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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.
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]] formed by the destruction 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.  
Master crafters, expert bankers, well-trained and armed soldiers, and skilled traders, 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.
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.
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Gildenhome allowed slavery of [[Kobold]]s and [[Goblin]]s 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 [[Fresia|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.
Gildenhome allowed slavery of [[Kobold]]s and [[Goblin]]s 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 [[Fresia|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.
Many Dwarves learn family trades which they work for the centuries of their lives and never question their place or travel far from their birthplace. Dwarves who become adventurers tend to come from outcasts, religious weirdos, exiles, troublemakers, iconoclasts, and others who are pushed out of a society that often demands rigid conformity and rule-following.

Revision as of 06:44, 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 formed by the destruction 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 crafters, expert bankers, well-trained and armed soldiers, and skilled traders, 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.

Many Dwarves learn family trades which they work for the centuries of their lives and never question their place or travel far from their birthplace. Dwarves who become adventurers tend to come from outcasts, religious weirdos, exiles, troublemakers, iconoclasts, and others who are pushed out of a society that often demands rigid conformity and rule-following.