- The Dwarves -


Government:
A rather complex system, the Dwarves of this land are ruled by one council that is made up of Eleven 'House' Lords. A House Lord is a Patriarch of one of the many.. many.. noble families in the Dwarven Kingdom, each elected by the rest of the Council once another member of said group passes away or is dethroned by unanimous vote. While it is common for the same Eleven families to rule the Council it is not unheard of for a new family/Patriarch to be elected instead of a favored bloodline, especially when the spurned family had suffered loses to their reputation or wealth. One House is chosen amongst the Council to sit on the High Throne with the title of 'King' or 'Queen', however unlike other species this monarch isn't all powerful. Any King or Queen no matter how great is still bound by the Council and, when the time comes, their successor is chosen by these individuals as well.
The Council of Lords decide everything from laws and punishments to economics and taxation. Different cities are of course ruled by local authorities referred to as 'The Gilded House' which is the family/individual that is appointed by the Council to enforce their laws in said city. Consider them 'king' of their little path of land, still beholden to the Council but still powerful in their own territory.
Primary Language:
Hakir ( Found Here )
Native Lands Data:
Located under the lands of the North, West, and the very Spi Mountains this species is rather deeply settled into the very earth of the world. Alas these are no jagged caves, no crude tunnels, but rather a massive network of artistically carved roads that inspire might and awe.
Physiology:
Stout and hardy this species is shorter than others, proportionately so, and aside from the fact that they have six toes on each foot they greatly resemble humans. A dwarf can live anywhere between 150-160 years, and their reproductive rates are just as steady as Humans or Orcs making their peoples a large enough amount to recon with. A tall Dwarf would only stand about 5ft or so, normal heights for males and females scattered between 4ft-5ft depending on genetics.
Society:
A very proud and industrial peoples, the Dwarves claim much of the world's trade with their skillful weaponry/armor. However, their main income arrives from their precious metals and gem stones, by-product for the Dwarves themselves who dig seeking strong ores for their ever-lucrative and famous armor-forges, and abundant in their lands below the surface of the world. Jewelry crafting, sculpting, and the construction of unique war machines are by far this nation's crowing achievements.. However, as a pentacle of wealth and advancement, comes a mirroring darker depth as well.
Sly backstabbing, undermining, assassinations, and scandals are common in this culture.. But always under the table. At social events everyone with a brain is polite, even friendly as they go about their evening.. But word to the wise, never let your guard drop. For such a hardy and proud Species the Dwarves have long mastered the art of stealth and deception. It is actually considered a weakness if other houses learn of a scandal or failed murder attempt, 'poker faces' highly important in any upper-class social interactions simply because the respect due to a family is a huge source of power and influence in their governing system. A 'Shamed' House, no matter their wealth, is much less likely to earn favor with the Council or even other Houses. So when they play under the table against each other it is typically a game to the death, a pleasant smile on their faces as they sink their jeweled blades into each other's backs. It is never wise to get involved in a Dwarven Feud, often the conflict outlives those that initiated it by a few generations.
Ages ago they initiated a feud with the Silurins over land disputes, eventually winning the war that followed.. yet to this day they are paying for it with their constant struggles from the Orc Species. Hostilities are high between Dwarves and Orcs.
Additional Customs:
Marriage- Entirely political, even in the lower classes it is rare for people to wed out of affection alone. Different families offer different perks, business goes smoother with the right names on the papers, that sort of thing. It is also common for the Head of the house, be they man or woman whom holds the 'House Name', to have other partners outside their marriages to ensure they have plenty of offspring. Only a child of the official marriage will be considered as an Heir of course but the rest still hold value as warriors or craftsmen to benefit their family name.
Beliefs- A very scientific species they do not cater to silly notions of gods and devils, only a very few hold value in the belief of Gods and they typically run along the lines of the Stone Pantheon if so.
The Name- A family name holds great weight in this society, men and women that marry into 'Higher' houses generally adopt that name as their own.
The Stone Resonance- This species is one with the earth and, as such, boast a unique skill to 'hear' and even at times 'speak with' the materials born of stone and ore. Smiths often sing to their forge when crafting, believing the shaping metal can be influenced by the tone and words they weave.. and it seems this power holds true for few can match a Dwarf craftsmen in such arts as shaping metals or forging weapons. A true child of this gift could hear the 'music' of forged weapons and gage their value accordingly as Merchants, others use the talent to find ores and gem stones in the earth as Miners. More still find use for this power in dishonest ways, thieves following the songs of precious treasures to places other species could never find.. Clever fingers and patient ears opening metal vaults others would cringe at opposing. Others, few now in number, practice this ability as a form of mediation and bonding with their mother earth like priests to a dying religion. It isn't magic, they can't change or shape the earth element through will alone, but they can 'know' the ground they walk on and sense the area around them for miles and miles if they attune themselves to 'listen' over the years. Many Dwarves hold crystals and gems as comfort due to the unique 'songs' they sing, and in romantic or important situations the 'mood' of the embedded gems in items can hold more meaning than the items themselves for the 'music' is meant to portray the sentiment behind the gift.
Common Foods: Meat or baked goods are most common, along with mushrooms and roots.
Common Drinks: Just about any type of booze one can imagine, water, and occasionally tea.