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Dwarven History

A Brief Treatise on Dwarven Society:

Complied by: Grantie Armstrong, Cleric of the 5th Rank of Rorun Ethus Keeperstone.

A Note Before Reading:
I have complied this information for numerous Reasons. One is so that Humans and other Races can have an easier time dealing with the Dwarves, and Second so that I can keep my mind on this mortal plane. I have begun a fast for forty days and forty nights, I should recieve a vision by the time I reach Copperwell, the place where I will be meeting my Prince, Sol Blackstar.






Dwarves:


In the beginning, for what better place to start then the beginning? There was nothing. But that is too much. I will start at the beginning of a dwarf's life.

Childhood:

For the first 25 years of life a dwarf is raised by the clan in its entirity, not just by the birth parents. It is a community activity in which all the adults help with a child's first education. Before they grow thier first beard, a Dwarf is expected to learn the Runes, Religion, and the Basics of thier Clans Spcialization.

Adolescents:

In the age that humans call "teen-agers" or the rough equilivant, a Dwarf is already skilled enough in thier clan's specialties to compete with a human master of the same craft. For the second quarter of a century Dwarves learn thier trade in full, along with the intricacies of religion, and how to defend the Hearth from invasion. It is typically during this time that marriages are arranged. Females are outnumbered by males 3 to 1, and it is a high honor to be married.

The Clan:

What humans consider a clan is nothing of the sort to a dwarf. Dwarven clans are more like what a human would consider a "guild". Clans are made of many families, that combine under one Craft. It is here where most dwarves spend most of thier life. There are exceptions though. For each possible occupation, there is a Clan that handles it especially. For instance: Mining, Smithing, Weapons & Armor, Baking, Animals Husbandry, Farming and the list goes on and on. Some clans are much larger then others. Typically though the Carpentry Clan is the smallest in any given Hearth, but is Highly Respected for thier skill with wood.

The Exceptions:

There are some dwarves that while being able to do thier clan's craft, they are not fully members of the clan itself. There are certain occupations that defy clan boundries. One such is a priest, most clans have at least one if not more priests. Another is the Hearth Gaurd, a battle unit made up of entirely female warriors, they protect the Hearth in times when the men are away. The last such is the least acceptable. The Battle Rager. All clans have battle ragers, though they are loath to admit it. A battle Rager never exceedes in his clans choosen craft, and lives only to fight.


A Few Other Things:


The Hearth:


The Hearth is the center of Dwarven life. It is the intimate family home. It is a dwarve's refuge from the busy work week.

The StrongHold:


A mighty fortfacation in which many clans live and work, they MUST be fortied to defend from the myriad of enemies we have.

Humor:

Unlike what many others think, dwarves have a sense of humor. Though other races just do not understand the importance of lineage to a joke's "punch paragraph". A mad man once told me that if we only said the punch paragraph, everyone would find it funny. He was locked up soon after.

Religion:

Dwarves are deeply religous, we just don't feel that our Gods are suprior to other races. A better way of putting it is that Dwarven Gods are for Dwarves, and Human Gods are for Humans. There does not need to be much cross classification. Most dwarves are far more pious then they appear. Religion is a matter best discussed with other Dwarves.


LAZ Notes:
The Battle Rager: Treat as Barbarian.
Hearth Gaurd: Treat as Dwarven Paladin


Created by blacksol. Last Modification: Sunday 18 of January, 2009 01:29:24 EST by blacksol.

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