BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Imperial Dwarf (im · peeuh · ree · uhl dwawf)

"You haven’t lived until you have seen an Imperial Dwarf and one from the mountains arguing about some subject or other. I had absolutely no idea what they were calling one another, not understanding Dwarfish you understand, but you can tell by the furrowed brows and colour in their faces that their words were not fit for polite company." —Sergeant Johann Paul Pfeffer, former soldier returning from the Azgaraz Trading Post
An Imperial Dwarf is the term used for those Dwarfs that have immigrated to the Empire of Man, Rhemia, merging into their culture and providing Rhemia with Dwarfen skill and expertise. Imperial Dwarfs are the “second people” of Rhemia, its most important race outside of Humanity itself. These are not the Dwarfs of the Karaz Ankor, the ancient "Dwarf Empire" of the World's Edge Mountains, but expatriates whose ancestors, distant and more recent, have fled falling Dwarf holds or come to believe that the cause of the Dwarfs is lost, and that they should begin a new life among the largely sympathetic Men of Rhemia. These expatriate Dwarfs feel a special bond with Rhemia, for its founder, the divine Appallùm, led an army that massacred an army of Greenskins and saved the Dwarf Empire at the Battle of Black Fire Pass. Though it happened over 2500 years ago, the Dwarfs feel they have an enduring debt to Appallùm and his heirs. They therefore work as hard as they can to make sure Rhemia itself prospers, contributing their talents to its welfare and serving in its armies.   Dwarfs have lived with Humanity for an age. For some clans, this coexistence goes back for more than a millennium before the founding of Rhemia. These clans have been close allies with several Human tribes. They have shared many of the same successes and tragedies with the neighbours they call "Manlings." Though Dwarfs are known for their stubborn adherence to long-held traditions and unchanging ways, even the most resolute of people cannot resist the influence of the wider community with whom they break bread. Imperial Dwarfs outwardly look and act very much like their mountain kin, the, who they call "Karak Dwarfs", but in many subtle ways they are quite different. Living over four millennia among Men has had a profound influence on Imperial Dwarfs.   Dwarfs are a feature of Rhemia's towns and cities, sometimes comprising as much as 10% of the population. Although they organise themselves in their own guilds and mostly trade with each other, Dwarfs are a linchpin of the Imperial economy, providing quality goods and services to those who can afford their prices and needed loans to those who can afford their interest charges. Dwarfs are also a key force in the Imperial Army, when it takes the field. By ancient agreement, they owe service only to the emperor, though Dwarfs will naturally take part in the defence of their cities and some hire themselves to local rulers as mercenaries. In the Imperial Army, Dwarfs form into their own units of pikemen and axemen, while also providing their legendary siege and engineering skills.   But Dwarfs are never entirely comfortable in Rhemia, never completely escaping the feeling that they do not belong or are not wanted. Naturally clannish and reserved, they gather in their own districts and, in some Imperial towns, walled ghettos. Some Humans interpret this as snobbishness and an insult, while the Dwarfs feel a need to gather together for mutual protection. There have been too many times when hard economic times have led Men to take their frustrations out on the Dwarfs for them to feel otherwise.   Human feelings toward Dwarfs are mixed. A few, especially among Appallùmites, hold them in almost religious reverence, given their crucial role in Imperial history. Others are so used to seeing Dwarfs among them and doing business with them that they see Dwarfs as little more than short Humans. Others, usually those who are unsuccessful in life, resent Dwarfs and feel sure they must have cheated to get where they are. All but the most rabid racists, however, recognise they are an essential part of the society of Rhemia.  

History

 
"They know drinking, fighting, and cannon. There’s a good life to be had, if you can stand to leave the mountains." —Gialar Kunst, Dwarf loremaster
  The Dwarfs' history with the Men dwelling in what would become Rhemia goes back a long way. The first Human tribes arrived in the region during the Golden Age before relations between Elves and Dwarfs had deteriorated to unleash the War of the Beard. It was during the same conflict, which the Dwarfs remember as the "War of Vengeance," that the Dwarfs recognised the potential of trade with the Human tribes of the Belthani, though they were not yet envisioned as allies. The Belthani were a fairly peaceful and pastoral people. Their numbers were not large enough to create much conflict among their own. Tribal quarrels usually resulted in a group moving to another land to eke out a living. The technology of these tribes made use of stone weapons, copper tools, and pottery, but their ability to grow crops was what initially made the Belthani valuable to the Dwarfs who needed to muster and fortify their own people for a centuries-long war.    

Society

  In spite of living with "Manlings" for millennia, Imperial Dwarf society retained aspects of the social structure founded by their mountain kin, the Karak Dwarfs. In Rhemia, Dwarfs remain an exceptionally proud people with long memories for acts done on their behalf as well as foul deeds against them. They greatly respect age, wealth, skill, and reputation. Tradition is highly-valued in Imperial Dwarf communities, though not quite so rigidly as in karak society. While the clan remains the foundational unit, Imperial Dwarf clans differ greatly from their karak brethren -- these clans are not tied to specific guilds. For example, there is no Imperial Dwarf mining or weaponsmithing clan. Thus, an Imperial Dwarf from the Ironside Clan serving as a blacksmith of a village might have two sons, one of whom might be a stonemason in a nearby town while the other may be a peddler with a route that covers a number of neighbouring villages. Still, the bonds among clan members are unshakable and their support for one another nearly absolute.  

Clan Elder

  Each Imperial Dwarf clan has an elder -- the oldest living member of the clan -- to whom they look for wisdom and decision-making on matters affecting the entire clan. In the rare event that such a person declines the enormous responsibilities of clan elder, then the position passes to the next oldest clan member. The elder is responsible for maintaining the clan's Book of Grudges (the Dammaz Kron), removing grudges where settled, and adding new entries whenever a new grudge is forged.   The elder also keeps a number of other tomes in their possession. One is the Book of Remembrance (Zagaz Kron) which records the deeds and acts of renown by the clan's ancestors as well as living clan members. Updating the Book of Debt (Skuld Kron) which details the debts of the clan and erases those that have been settled also falls to the elder. Lastly, the elder maintains the Book of Ancestors (Gromthi Kron) which delineates the ancestral line of the clan to the present generation.   Historians associated with the Cult of Verena would love to get their hands on an Imperial Dwarf clan's Book of Ancestors for genealogical reasons.  

Council of Elders

  Whenever more than one Imperial Dwarf clan resides in an Imperial settlement, the Imperial Dwarf community is run by a Council of Elders. The council is made up of the elder for each clan and one among this number is elected to lead the council. The leader of the council is not necessarily the oldest of the elders. The council could decide to name the most accomplished elder as the leader of the community, like Engineer Grodni Surehammer in Ubersreik, or the elder of the largest clan in town, such as Kazran Dorinsson from the Stormhelm Clan of Schilderheim. Usually, the council retains the collective power for the Imperial Dwarf community and only selects one elder as its nominal head. In contrast, Karak Dwarf councils only serve as advisors to the hold's Dwarf king. These are led by the grand matriarch (the Dwarf king’s mother or, if she has passed, the queen) and include other members of the noble clans, such as the high priests of Grungni, Valaya, and (usually) Grimnir. The elders for the leading guilds of the specific Dwarf hold also sit on the king's Council of Elders.   Imperial Dwarf priests of the Ancestor Gods are rarely descended from the noble clans of the karaks. Moreover, many Imperial Dwarf communities simply do not have an anointed priest living among them. In the larger towns and cities where such priests do exist (mostly those in Grungni's service), Dwarf priests have an advisory role on the Council of Elders, but not a voting one, unless the priest happens to be a clan elder.  

Imperial Dwarf Districts

  In rural areas of Rhemia, Imperial Dwarf clans are spread across Manling villages; visitors are likely to find a solitary Dwarf or single family among the villagers. For example, the Barony of Grautal's branch of the Hammersmith clan is based in the small town of Wiedle with members scattered among the surrounding villages of Begeln, Schlarz, Lengdorf, Lierz, and Eilsbeck. Imperial mining communities, such as Delfgruber and Hugeldal in Reikland, are home to a higher proportion of Dwarf denizens. One quarter to one half of the miners employed at sites like these are Dwarfs. Many of the mine foremen tend to be Dwarfs as do those involved with processing raw ore into ingots for shipping. In Rhemia's early days there were separate Dwarf villages that were eventually enveloped into growing Human settlements, becoming large towns and cities. The Dwarfs still live in these specific quarters and refer to them by their old Dwarf village names, such as "Smoky Town" (Khazid Alamok) in Dunkelberg and "Springwater Village" (Khazid Ungstromez) in Schilderheim. The largest cities, such as Altdorf and Middenheim, are home to as many as ten clans, while an average Imperial town has two or three. By and large, Imperial Dwarfs adhere to Imperial laws, customs, and traditions.   Among clans, elements of Dwarf law remain; crimes against property are arbitrated by the Council of Elders. Guilty parties are fined (bagtal) or obligated to perform a service (singald), or both. When situations become difficult to resolve, feuds may erupt. These are usually resolved with further negotiation (and casks of ale). Once in a while, blood is shed. Resulting blood-feuds (bludgald) can be very destructive and require an Elder Council to bring them to an end. Guilty parties must pay compensation (okstal) to any injured parties or their heirs.  

Imperial Tavern

  The centre of Dwarf life in any district is the tavern. Larger Dwarf settlements have up to ten or more taverns, but even the smallest has at least one. The common room of a Dwarf tavern is quite large with low ceilings (just over six feet) and a large fireplace or two. Dwarfs gather at the end of each workday to exchange news, gossip, rumours, and tall tales while eating and quaffing tankards of beer. A tavern's kitchen is large, as Dwarfs have hearty appetites. While a number of taverns have Halfling cooks, the majority are staffed by Dwarfs who make heavily spiced dishes. Dwarfs are fond of food with sharp tastes to compliment the potency of their brew. Imperial Dwarfs are fond of gambling. Many have taken up the Manling games of cards and dice, such as Al-Zahr and Scarlet Empress. Beast Among the Tailors, Bowls, Bull Ring, Muhlen, and Stones are other tavern games that Dwarfs have turned into betting events. Others prefer arm-wrestling and drinking games for wager. Dwarfs do not particularly like the Manling game of darts, preferring axe-throwing instead. Taverns that permit axe-throwing have a side room dedicated for the sport; grudges in the past have resulted from an errant throw knocking over another's tankard of beer.  

Imperial Brewery

  While many a Dwarf tavern brews its own beer, large Dwarf settlements have at least one brewery where they produce local beer to sell to these taverns. Breweries also allow Dwarf brewmasters the opportunity to show off their craft, especially on 33 Brauzeit, the annual brewing festival of Grungni known as "Second Breech" (also called Brodag). The potency of Dwarf brew is such that only in rare circumstances are Manlings or Halflings allowed to participate. These two species do not have the constitution to handle Dwarf brew and the brewers do not really want their efforts wasted (with a corresponding entry in the Book of Grudges). Dwarf brewers also sell weaker beer to Manling taverns and inns in town and the surrounding area. For a Dwarf, "weak" beer is still a cut above the watery drink produced by Manling "breweries."  

Imperial Smithy

  Smithies are important establishments in an Imperial Dwarf quarter. These businesses enable Dwarfs to purchase quality armour, weapons, and metalware, and are a key source of wealth. Dwarf smiths are exempt from guild rules imposed on Manling artisans in the same trade provided Dwarfs sell their products at a substantially higher price. The Dwarfs don't mind since such pricing certainly reflects the higher quality of their effort. In a Dwarf quarter, the number of smithies rivals that of taverns. Dwarf engineer guilds only exist in the cities and largest towns of Rhemia. Imperial Dwarf engineers are less cautious than their Karak Dwarf counterparts. No doubt this is due to the influence of being among Manlings for so many centuries. Even so, Imperial Dwarf engineers are still far less reckless than their competitors at the Imperial Engineers School in Altdorf.

An Imperial Dwarf who has assimilated into the Human society of Rhemia.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!