The third installment.
As usual, sorry for my English
I will appreciate some comments.
The Dwarves of Runegard
In the beginningNobody knows for sure when the Dwarven race first appeared on the world. Their myths tell of a supernatural entity mixing the elements of fire, earth, wind and water together and making the first Dwarf. That’s why they are called “the children of the four elements”. There is another theory however about this name. The Dwarven race was the first to invent mining (earth), forging (fire), shipbuilding (water) and windmills (wind), thus the name “the children of the four elements”.
The Dwarven race started mining and forging the first weapons and tools in their homeland, Runegard. Their expertise was on iron but gradually they started making they shifted to new and harder alloys.
Since their tools were something that the world has never seen before, they started trading with their neighbors and soon started trading further and further away. The demand for their tools grew bigger, and since the Dwarven race is inherently competitive and ambitious, some Dwarves left their home country and established colonies where they could found more ore for their foundries. The continuous trading with the other races and the search for new materials slowly evolved to the Dwarven community of now.
SocietyThe Dwarven society is separated in four distinct “guilds”.
• Mining guild. The mining company is the one responsible for the establishment of new mines, the operation and production of them. They are directly connected to the Forging guild and are usually found only in the cities of the Dwarves, next to the mines.
• The Forging guild. Responsible for the creation of tools, weapons and armor. Their main base is in Runegard and they will be seen rarely at some of the colonies.
• The Transport guild. They are in charge of every transportation involving Dwarven activity. Raw metal from the far away colonies, shipping to trading posts, colonists and supplies to the colonies. They are the ones that actually collaborate with all the other guilds and are the ones that are responsible for the huge growth of the Dwarven fleet.
• The Trading guild. This is probably the smallest guild but in equal terms with the others. They are responsible for the contracts between the Dwarves and the other races. A huge proportion of these Dwarves are found on foreign lands, and on the lookout for new markets. They are the ones that circulate all the money in the Dwarven nation (and a big part of all the wealth circulating in the whole known world).
The four guilds act like big families for their members. Once you are born in a guild, you will live and work for it. The only exceptions are the priests and the warriors. The head of the guild is the supreme ruler of each guild and is elected every 10 years by the head of each guild department in the various settlements. Everything is resolved inside the guild and only for “global” matters is the Council of Five called to decide.
ReligionThe Dwarven religion is centered on the four elements. Earth, Fire, Wind, Sea. Each element has a separate patron deity and a separate priesthood. Each guild sponsors a different element and the whole religion is government by a unified body of priests, the Council of Four*. The priesthood allows magic, mainly rune magic, and there are scouts around the various Dwarven settlements looking for talented individuals to be drawn into the ranks of the church.
*The same applies to the guilds also. Each guild is on it’s own but they are controlled by the Council of Four, two leaders from each guild and the two generals of the army resulting in the Council of Fourteen.
ArmyEvery guild has to give ten percent of all the children (both male and female) that reach the age of fifteen to be recruited to the army. Every year random draws are arranged by the head of every guild in each settlement and the ones that were drawn are sent to the various military training centers scattered around the Dwarven colonies. The male children are used for soldiers and the female are used for various supporting roles.
Once somebody is accepted to the army, all family ties are left behind.
The whole of the Dwarven army is compromised of infantry. Some siege weapons are used and also bows and crossbows. The Dwarves do not use any horses because they used to go everywhere with their boats. However, the first ally of the Dwarves, the Antonians which live next to Runegard, often match to battle with the Dwarves, with regiments of light cavalry.
The Dwarven battle plans are simple and rely on their superior armor and strength. The examples of many Dwarven settlements holding against much larger forces until help arrived are many but the legendary battle at the very gates of Runegard against the largest invading force of the Orcs ever seen is known to all the Dwarves. The defenders of Runegard help a force that probably was 5 times bigger until the workers from the nearest mine, under the guidance of Panus Zinonson, marched to their rescue. This war the first time miners marched to war, and up to now, a special unit consisted only of miners, is present in many battles.
Ballista. The various siege weapons employed by the Dwarves were first used for ship to ship combat but soon they understood that the ballistae could be used in the battlefield, against larger enemies. Although cumbersome and slow, the sight only of ballistae makes the enemy heavily armored units and monsters stop and turn around.
Lobgbeards. The oldest and most experienced warriors form heavily armored regiments armed with various hand weapons. They rely on their superior armor and their experience to swiftly deal with anything thrown against them. The often look like a rag tag band of brigands since they tend to joke and yell a lot, but never let the looks fool you. They are short, well tuned, killing machines that have probably killed some of your ancestors in previous battles.