Dwarven Religions
If a Dwarf follows any religion it will be either Maton Shamanism or the Balmnese faith.
Maton Shamans believe in Athamwi, the Light Vulture, who brings light in darkness and guides the dead to their final resting place. Followers of Maton Shamans are popular in the mines for their ability to produce light and in many places for their ability to speed the rebirth of a soul lost to battle or cave-ins. There are legends that masters of Maton Shamanism can turn their skin to stone, blind people with a blast of light, or even fly.
Followers of the Balmnese faith worship Dudnabing, The Loud Goddess. Depicted as a Dwarven warrior carrying a horn, Dudnabing is popular for prayers in times of war. Feats attributed to her Clerics include the ability to give warriors increased endurance so they can continue to fight long after they should have died, and fully restore the life of those on the very cusp of death. It's rumored that Paladins of Dudnabing are stronger and faster than any other Dwarf when engaged in battle, be that a back alley brawl or a war.
Background, Culture, History, and Lore of Dwarves
This page contains in-depth information on Dwarves Culture including History, Lore, and specific information on cities and towns within the Dwarven Strongholds.
Not for the faint of heart, this page is intended for those who wish to play and Dwarven or a halfsie who grew up in Dwarven realms.
Dwarves have a deep connection to the land of Estel Úqua. Not the plants and animals, but the soil and rock itself. They can be distinguished from Humans and Orcs by their short tipped ears and their tribal tattoos. Although not particularly adept at magic, they are innate artists, smiths, and maker of things. Dwarves not only make great crafst people but great fighters as well, and should one study hard enough, they might even manage to be a decent Sorcerer. In Canmouth the traditional Dwarven ways hold fast and true, including the extensive facial tattoos that are given in highly ritualized ceremonies starting from the time children can walk. Dodrigian Dwarves are more literate than their Canmouthian kin, and tend to delay their tattooing until around the start of the teen years. Dwarves from Modhertia are a mix of mindsets, but the new Satrap's lavish behavior seems to be influencing it's youth. Rowdy, rambunctious, and frequently flamboyant with their facial tattoos, the young ones of Modhertia set their elder's teeth on edge.
Required Prosthetics: Small ears with upward pointing tips
Required Decorations: Facial Tattoos (sharpie/body marker or other self made temporary tattoo.
Elfblood Dwarves
The child of an Elf and a Dwarf, though rare, may exhibit either parent's trait (Ms. Hale will determine which via die roll). Shunned among Dwarven kind, it is most common for them to be raised among Humans but, if raised among Elven kind, it is typically as a Monk.
Dwarvish Humans
The child of an Human and a Dwarf may exhibit either parent's trait (Ms. Hale will determine which via die roll). These children are fairly well accepted in either culture and can frequently 'pass' for a rather peculiar but full blooded child of either.
Orcish Humans
The child of a Human and an Orc is a sad tale. They may exhibit either parent's trait (Ms. Hale will determine which via die roll), but finding acceptance is hard. Most live on the outskirts of Human society. The most Orcish ones find themselves welcome in the Orcish Territory.
Dwarvish Tremlins
The child of Tremlin and a Dwarf is rare, may exhibit either parent's trait (Ms. Hale will determine which via die roll). As Dwarven society has little need for their frequently frail traits, they typically find themselves raised among their Tremlin brethren, although a few merchant ships are rumored to be crewed by Dwarvish Tremlins.
Lands
The Strongholds
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Canmouth is the ancestral homeland of Dwarves and lies in the north western part of the continent. It is a Triumvirate, ruled by three leaders, chosen each generation from the strongest families. Hastithra Redminer, her wife Nakdraebo Ingotheid, and Strozin Fimnat have ruled well and fairly for 40 years, and will do so for anther 20.
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The Dodridgian Empire was carved out during the wars and lies on the southern coastline. It's Emprex is Dourseserd Leedblet and they are known as The PeaceMaker not only for having a strong right hook but also for their steady hand at diplomacy, which opened commerce between the Human, Orc, and Dwarven Realms.
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The Satrapy of Modhertia is the last of the Dwarven holdings in the Eastern region. Albeit small compared to its neighbors, Modhertia is the gem of the realms, known for its urban sprawl and wealth, although the Elves would argue that it's too dirty or too crowded while coveting it all the same. The Triumvirate picks a new ruler for Modhertia every 50 years, and it speaks to the Dodridgian Emprex's diplomatic skills that they were able to secure the seat for their brother, Vargrumli Leedblet. He's been in charge for 28 years, and with 22 more to go, the people of Modertia are certain that the Emprex wanted not so much to join the great nations as to get their spoiled sibling out from underfoot.
Songs & Folk Stories
Dwarves love a good nightmare-bound tale almost more than they love a song they can work to. Below are a selection of Dwarvish Folk Tales and songs every Dwarf should know.
Mining Song
He-ho
Down we go
We work all day
Beneath the snow
He-ho
Down we go
Into the mines
Looking for gold
He-ho
To mines we go
We sleep all night
Work all cold
He-ho
Strong we are
We work hard
We go far
He-ho
He-ho
Down we go
Into mountains
Under snow
He-ho
To mines we go
We mine the gold
To our flow
He-ho
Our work behold
The best in Úqua
Silver and stone
Gems and gold
Blacksmiths of magic
Knowledge behold!
He-ho!
He-ho!
Into the mines
And down we go!
(Based on old Scottish and Irish weaving and shipworking songs, sung to a constant beat during mining to keep the movement smooth.)
Folk Story
The Knockers
They tap, tap, tap, while we work away. Ghosts living in the walls of the mines that leave footsteps and scraps in little holes, nagging things on the walls. The knockers- who knows what they are- climb through the walls and snatch up our stuff. I remember hearing them tap away at a kid when I went down with my parents into our local mine, and it shook me to my core. People act like it’s normal… but that knocking will never stop causing me shivers.
The Bone man
Once a miner was brought out from the mines, a lump of blood and flesh, skin and hair seemingly slapped together, loose. Boneless. It took them their insides, spilled guts across the mountain floor and pulled each bone from their body. The Bone Man is there, and it’ll kill us all one day...