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Dwarven History
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After the creation of the known world, as the elements battled
for superiority, the element of Earth created the essence
of Life. Life, however, reveling in its new existence, created
many new creatures and plants and, in order to help fight
Death, it created man. While Life and Death played their petty
games, though, Earth watched and suffered with the rest of
the elements. Earth decided it had suffered enough and brought
a new race into creation to tend it and protect it: Dwarves.
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Earth created dwarves the same way it created Life. But unlike
Life's creation of man, dwarves were closely tied to the essence
of Earth. They learned to tend, shape, and protect the Earth.
In return, the Earth became their home, and the dwarves moved
under the surface and formed vast under cities.
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Because Fire took refuge in the Earth when it was weak, Earth
was aware of how to harness it. It taught this art to the
dwarves, who then used the Fire to forge the mined ore into
weapons to better protect themselves. They practiced this
art for many generations, honing their skills and become masters
craftsmen of weapons.
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Over time, the dwarves became so obsessed with mining and
creating works of the Earth that they lost track of their
original duty. They were overcome by greed and pride, and
instead of protecting the Earth, they simply used it as their
tool. They shunned the surface races for not realizing the
potential of the Earth and their unwillingness to exploit
it. This greatly angered the essence of the Earth. Thus, when
the evil goblinoid races came to steal the dwarves' wealth,
the Earth did nothing to warn or protect the dwarves.
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A great battle erupted in the under cities, and the great
race of the dwarves suffered many losses. The dwarves realized
why the Earth did nothing to help them and wanted to regain
its favor, but first they had the problem of the goblinoid
races.
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Death was attracted by the blood war beneath the Earth. It
came and offered the dwarves a quick and easy way to defeat
their enemies, but it involved dark and evil magic. Most of
the dwarves realized that Death's offer would corrupt them
with the greed and pride that had lost them Earth's favor.
They refused vehemently any help from Death. One clan of dwarves,
however, harbored a dark desire for the power that was offered
them. They made a secret alliance with Death in order to gain
the ability to crush their enemies.
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Not to be outdone by the treachery of Death, the essence
of Life informed another clan of dwarves with the details
of Death's bargain. This clan confronted their dark kin with
this information, but the dark clan assured them it was only
a temporary alliance in order to protect their race as a whole.
The clan was not so easily convinced of their kin's simple
and innocent answer, and struck a deal with Life to gain the
power needed to control their darker kin if the need arose.
Both clans, enhanced and changed by the raw powers granted
by Life and Death, joined the rest of the dwarves in the undercity
to crush and repel the goblinoid races invading their homes.
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The long blood war between the dwarves and the goblinoid
races ended, and the rebuilding of the under cities began.
All was well until the clan of "dark" dwarves that accepted
Death's offer wanted the most power in the city, because they
felt they played the influential role in the war. The clan
enhanced by the powers of Life confronted the other dwarves,
and they tried to help the clan before they were utterly corrupted.
Unfortunately, it was too late. The dwarves had no choice
but to banish their evil kin, still refusing to raise a weapon
against their own flesh and blood. The dark clan of dwarves
left without a fight.
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That night, however, members of the dark clan sneaked into
the undercity and slaughtered many of the dwarves. The first
blows had been struck, and the dwarves had no other choice
but to attack their own kin. Appalled by the treachery of
their kin, the combined clans of all the dwarves tore into
the evil clan with a vengeance. While the evil dwarves were
stronger because of their pact with death, they were still
badly outnumbered and were forced to flee further underground.
This evil clan of dwarves became known as the dark dwarves.
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The dwarves of the under cities, greatly weakened by their
battle with the goblinoids and with their own kin, once again
began the task of rebuilding of their once-mighty civilization.
The clan that agreed to Life's bargain, however, realized
that they had truly changed by the power granted to them.
They were annoyed at living in the dank subterranean undercity,
and they no longer had many of the same interests in weaponsmithing.
The lack of life and open spaces made them uneasy, until finally
they had to leave the undercity. They traveled upward to inhabit
the forests and plains of the surface world. This clan, calling
themselves Gnomes, formed little villages and developed trades
of their own.
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The gnomes and the dwarves, still on friendly terms despite
the split in their societies, traded goods with each other,
with both societies prospering from the agreement. So it was
that when the humans encountered the gnomes and dwarves, men
found craftsmanship far exceeding any they had previously
encountered. Not all men could control the elements, so the
use of the fine dwarven-crafted weapons enabled the rest of
the humans to take part in the fight against Death. Perhaps
if they had not encountered the gnomes and dwarves, the race
of men would never have been able to unite itself and survive.
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The dwarves had learned much through their history, and they
are careful to reveal exactly how prosperous their society
grew. Thus, the amount of their wealth is usually either greatly
exaggerated or underestimated by surface dwellers.
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Their great under cities were far from rebuilt, though, and
the dwarves were also careful to remember the purpose of their
existence. Being humbled by their experiences and once again
associating with the surface races, the dwarves began the
slow process of trying to regain Earth's favor.
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The Dwarves are a secretive race and have thus kept their
largest civilization from the rest of the world. This city
is known to the Dwarves as Mount Laveenin. (Lav-EEE-nin) It
is not surprising that few of the other humanoid races know
of its existence for the Dwarves use many measures to keep
it secret. The networks of loyal Dwarves in the realms do
much to plant misinformation and even some tidbits of truth
to the point that few can distinguish between the two. Most
believe that the mountain city is near the Dwarven town of
Tankard. Tankard serves as a marketplace and a political center
for Dwarves in the mountains, but the true power comes from
Laveenin.
Life under the Mountain:
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A Dwarf is born into a clan which acts as a large extended
family. His clan is loyal to one of the seven Guilds. It is
these guilds which determine the future occupation of the
Dwarf. At he young age of 40 years, a young Dwarf will begin
his apprenticeship to his Guild. If a dwarf shows a particular
interest in one of the other six guilds he may be accepted
as a "half-apprentice" to anyone in that guild who wants him.
A half-apprentice must show twice as much determination and
work twice as hard as normal apprentices do. Also, the master
is the only one who will decide if the dwarf is worthy enough
to change Guilds.
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Changing of the Guilds is rare and when such an event does
occur, the half-apprentice is usually adopted into his masters
family. After 5 years of apprenticeship, a dwarf may freely
roam the other shops and forges in different Guild areas.
Usually by this time the Dwarf is set in the ways of his Guild
(we all know how hard it is to move a dwarf once he's settled!)
and shows no interest in changing his ways. Also at this time
a dwarf can become a minor apprentice to a master of a different
guild and learn the basics of that occupation in a small time
compared to actual apprenticeship. In this way, any dwarf
who wishes it can be well rounded.
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During apprenticeship, training for battle takes place. This
training is given to all dwarves in the case that the Dwarven
mountain is ever discovered and attacked. It is also has become
more important in recent years as the Drow and Dark Dwarves
appear to be more concerned with the affairs of the surface
world. Apprenticeship lasts between 10 and 15 years depending
on how well the master thinks his pupil is doing. After Apprenticeship
a dwarf can begin working for their guild.
Organization:
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If the Dwarven population were not so close, they would have
an extremely difficult time staying organized. Always looking
for ways to expand their treasury, (which is already quite
large according to rumor) Laveenin can be viewed as a very
large family business firm. Every clan is depended upon by
the others. The Farming Clan provides food to the city and
grain for the Brewers. The Brewers in town make Dwarven ale
for the city and to export. The Mining clan supplies the Weaponsmiths
and Armorsmiths and Masons with the materials that they need
to create their products. The Ruling Clan or Merchants Guild
are the main organizers of the community. They decide what
is to be shipped and what is to be produced. They also act
as overseers to the other clans. Not like masters, but as
fathers would look over their children.
Order of Obedience:
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A Dwarf is first obedient to the Head of the Council of Seven
then to his Prominent Clanmaster, then to the other 6 Clanmaster.
Finally, a Dwarf is obedient to the Head of his family, then
Society.
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A Dwarven society is very close knit. It is a belief that
what happens to one dwarf, happens to all dwarves as a whole,
therefore the who culture can experience grief, anger, or
celebration simultaneously.
The Seven Clans (Guilds) of the Dwarfs:
1. Zedar - The Ruling Clan
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The Zedar Clan is known traditionally as the ruling clan
but they have nothing to do with royal blood. More appropriately
known as the Dwarven Merchant Guild, the Zedar Clanmaster
is usually voted in by the council of Seven to the Head Clanmaster
position. This is usually because the Zedar are more experienced
with money matters and dealing with surface dwelling races
that some Dwarves from other clans have never seen. The Zedar
are very business like and hard for an outside race to barter
with, although it is possible if you can keep them from laying
down a set price. Once they say a set price it could be days
before they reconsider. More often than not, it is the Zedar
who adventure out into the world to create businesses in different
cities. They may bring other Dwarves from different guilds
to start the business, or they might learn some skills of
another clan and go into business for themselves. Although
they usually do not stay away from the Mountain City very
long for it is an ideal society (for Dwarves).
2. Shaffear- The Mining Clan
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The Miners are the Dwarves who carve out the minerals and
metals from the caverns of the Mountain City. In conjunction
with the Entlar, the Shaffnear also help build new homes and
caverns for the growing population of the Dwarves.
3. Doichen- The Weaponsmith Clan
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The Doichen are some of the finest artists in the Dwarven
community. Their products not only offer some of the most
sturdy and well constructed weapons in the world, but also
can give them (when so desired) an almost ornamental look
about them. The dwarves themselves do not see a lot of reason
in making a weapon appear “nice” when you are going to be
bashing heads with it, but orders come in from the surface
dwellers requesting such weapons.
4. Kolben- The Armorsmith Clan
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Similar in practice to the Dolchen, the Kolben spend their
days in the forge. More recently the Kolben and Doichen have
almost become a joint clan and have begun to concentrate on
their life work together.
5. Garan- The Brewery Clan
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The members of this burly clan are the reason for the much
of the happiness of the Dwarves. This clan spends all its
time attempting to improve the potency and vitality of the
Dwarven drink- It has been rumored that these Dwarves will
sacrifice anything to further their work, even barter with
for strange mechanical devices that purify and intensify Dwarven
Ale.
6. Endar- The Construction Clan
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Well known for their talents in the art of stone work and
masonry, the Entlar are the builders of the society. When
not improving the structure of the homes in the Mountain City,
the Entlar are often 'rented out' to dwellers who will pay
top dollar to have Dwarven fortifications.
7. Feldar- The Farming Clan
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The less well known clan, the Feldar provide an important
service to the community which is sometimes neglected. All
the food that is eaten in the Mountain City is provided by
the Feldar. Not only do they work underground fields and mushroom
mines, but they also house the hunters who venture out to
the surface to bring back meat for the community. So it is
no secret that the Feldar are the more ferocious when the
fight comes around. Not ferocious in the angry sense, but
skilled enough to know how to be patient and hunt down enemies.
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Circle of Swords
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