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Dwarves are the second most populous race of the known world. Their ancestral homeland is the nation of [[Gildenhome]] which they have occupied since before written records and where nearly all Dwarves still reside. Delvers of deep places in ancient times, a great cataclysm which destroyed the [[Mountainhome]] drove them to the surface and now they are at best a semi-subterranean species, often carving shallow fortresses into mountains and hillsides, and then using the excavated material to construct above ground commercial and craft centers. Over the centuries following that catastrophe they have expanded to control the large northeastern peninsula of the Mainland.
Dwarves are the second-most populous race of the Mainland after Humans, though most never leave the borders of [[Gildenhome]] or live among Humans or other peoples and few Halflings or Humans ever spend much time in the Gildenhome [[Mountainhomes]] and heartlands. The ancestral Dwarven homeland was the underground [[Mountainhome]] and after its destruction the survivors and refugees of that disaster founded the nation of Gildenhome early in the mythical [[Time of the Eight]]. Those survivors who made it to the surface adapted to become a semi-subterranean species, often carving shallow fortresses into mountains and hillsides, and then using the excavated material to construct above ground commercial and craft centers. Over the centuries following that catastrophe they have expanded to control most of the northeastern peninsula of the Mainland outside of [[the Scar]] that remained of their fallen homeland. The Scar remains mostly a wasteland of horrors and destruction though many [[Servitors]], monsters, and [[Free Gnomes]] have made it home over the centuries.


Master craftsmen, expert bankers, and skilled tradesmen, bands of Dwarves can be found in most any major urban center, often living in (or confined to) ethnic districts. Dwarven goods are accepted as the pinnacle of craft, and are much sought after by the wealthy. Nations rely to one degree or another on Dwarven gold to function and while Dwarven banks are trusted, Dwarven bankers are often seen as shrewd and legalistic. The general Dwarven philosophy is one of resilience, stoicism, and pursuit of personal excellence.  
Master craftsmen, expert bankers, well-trained and armed soldiers, and skilled tradesmen, bands of Dwarves can be found in most any major urban center, often living in (or confined to) ethnic districts. Dwarven goods, especially worked metal arms and armors, are accepted as the pinnacle of craft, and are much sought after by the wealthy. Nations rely to one degree or another on Dwarven gold to function and while Dwarven banks are trusted, Dwarven bankers are often seen as shrewd and legalistic. The general Dwarven philosophy is one of resilience, stoicism, and pursuit of personal excellence.  


Dwarves have long been a powerful bloc among the leadership of the [[Alexandrian Church]] and following the splitting of the church now make up most of the leadership of the Eastern Church. The recent elevation of a young Dwarf as [[Arch-Warden]] to succeed another Dwarf seems to indicate they intend to hold on to the position for many years.
Dwarves have long been a powerful bloc among the leadership of the [[Alexandrian Church]] and following the splitting of the church now make up a large majority of the leadership of the Eastern Church. The recent elevation of a young Dwarf as [[Arch-Warden]] to immediately succeed another Dwarf seems to indicate they intend to hold on to the position for many decades.


[[Halflings]] travel across the roads and rivers of Gildenhome much as they do across the Human nations. [[Boat Halfling]] families that have been established across decades are often considered more reputable and trustworthy over [[Road Halfling]] and Human traders who will rarely be seen again.  
[[Halflings]] travel across the roads and rivers of Gildenhome much as they do across the Human nations. [[Boat Halfling]] families that have been established across decades are often considered more reputable and trustworthy over [[Road Halfling]] and Human traders who will rarely be seen again.  

Revision as of 06:27, 25 May 2024

Dwarves are the second-most populous race of the Mainland after Humans, though most never leave the borders of Gildenhome or live among Humans or other peoples and few Halflings or Humans ever spend much time in the Gildenhome Mountainhomes and heartlands. The ancestral Dwarven homeland was the underground Mountainhome and after its destruction the survivors and refugees of that disaster founded the nation of Gildenhome early in the mythical Time of the Eight. Those survivors who made it to the surface adapted to become a semi-subterranean species, often carving shallow fortresses into mountains and hillsides, and then using the excavated material to construct above ground commercial and craft centers. Over the centuries following that catastrophe they have expanded to control most of the northeastern peninsula of the Mainland outside of the Scar that remained of their fallen homeland. The Scar remains mostly a wasteland of horrors and destruction though many Servitors, monsters, and Free Gnomes have made it home over the centuries.

Master craftsmen, expert bankers, well-trained and armed soldiers, and skilled tradesmen, bands of Dwarves can be found in most any major urban center, often living in (or confined to) ethnic districts. Dwarven goods, especially worked metal arms and armors, are accepted as the pinnacle of craft, and are much sought after by the wealthy. Nations rely to one degree or another on Dwarven gold to function and while Dwarven banks are trusted, Dwarven bankers are often seen as shrewd and legalistic. The general Dwarven philosophy is one of resilience, stoicism, and pursuit of personal excellence.

Dwarves have long been a powerful bloc among the leadership of the Alexandrian Church and following the splitting of the church now make up a large majority of the leadership of the Eastern Church. The recent elevation of a young Dwarf as Arch-Warden to immediately succeed another Dwarf seems to indicate they intend to hold on to the position for many decades.

Halflings travel across the roads and rivers of Gildenhome much as they do across the Human nations. Boat Halfling families that have been established across decades are often considered more reputable and trustworthy over Road Halfling and Human traders who will rarely be seen again.

Gnomes have a particularly complicated relationship with Dwarves mostly dating to the Gnomish Vassalage and exacerbated more recently by the Gilden-Gnomish War, but prejudices vary from Gnome to Gnome. Many Gnomes and Dwarves are still alive and have memories and grudges from the recent troubles between Hakan and Gildenhome.

Gildenhome allowed slavery of Kobolds and Goblins from the Scar following the Gnomish Vassalage until the end of the Gilden-Gnomish War. Following that conflict and the collapse of much of the Fresian border areas many Dwarven cities and enclaves instead make use of Human indentured servants and short-term contractors to cover non-desirable jobs especially in agriculture. Kobolds, Goblins, Hobgoblins, Orcs, and other Servitor groups within the Scar are still frequently in armed conflict with Dwarves.