on recognized merit and experience. Unless summoned/invited, meetings are closed to non-Seekers - though any Seeker may attend any meeting.
Classes for Player Characters: See the Dwarven race section.
Both the Eastern and Western Dwarfmounts are widely inhabited by dwarven tribes. While earliest records hint to the dwarves coming from elsewhere, they have inhabited the Dwarfmounts for thousands of years. Each year the dwarves delve ever deeper and into every corner of the Dwarfmounts. The result is a diminishing number of threats (though new ones are exposed as new levels are opened); but also a diminishing volume of rare and valuable ores. As a result, dwarves are on the constant lookout for more 'dross' rock outside the Dwarfmounts to establish new mines and settlements in - satellite settlements to feed the established kingdoms with new sources of rare and valuable ores.
With such long established kingdoms, it is not surprising dwarves have a complicated sense of relationships and close ties to family, kin, and clan. A dwarf will not only identify himself by given name, father's name, grandfather's name; but also by mother's name and mother's brother's name. In addition, if possible, the dwarf will also indicate his/her relationship to the Axemaster (the chosen clan chief). Dwarves regard all blood relations (even extended) as extremely important; but almost equally important is their relationship to the extended clan. Loyalty to the family, clan, and the Axemaster supersedes all other considerations when determining right from wrong. Dwarves are truly tribal - what is good for the clan (tribe) is right; what is bad for the clan is wrong ('illegal'). The interests of non-clan dwarves is second to the interests of the clan; but it comes far ahead of any other considerations/relations to other races.... However, with the Dwarfmounts having decreasing opportunities for expansion; it is a worry among many elder dwarves that conflict may start to erupt between clans. That is why the clans now allow (or even encourage) ambitious or 'wandering' dwarves to seek their fortune beyond the Dwarfmounts or even join the Forgeless (see below). But, to many dwarves, the Forgeless's beliefs and practices are too radical, even though they hope the Forgeless clan will find new sites or rediscover ancient lost sites....
The clans of the Dwarfmounts tend to follow tradition. Female dwarfs wield considerable influence within the Dwarfmounts, but not outside the mountains - so much so they are not seen outside dwarven lands (leading to many interesting rumours about dwarven women). Dwarven women not only run their households but own them as well. When dwarves marry, the husband moves into his wife's home. Dwarven women engage in trade and crafts. A female dwarf is a fearsome opponent to face in her own home. However, they do not adventure outside that home. Female dwarfs have strong ties to both their mother's and father's family. Their mother and both grandmothers are very important, but often of equal importance is an 'aunt' (an honorary title to a relative or even family friend who mentors the young dwarf with advice or trains in her in a special skill - which can often be martial skills). Male dwarves have a more formal relationship. They are trained by both their father/grandfather and their mother's brothers/uncles. One side of the family will train the young dwarf in war, the other side in a craft (depending on the craft the young dwarf seems suited for). Such a system ingrains a respect and obedience for elders that is reinforced by the Council of the Axe (elder male dwarves) and the Council of the Hearth (elder female dwarves) who advise the Axemaster. It is also difficult to not revere one's ancestors when surrounded constantly by their great works.
Dwarves lament their present works are not as great as their ancestors. Part of this feeling is nostalgia and a craftsman's eye to see every fault in his own work while missing a few minor imperfections in the work of others. However, there is a degree of truth to the dwarves' feelings for three reasons. First, unlike the time of their ancestors, the dwarves of the Dwarfmounts are not fighting to survive. The earlier dwarves had to constantly experiment to gain an edge over the threats to their existence. Failed experiments were melted down; it's only the successful ones that present dwarves have inherited from their ancestors. Second, the increasing scarcity of rare materials. Dwarves have a very limited supply and are loathe to melt down ancient works to recover those materials. Third, one of those materials allows for the crafting of magical weapons. Dwarves refuse to identify it. Combine this lack with the absence of connections with talented arcane magic users (who may no longer have the necessary knowledge), and you have the present situation where new magical weapons are not being made. There are rumours of a limited number of such tools crafted by dwarven smiths and clerics; but these would be for their exclusive use and utilize principles and powers far different from weapons that require that arcane touch.
A limited number of Dwarfmount dwarves do wander the world practicing their craft and looking for new inspiration. A town or city can count it self very fortunate to have a dwarf craftsman for a period of time. However, the vast majority of these dwarves spend a few years and move on - usually ending up back in the dwarven kingdoms. With the exception of a few outcasts, Dwarfmount dwarves who venture 'outside' do so to seek their fortune or a new aspect to their craft in order to raise their status within the clan - a return to their clan and the Dwarfmounts is their ultimate destination.
The Forgeless/The Seekers - "The Forgeless" is the derogatory name given by the dwarves of the Dwarfmounts to a group/clan of dwarves who largely reside in Prealith. The name indicates a clan of dwarves who does not have a home forge (i.e. not an ancestral home worthy of a clan of dwarves). The clan calls itself "The Seekers". Not only is this name outside normal dwarven naming traditions, but many of the practices of the Seekers are considered well outside the norms of the Dwarfmounts.
No one is quite sure when or why the Seekers split off from the rest of the dwarves or what their original clan name was (at least no outsider knows it and it is a bit of a touchy subject with all dwarves). Over the centuries, the clan has been slowly reinforced by those few dwarves who don't seem to fit into the traditions of the Dwarfmounts; lately those numbers, while still small, have been increasing. The clan lives both underground and above ground. The underground settlements and mines are closed to outsiders. Most are concentrated in a few settlements and mines though Seekers can be found throughout Prealith and other kingdoms looking for lost ancient wisdom, experimenting with new techniques, and constantly looking for new ores or lost mines and dwarven settlements. While Dwarfmount dwarves can support all of these aims, it's how the Seekers carry out their search that arouses disapproval and even alienation from their mountain cousins.
Seekers are willing to acquire knowledge from any source - even wizards! Seekers will join adventuring bands in order to scout out new areas. Seekers constantly experiment with new techniques. Finally, the Seekers have structured their clan somewhat different from their kindred in the Dwarfmounts and that causes the most problems.
Not only are Seeker women seen, but a significant number also search out adventure. Seeker women trade and run successful businesses. There are even Seeker female adventurers. It is believed that the demands of the Seeker culture forced it to fully 'mobilize' the resource of its female dwarves. No matter, Dwarfmount dwarves find the concept not only radical but slightly repugnant.
The Seekers are quite integrated into the surrounding human economy. Seekers trade their goods and expertise for other basic needs so they can concentrate on exploration, crafting, experimenting, and mining. It is believed that the dwarves still practice these other essential crafts to keep the knowledge of them alive - such as underground food production; however, the bulk of such production is left to their human neighbours. It is not unusual for a Seeker to practice his or her craft in a human settlement for several years; more usually it is for a year or two before the Seeker moves on. It is usually obvious why a Seeker remains in 1 spot - the availability of a rare resource, a central point of communication, or ties of close friendship with the local inhabitants.
The Seekers are also somewhat represented in the Prealith political structure. It is a complicated arrangement that combines features of citizenship with being a sovereign people. Dwarves are careful to respect Prealith laws and to contribute to the realm; while the Sea Prince's administration is careful to refer to the Seekers as an independent group.
The Seekers are governed by a Council, not an Axemaster. Males and females sit on the Council representing different aspects of the Seeker society: miners, weapons smiths, trade, .... with a heavy representation in the crafts (note - trade has 1 representative but smiths are divided into specialties - e.g. armourer- with a representative for each specialty). Positions are given based on recognized merit and experience. Unless summoned/invited, meetings are closed to non-Seekers - though any Seeker may attend any meeting.
Classes for Player Characters: See the Dwarven race section.