Dwarf Clans

World Overview

Table of Contents

About Clans

Dwarven society is divided into two distinct entities, royalty, who administer all matters of national defense and trade agreements, and the clans, who each administer their own expertise. A clan will usually consist of 8-20 enclaves, although the largest clans contain upwards of 100 enclaves. It is unknown how many different clans exist within the Fallen Reaches, but dwarven scholars estimate around 1000, of which roughly 800 maintain regular contact with the royalty.

The clans are largely independent and though nearly all contribute to the central royalty to help maintain the critical state functions, there are a notable amount who are not fond of the current rulers. With a society as diverse as the dwarves, there are large differences in opinion on dwarven identity, relations, trade tariffs and magic research, to mention a few topics. A few clans have even broken with the current royalty, refusing to pay tribute until a new policy is taken in several key areas. Although this contentious part of society has always been around, it has gotten considerably more polarized and aggressive due to the mounting racial tensions between the human nations and other places.

A clan is typically lead by one representative from each enclave in the clan as well as by one person who is the head of clan. Head of clan is usually given to a heroic figure from within the enclaves and is rarely a contentious and dividing position, despite its relative influence. Although the leaders of a clan can become a rather large group, they usually only meet a few times a year, to discuss central matters of policy, tribute and coordination.

Noted below are some of the most known clans:

Masons

The masons are one of the larger clans and argueably the most mighty. They are situated deep underground, near several very strong mineral and gem ores, which have given them great wealth over the years. They consist of nearly 40 enclaves, most of them consisting of around 50 dwarves, giving them a formidable few thousand members. In addition to being situated near valuable regions and being very difficult to access, they are also in possession of one of the dwarven demon gates, ancient connections to the demonic world. Although it still remains buried within their land, they have argued for re-establishing dwarf-demon relations and have as such deviated drastically from the policie put forth and maintained by the royalty ever since the dwarves were converted to saintdom.

The masons are named after their great skill of building. They are rumored to be the architects of the original demon-gates and many of the most impressive buildings in the dwarven capital. They still possess many skilled artisans and have spent a large amount of money importing various manners of tools and stone over the years. Although their current position with the other clans have made it considerably harder for them to employ their talents, they still take great pride in their heritage, even if their mason greatness lies decidedly in the past.

Recently, the masons have officially broken with the royalty and started unearthing their demon gate, to the great ire of both other clans and royalty. Alas, due to the pact forged between the active clans, only the royalty can take action against the Masons, but due to current events in the capital and the great strategic position of the Masons, there is currently no recourse to stop these actions.

The masons consist both of many competent smiths, as well as quite a few trained warriors and a few mages. Their wealth has allowed them to send out a few dwarves into the human kingdoms to learn from other races and gain valuable talent. The result has been a fearsome mix of dwarves in their employ. Most notable though, is the masons hexsmith, Dangebon Earthface, who has outfitted the clan with a variety of dangerous weaponry.

Clubs

The clubs are a somewhat smaller clan, but are known throughout the dwarven land for their unique nature and jolly behaviour. One of the few nomadic clans, the 5 enclave strong group travels around the entire fallen reaches, taking shelter wherever they are welcome and bringing with them the gift of music and minstrel. In between visits, they forage unvisited areas and are known for having some of the best stories and mushroom in the entirity of the dwarven kingdom. They are named Clubs after their signature stock of tarot cards, in which every depicted character carries a club, for unknown reason.

The clubs is only a couple hundred members at most, and refrains from having younger members due to the inherent roughness of a life on the road as well as the many dangers they encounter. Some of the enclaves occasionally set out into the human kingdoms as well and most clubs members have a positive opinion of other races. Their members are fairly hardy and although they prefer love and not war, they are fully capable of holding their own against the wild things that exist all around the dwarven kingdom.

Brewers

The brewers is a very large clan, consisting of 85 or so enclaves and situated very near the capital of the dwarven kingdom. Named the brewers after the original group of enclaves, that were indeed brewers, the brewers eventually grew into a large and diverse gathering of a large amount of enclaves that were situated very close geographically. They are now often viewed as the most influential single clan and their total amount of members is well over 4000 dwarves, with the enclaves being some of the most populous due to the centrality of the clan and the gentleness of the area. The brewers are currently responisble for a large amount of the food and alcohol that is supplied to the rest of the dwarven kingdom. In addition, the brewers are also well known for their production of yeast, and it is said that their sour-yeast is the most desired rarity amongst bakers in the Warring Kindoms.

The brewers are a varied bunch and there is some factionalism within the clan itself. Some dislike their close ties with the royalty, while others believe they should work even closer with the central state to ensure a more unified dwarven nation. Others are content to maintain the status quo and although their spats can sometimes result in a bout of fistfighting, they see themselves as highly unified and treasure the kinship within the brewer clan. The scale of the clan has also enabled them to pursue more grand projects than other smaller clans, and the brewers are proud of their investments in the capital, including a wizard academy separate from the royalty, as well as a hospital with several smaller field hospitals connected.

Stonesworn

The stonesworn is one of the oldest clans in the dwarven kingdom, and are located all along the borders of the dwarven kingdom. Consisting of over 60 clans, for a total of nearly 2000 members, the stonesworn span the largest geographical region of any of the clans. The stonesworn are notable for their supplementary work within military defense, but also for their control of the border. Nearly every path in and out of the dwarven kingdom is controlled by a stonesworn enclave and as such, they have a great amount of rapport with other dwarven enclaves and individuals.

The stonesworn are for the most part self-sufficient, believing that relying on supply lines would be detrimental for their work as the guardians of the realm. As such, most stonesworn enclaves split their time between growing reliable crops, managing border migrations and training. Even so, they often receive shipments of weapons and other more exotic supplies, in order to best facilitate their duties. The stonesworn are also the tamers of the emperor eagles and although other clans have attempted to train and befriend the gigantic beasts, so far no one has had the widespread success of the stonesworn. The stonesworn use the eagles as part of the border defense and are a central part of the reason why no trained militias have attempted to force entry into the dwarven kingdom.


06 December 2020 (31)