Izendorn Dwarf Culture Packet (JRS)
I. Beginnings and
Overview
Dwarves of Couatl Pass
have been isolated for many years by the snows above and collapses
below, and thus have adapted to life near the Izendorn Kingdom. The terms Couatl
Pass Dwarf and Izendorn Dwarf are interchangeable for
the purposes of this article. The primary clans in Izendorn
are the Tankech (tan-KEKH) clan and the Kylel (KY-lull) clan. The Tankech
clan has occupied Couatl Pass
since its beginning as a mining colony, and reputedly has always had a hand in Izendorn politics. Their clan is the larger of the two in
the Kingdom. Clan Tankech primarily resides in the Downworld, ruling and running the Couatl
Pass Mines. Clan Kylel was discovered in Cycle III,
according to legend, by Tankech clan miners who had
dug into the throne room of the Kylel clan King. A
sort of friendly rivalry has existed between the two clans ever since. After
the Downworld home of the Kylel
was discovered, the clan was introduced to the Upworld,
and took an immediate liking to life near the surface.
II. Commonly Accepted
Legends
A. Creation
- Tankech
clan dwarves hold that all dwarves were originally created by dragons.
During one of the great wars between their Makers, one dragon of crystal
and opal took her entourage of dwarves deep below the surface, instructed
them to live and prosper there, and disappeared, collapsing the entrance
behind her. The Tankech clan primarily believes
that this entourage split into the two clans known today, and while mining
were separated by a great collapse of the mines between them.
- Many Kylel
clan dwarves have adopted clan Tankech's
viewpoint, but some older Kylel maintain that
they are the descendants of an ancient fungoid
people deep beneath the mines. These changed fungoid
people were viewed by their bretheren with
derision, and soon they were outcast. The elders of clan Kylel usually use this story as an explanation for
both their adaptability to new situations and environments and their
seemingly unending rotten luck.
- An Izendorn
Dwarf PC may choose to believe either legend or one posed by the National
Dwarf Packet, but will rarely share them with any non-dwarf.
B. The Pass War:
Many, many years ago, the Tankech
clan first broke the surface of the mountains, and found the humans and their
settlement, Fort Wendell. The pass began to see heavy use
as goods and services were traded between the dwarves and humans, and the
long-time enemies of the dwarves, the orcs and
trolls, began raiding these new exchanges. No one remembers why, but territory
began to be disputed between humans and the dwarves, and this culminated in
great battles between the two races. Meanwhile, the orcs
and trolls continued their attacks, until both the humans and dwarves were
nearly wiped out, so great were the losses on both sides. In the forest called Dalube, the two races signed an accord to end the fighting
and protect each other from the raiding monsters; thus, Upworld Couatl Pass was formed. (This is an abridged
version; the dwarven tale is actually several days in
length, and no self-respecting dwarf would ever deign break tradition by
telling a shorter version to an audience. Many of the stories of these battles
are in-game, but also feel free to write some of your own to submit in
character histories for plot.)
- Salidar
Campaign -- Dwarves and humans vs. orcs and
ogres; Red, yellow, and green laws put into effect in Couatl Pass.
- Mydewinde
Campaign -- Dwarves and humans vs. trolls.
- Pekkan
Campaign -- Dwarves, humans, ogres, half-orcs,
and half-ogres vs. orcs; Ogres, half-ogres, and
half-orcs no longer outlaws among Couatl Pass Dwarves.
- 598: Darvek
Campaign -- Dwarves, humans, and drae vs. orcs and trolls led by the mysterious Darvek.
III. Dwarven
Life and Attitudes
A. Life, Government and Attitudes:
Dwarves of Izendorn often are of
the rugged, hearty sort, due to life in a frontier area. The dwarven mines near Couatl Pass may be well-established, but constant
raids by neighboring orcs and trolls breed a hostile
environment to grow up in. Some dwarves take their first death by age 20. Many
grow up learning weapon skills or the creative use of Earth spells as well as
their craft or trade. Rare is the Izendorn Dwarf
without a weapon skill. In addition, Izendorn Dwarves
are quite egalitarian compared to kin in other lands. Though the female
percentage of births is 1 in 3 to 1 in 5, all dwarves are expected to take up
arms against attackers, and thus the roles of soldiers and craftsmen are shared
nearly equally between the genders. Due to this, inheritance is often
distributed by eldest child, with each child underneath given a smaller share,
unless they have distinguished themselves in battle more than the eldest (which
is actually fairly common). Battle
prowess is usually recognized in ingenuity rather than might, with the ideal
being an equally strong mix of strategy and muscle. Families are usually traced
matriarchally, however. Celestial magic among Izendorn Dwarves is extremely rare,
and often discouraged as it is allegedly the tool of pirates and bandits. An Izendorn Dwarf who learns Celestial often does so from a
human or elf. A non-dwarf who casts Celestial in defense of a dwarf is often
removed from this stereotype, however, and is considered "One of the few
'good' ones."
Izendorn Dwarves who choose to
live in the Upworld are often placed by other dwarves
in one of two categories: "Hill Dwarves" or "Toppers."
"Toppers" are craftsmen or adventurers who spend most of their time
on the surface, peddling their goods and services, but maintain contact with
the Downworld, and uphold their trends and
traditions. Many Kylel clan dwarves living in Couatl
Pass are considered
Toppers. In order to be considered a Topper, one must also avoid being labeled
a "Hill Dwarf," which refers to a stupid or rebellious dwarf who is
not good enough to live in a mountain. Often Hill Dwarf status is awarded when
a surface dwarf snubs a Downdweller or displays an
obvious lack of brains. For the purposes of this derogatory term, any act of
immense stupidity, rebellion, or lack of forethought could be construed as the
traits of a "surface dweller" whether or not the target truly lives
in the Upworld.
Half-dwarves in Izendorn are uncommon,
but not unheard of. So long as the non-dwarf lineage is on the father's side
and is not publicly announced by the half-dwarf (answering questions honestly
about lineage is OK, though), the half-dwarf will be considered a real dwarf by
both clans. Otherwise, a half-dwarf who proudly displays or announces his or
her non-dwarven lineage is treated merely as a member
of another race, with the non-dwarf side determining how much respect is
actually shown. Half-human/half-dwarves will often be treated as close cousins,
while the product of a dwarf and half-ogre would be shown only common courtesy.
Race Changes and Spirit Forges are high on the lists of Izendorn Dwarf Dislikes. A person race-changed to dwarf
would not be considered a dwarf at all by either Couatl Pass clan, because that creature would
have no true dwarven lineage. At best, they would be
treated as an obvious half-dwarf, though provisions are in place to allow a
race-changed one to bear dwarven children.
Oftentimes, these race-changed will have to prove themselves through many deeds
before being accepted as friends. Those who race change from dwarf to another
race, however, are almost always granted "Hill Dwarf" status. Spirit
Forges, on the other hand, are viewed simply with distaste, because no
discipline or hardship was endured to gain the new skills.
B. Relations with other races:
Izendorn Dwarves generally have
good relations with drae and humans, are tolerant of
Elves and MWEs, find hoblings
humorously unpleasant, and often distrust barbarians, half-orcs,
and half-ogres. Up until 593, dwarves had no relations with gypsies; now
gypsies are revered as "Those who merely did not have the good fortune to
be dwarves." Rumors of biata persist among the
dwarves, but few have actually met one. Dwarves usually have little to do with sarrs and scavengers, though many Toppers have members of
these races as friends.
IV. Roleplaying
an Izendorn Dwarf
A. Tankech clan dwarves are
primarily interested in politics, and usually work towards having a voice in
every branch of government. Their strong suits consist of mining, Downworld agriculture, Earth Magic, and acting as
courtiers. Most Tankech clan dwarves have the basis
for their first level of Earth magic if not their first few spells, and even
their fighters are well-mannered and place great emphasis on proper behavior.
Those who do not fit in are often pitied for their lack of understanding or
outright rebellion against proper manners. Granted, the manners of a dwarf are
not generally the manners of an elf or human, but at the very least include
adherence to noble courtesy and a cheery greeting whenever two dwarves meet.
Note that if you play a Tankech clan dwarf, you need
not necessarily act according to the clan's standards, but you would know that
the clan's standards include respecting noble authority and greeting each
person you meet with a smile and a hearty hello. Note also, for any former
gypsy players, that people walking into a tavern does not necessarily
constitute meeting them! Tankech clan dwarves are
often Downdwellers and will visit the Downworld and their kin whenever they are able.
B. Clan Kylel is noted for its
artisans and craftsmen, and are generally known as
being adept at their trades, even among their race. It is rare to find a
well-trained (10th level) Kylel clan dwarf who has
not reached Mastery (10 levels or higher) of one or more Trades and Crafts.
Dwarves of the Kylel clan are also somewhat more
inward-drawn than those of the Tankech clan, and tend
to avoid larger crowds when not marketing their wares. They place great
emphasis on honesty and friendship, and one who is a friend of one Kylel is a friend of the entire clan. This they do not give
lightly. Finally, the Kylel are more apt to surface
life than the Tankech, and sometimes have cave homes
within walking distance of their chosen cities.
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