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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. Many Dwarves learn family trades assigned in their youth which they will 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 wanderers, traders and mercenaries hoping the risk is worth it, outcasts, religious weirdos, troublemakers, iconoclasts, the disowned or disgraced, and others who are pushed out of a society that often demands rigid conformity and rule-following.
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. Many Dwarves learn family trades assigned in their youth which they will 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 wanderers, traders and mercenaries hoping the risk is worth it, outcasts, religious weirdos, troublemakers, iconoclasts, the disowned or disgraced, and others who are pushed out of a society that often demands rigid conformity and rule-following.


Contrary to common Human stereotypes which often see Dwarves as gruff/asocial and greedy traders, most Gilden are extremely social and collaborative and thrive only when working closely with others. From a young age most are expected to work together with their peers in workshops, workcamps, and work training. Colleagues are expected to spend time together outside work to improve team bonds and most enjoy doing so. Even small and rough mining or timber outposts will often construct a cafeteria/tavern shortly after the barracks. One of the most common phobias for Gilden is being trapped alone as a sole survivor and there have been many cases of Dwarves who never recovered after suffering that kind of trauma even for a few days. To a far greater degree than any Human nation, the residents of Gildenhome work collectively and cooperatively with a much higher degree of direct control and planning to constantly improve their homes and infrastructure. Perhaps even more than their slow birth rate, part of the reason Gildenhome has not been very expansionist through the steady rise over their history is that few want to leave to found new settlements while there are always so many more improvements that could be made at home. The greatest and oldest of [[Mountainhomes]] still always have new improvement projects and public works ongoing, but even over the slower pace of Dwarven generations mining camps, border towns, and crossroads slowly expand into settlements then some into Hill Cities and some eventually into Mountainhomes.
Contrary to common Human stereotypes which often expect Dwarves to be gruff/asocial and greedy traders, most Gilden are extremely social and collaborative and thrive only when working closely with others. From a young age most are expected to work together with their peers in workshops, workcamps, and work training. Colleagues are expected to spend time together outside work to improve team bonds and most enjoy doing so. Even small and rough mining or timber outposts will often construct a cafeteria/tavern shortly after a barracks. One of the most common phobias for Gilden is being trapped alone as a sole survivor and there have been many cases of Dwarves who never recovered after suffering that kind of trauma even for a few days. One of the most common goals or ambitions for Gilden is to complete a complex project and have their peers agree that "all craftdwarfship is of the highest quality" and the pride for particularly well-executed works will be bragged about for generations. To a far greater degree than any Human nation, the residents of Gildenhome work collectively and cooperatively with a much higher degree of direct control and planning to constantly improve their homes and infrastructure. Perhaps even more than their slow birth rate, part of the reason Gildenhome has not been very expansionist through the steady rise over their history is that few want to leave to found new settlements while there are always so many more improvements that could be made at home. The greatest and oldest of [[Mountainhomes]] still always have new improvement projects and public works ongoing, but even over the slower pace of Dwarven generations mining camps, border towns, and crossroads slowly expand into settlements then some into Hill Cities and some eventually into Mountainhomes.


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. While technically following the letter of the treaties which ended the [[War of Schism]] there are few if any Western churches other than the border trading areas and any Protest-Stand groups or cults would be even more unwelcome and persecuted. Dwarves make up the up the majority of the [[Travelers]] and several other Eastern Church-aligned Paladin orders and are very rare among Western Church- or Protest-Stand-aligned orders.
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. While technically following the letter of the treaties which ended the [[War of Schism]] there are few if any Western churches other than the border trading areas and any Protest-Stand groups or cults would be even more unwelcome and persecuted. Dwarves make up the up the majority of the [[Travelers]] and several other Eastern Church-aligned Paladin orders and are very rare among Western Church- or Protest-Stand-aligned orders.


==Relationship with other peoples==
==Relationship with other peoples==
[[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. Gilden tend to dislike watercraft and few can swim well, but they are excellent bridge builders and the major roads through Gildenhome have bridges of exceptional size and quality.[[Boat Halfling]] families run ferries on crossings too far for even Dwarven engineering as well as river barges up and down the interior waterways. Many of the oldest, well-established for generations, Boat families have adopted Dwarven-style naming conventions so formally passed titles like "Bethenalay LimulOtad-RodukEsrel XXII" (lit. translation "gold hand - ferry queen the 22nd") are considered by the Gilden to be far more reputable and trustworthy compared to the passing [[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.
[[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 and Dwarf to Dwarf. Many Gnomes and Dwarves are still alive and have memories and grudges from the recent troubles between Hakan and Gildenhome.


Gildenhome practiced 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 and monsters who wander the Scar are still frequently in armed conflict with Dwarves.
Gildenhome practiced 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 and monsters who wander the Scar are still frequently in armed conflict with Dwarves.

Revision as of 15:39, 12 June 2024

The Gilden, often referred to as Dwarves by Humans due to their short stature are the second-most populous race of the Mainland after Humans. Most Gilden never leave the borders of Gildenhome or live among Humans or other peoples and few outside of Halfling or Human circuit traders along the Travelers' Roads 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 several large Mountainhomes and Hill Cities and have for centuries controlled most of the northeastern peninsula of the Mainland outside of the Scar formed by the destruction 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 ages.

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. Many Dwarves learn family trades assigned in their youth which they will 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 wanderers, traders and mercenaries hoping the risk is worth it, outcasts, religious weirdos, troublemakers, iconoclasts, the disowned or disgraced, and others who are pushed out of a society that often demands rigid conformity and rule-following.

Contrary to common Human stereotypes which often expect Dwarves to be gruff/asocial and greedy traders, most Gilden are extremely social and collaborative and thrive only when working closely with others. From a young age most are expected to work together with their peers in workshops, workcamps, and work training. Colleagues are expected to spend time together outside work to improve team bonds and most enjoy doing so. Even small and rough mining or timber outposts will often construct a cafeteria/tavern shortly after a barracks. One of the most common phobias for Gilden is being trapped alone as a sole survivor and there have been many cases of Dwarves who never recovered after suffering that kind of trauma even for a few days. One of the most common goals or ambitions for Gilden is to complete a complex project and have their peers agree that "all craftdwarfship is of the highest quality" and the pride for particularly well-executed works will be bragged about for generations. To a far greater degree than any Human nation, the residents of Gildenhome work collectively and cooperatively with a much higher degree of direct control and planning to constantly improve their homes and infrastructure. Perhaps even more than their slow birth rate, part of the reason Gildenhome has not been very expansionist through the steady rise over their history is that few want to leave to found new settlements while there are always so many more improvements that could be made at home. The greatest and oldest of Mountainhomes still always have new improvement projects and public works ongoing, but even over the slower pace of Dwarven generations mining camps, border towns, and crossroads slowly expand into settlements then some into Hill Cities and some eventually into Mountainhomes.

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. While technically following the letter of the treaties which ended the War of Schism there are few if any Western churches other than the border trading areas and any Protest-Stand groups or cults would be even more unwelcome and persecuted. Dwarves make up the up the majority of the Travelers and several other Eastern Church-aligned Paladin orders and are very rare among Western Church- or Protest-Stand-aligned orders.

Relationship with other peoples

Halflings travel across the roads and rivers of Gildenhome much as they do across the Human nations. Gilden tend to dislike watercraft and few can swim well, but they are excellent bridge builders and the major roads through Gildenhome have bridges of exceptional size and quality.Boat Halfling families run ferries on crossings too far for even Dwarven engineering as well as river barges up and down the interior waterways. Many of the oldest, well-established for generations, Boat families have adopted Dwarven-style naming conventions so formally passed titles like "Bethenalay LimulOtad-RodukEsrel XXII" (lit. translation "gold hand - ferry queen the 22nd") are considered by the Gilden to be far more reputable and trustworthy compared to the passing 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 and Dwarf to Dwarf. Many Gnomes and Dwarves are still alive and have memories and grudges from the recent troubles between Hakan and Gildenhome.

Gildenhome practiced 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 and monsters who wander the Scar are still frequently in armed conflict with Dwarves.