Difference between revisions of "Dwarven Culture"
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== Law & Structure == | == Law & Structure == |
Revision as of 21:59, 15 October 2017

Law & Structure
The dwarven people are one of the more relatively free folk in the world. Dwarven society is not strictly regimented through books of law, rather, the norms and expectations of dwarven culture keep order and righteousness among the commondwarves and clansfolk alike. When ‘crimes’ are committed, albeit rare they are, punishment and restitution are decided by the Thanes of their own clan or by the High King and his warden if a conflict of interest is present or if the offenders are commondwarves .
When a ‘tort’ (crime) is believed to have occurred by a dwarf, the dwarf comes to his Thane or the Warden and presents his case. The judge will then decide whether or not the tort is a legitimate complaint. If it is a legitimate issue, the tortfeasor (accused) will be brought before the judge along with the accuser and/or representatives of their choice.
The judge will then hear both dwarves statements about the events or trespasses in question and decide punishment. Those who bring false torts to bear may be in turn punished themselves, and both the accuser and accused may state which punishment they would like doled out for the judge's consideration, though the final ruling is always up to the judge
Many would consider the dwarves to be a very wealthy race as a whole. Even the poorest commondwarf will have many trinkets and items made of gold and silver in their domicile. They are known as shrewd traders and negotiators when they deal with the other races. Dwarves, however, are fiercely protective of their trade secrets and craftsmanship and it is very rare that a dwarven weapon will leave dwarven hands freely.
Dwarven contract writing is renowned throughout the world for its complexity and contracts are viewed as minor oaths to dwarves. Thus, they spend much time forging a document that is ironclad in their favor. Between dwarves, this has been known to create years worth of back and forth offer and counter-offers before a solution is finally settled on major matters.
Social Norms
Dwarven society is principally governed by its social norms and the expectations they imprint upon the dwarves, commoners and clansfolk alike. Beards, for example, are very important in dwarven male culture. A dwarf shaving himself clean, for instance, has almost always been viewed as heresy and might be punished by exile or even execution.
The very rare banishing of a dwarf from Karagard historically has only been in cases of great heresy or offense to the dwarven way of life (and therefore Saerin’s image) always included the shaving of the dwarf’s beard and submerging him in a concoction that irrevocably makes them incapable of growing hair. These dwarves, easily identifiable from a distance, are viewed as being cast out of Saerin’s blessing and protection in this world and can never vindicate themselves to the mortal dwarves. Their only hope is to live out their days in humble dwellings and pray for forgiveness in death, how many ever centuries that may be away. Dwarven suicide is nearly unheard of.
As a whole, dwarves frown greatly upon trickery and underhanded actions, such as lying or plotting assassination. Furthermore, Necromancy is considered one of if not the greatest offense, as only Saerin has the right to create and wield the power of life.
Clans
The clans were originally created by the first three dwarves, each of them going forth and founding a great Dwarven Hold. Of the original three clans only two remain, and of the great holds of old only Karagard remains under dwarven control.
The clans are fiercely protective of their trade secrets and of their genetic stock, typically only breeding within their own clan. When a dwarf of one of the great clans produces a child with a commondwarf, that child is viewed as a bastard and is either recognized as legitimate by the Thane of that clan or disowned and left as an orphan especially in cases of adultery. The parents have no say in the fate of their child.
Today, the clans compete fiercely to pick up talented commondwarves skilled in battle or craftsmanship. It is considered a great honor amongst the commondwarves to be adopted into a Clan and it stands as an aspiration for many dwarves, driving them forward to perfect their trades or to prove their capacity as negotiators and traders. As clans also hold most of the real political power in Karagard adoption is one of the only avenues available for ambitious commondwarves to raise in status especially as officers in the fighting ranks of that Clan.
When a commondwarf is offered to be brought into the family by that clan’s Thane, he or she abandons their surname and takes that of the Clan. They may never be referred to as their former name from that day forward as to do such is to slight the Clan that has welcomed them in as family.
Commondwarves
Most dwarves are born without a clan, whether they are simply the descendants of other commondwarves or bastards of one of the great Clans. Prominent commondwarf families are not uncommon and some even own large businesses in Karagard and elsewhere. Commondwarf families often adopt the bastard orphans abandoned by the clansfolk either out of kindness or to replace a void left by their own inability to produce viable children. Birth rate amongst dwarves is very low. Many trying to centuries without results.
The commondwarves of modern Karagard often find themselves as laborers in the mighty foundries of the city, as employees of the great Dwarven trading companies or, in many cases, they apprentice themselves to a master craftsman hoping to learn the trade themselves and gain notoriety through the greatness of their works. For most commondwarves there is no work they view as being below them.
It is rare, however, for commondwarves to leave Karagard when not in the employ of a trading enterprise: there are even fewer opportunities for groups of commondwarves outside of Karagard without the infrastructural backing of a Clan or large business.
Naming Conventions
All Dwarves who are born or adopted into a clan take that clan’s name. If a dwarf chooses to leave or is expelled from their clan they lose their Clan name. Commondwarves take their names after feats or such that they are known for before they come of age, though some families of prominent commondwarves have been known to pass on their name to their children, simulating the practice of the Clans, though to profess your name as that of a Clan’s without adoption or birthright is a great offense to that clan’s Thane.
Grudges
Dwarves believe very vehemently that wrongdoings that cause one great dishonor must be avenged by any means necessary or they will otherwise be doomed to wander the realm as spirits until their grudges are resolved.
Grudgekeepers
When a dwarf cannot resolve his grudges in his own life, it is often left up to his sons or daughters to resolve them so that their parent may know peace and eternal happiness at the Soulforge. Sometimes these inspired individuals dedicate themselves to a most holy life of avenging the unavenged, vindicating the spirits of dwarves who have perished with trespasses still standing, those who died childless or whose family or friends have no means of making things right. These dwarves are known as the Grudgekeepers