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KURVHOSAU: The Kingdom of the Dwarves

 

Historical Outline

The Artificer and the Eye (2000 years ago)

 The legendary home of the dwarven clans since the dawn of time, or at least as far back as that noble race can recall, is the mountain fortress of Kurvhosau. The five great clans of dwarven history (Clan Ustaysuss, Clan Martel, Clan Garven, Clan Greymarch, and Clan Fain) make their home there. The mountain may appear unaltered to an untrained eye, but the dwarves have lovingly carved out from solid rock an impregnable fortress. Kurvhosau has been assaulted only once in its proud history, and has never fallen.

 At this point in time, the dwarves were more conscious of the goings-on in the surface world, and they were greatly perturbed by the elven war against the evil entity which came to be known as the Nightmare. In the end, after much furious arguing, the dwarves threw their might in with the elves and their deities. Certain elders had perceived that in all likelihood, the elves would be beaten if the war continued unchanged on its current course. The Clan Garven was particularly influential in changing the course of the war. Certain dwarven theorists came up with the idea of using one the four adjacent pocket dimensions, commonly called the Eyes of the World, as a prison to hold the evil entity. The High Artificer of Clan Garven designed a mysterious series of artifacts designed to seal the extra-dimensional space shut, but the devices required life force to power them. Many noble dwarves voluntarily sacrificed their lives to power the artifacts, and when more lives were needed, the elves made a similar sacrifice. Their efforts were successful, and Nightmare was sealed off from our reality. Only the tiniest portion of his influence was still able to leak through…

 

The Great Exploration (1400 years ago)

 At this time, the dwarves uncovered the existence of great underground caverns… a virtual empire of subterranean chambers. Since the majority of the dwarven empire was beneath the surface anyway, they took to exploring and mapping this new realm. This was a bright and promising time for the dwarves, and their kingdom expanded steadily. Almost unnoticed, the last descendants of Clan Garven died off in a series of improbable accidents. Some posit the theory that the imprisoned evil can somehow send agents to our world, but the lack of evidence causes this line of reasoning to be abandoned. Abandoned, but not forgotten… the dwarves have long memories.

 

The Long Wars (1200 years ago)

  The dwarves develop strong hatreds and racial prejudices against the orcs and goblinoids. In their exploration of the Great Caverns, numerous challenges and monsters are overcome, often being costly in the expense of dwarven lives. Despite the various fearsome creatures faced, the orcs and goblins prove to be particularly troublesome to the dwarves, mostly due to their seemingly endless numbers. Entire generations live and die engaged in these relentless wars. Dwarven expansion grinds to a halt. Although the dwarves often come out as victors, the orcs and goblins propagate quickly, easily replacing losses that the dwarves can ill afford. The clan elders perceive the need for a change in strategy.

 

The Wall (800 years ago)

 Clan Martel begins the largest dwarven construction project ever. In light of the failing strategy of fighting constant wars with the evil denizens of the Great Caverns, the idea is proposed to build a massive defensive fortification that walls off the settled dwarven areas of the Great Caverns from the ‘wild’ regions. The Wall, a defensive work of brobdingnagian proportions is built over the next 200 years. Feeling a responsibility to protect other emerging cultures on the surface world, the Wall is extended to seal off many of the known exits to the Great Caverns. The Wall is manned by steadfast guards, and dwarven rangers make forays into the uncharted areas to monitor the activities of the evil humanoid kingdoms. The kingdom of Kurvhosau settles into stability.

 

The Migration of the Giants (400 years ago)

 The giants descend from their peaks, driven out by something so horrible even they fear it. Moving towards the human cultures, they pass through the dwarven kingdom. The clan elders argue heatedly about their responsibility in this matter: one side claiming they are not the guardians of the entire world and the humans can fight their own battles, the other side claiming they have a responsibility to act when they see something wrong. In the end, it is decided the dwarves are indeed the guardians of the world, and have been for over 1600 years. Although some of the giants go on to plague the human cultures, the main force is engaged by the dwarves.

 In the subsequent conflict, the giants beat back the dwarves and storm their fortress at Kurvhosau, but are unable to breach its defenses. After several months of conflict, the dwarves and giants discuss terms and the story behind the giant migration is explained. A truce is reached, and a powerful expedition force under Clan Fain is sent to investigate the peaks that were formerly home to the giants. The giants treacherously break the truce and renew their assault on Kurvhosau, earning the undying enmity of the dwarves. Clan Fain is apparently successful, as the giants tire of their fruitless war and return to their old haunts.

 

The Council of the High Clans (100 years ago)

 Despite some rather difficult times during the exploration of the Great Caverns and the Migration of the Giants, the dwarven culture has always been rather stable. Starting a little over a century ago, this began to change as attacks along the wall became more frequent and vicious. Twice sections of the Wall were overrun, and were recaptured by dwarven stalwarts only at great cost. A Council of the four remaining High Clans (Clan Ustaysuss, Clan Martel, Clan Greymarch, and Clan Fain) was called to evaluate the situation. The Council arrived at the dismal conclusion that if the attacks continued at the increased virulence, dwarven might would atrophy to the point where they would be eradicated within a dozen or so generations. Strategies were formed to avoid this disturbing fate…

 

End of Isolation (12 years ago)

 The dwarves made a shocking declaration about a dozen years ago. After centuries of relative isolation, the dwarves opened the underground city of Raazak. It was hoped that other races would flood to the city, which was situated along the Wall, and could be lured to aid in defending the wall. In actuality, only a trickle of people went to Raazak, although on the plus side, many of them were adventurers. It remains to be seen if the influx of adventurers will make any significant impact on activities behind the wall…

 

DEITIES IN DWARVEN CULTURE

 

 The dwarves recognize the seven core gods common to all cultures, but few are actively worshipped. The dwarves perceive the deities as higher concepts, and as such do not attach their own names to the gods, but simply call them by their titles. Of the seven core gods, only the Healer and the Sword are frequently venerated.

 

The Light (A Core Deity): God of light and good

Alignment: Neutral Good

Domains: Good, Protection, Strength, Sun

Symbol: A half-circle, the setting sun.

Typical Worshipers: Rarely… Paladins, Rangers, Clerics.

 The dwarves respect the principles that The Light stands for, but as a solar deity he is rarely venerated. There are a few exceptions, such as paladins or those who cherish a hatred of the undead (the Light has special power against the undead). Favored weapon is a heavy mace.

 

The Sword (A Core Deity): God of war and honor

Alignment: Lawful Neutral

Domains: War, Strength, Law, Destruction

Symbol: A sword hilt

Typical Worshipers: Any, especially fighters and monks.

 The most commonly revered god of the dwarves, the Sword represents concepts the dwarves can easily relate to: honor and battle. Favored weapon is a bastard sword.

 

The Beast (A Core Deity): God of beasts and rage

Alignment: Chaotic Neutral

Domains: Animal, Chaos, Destruction, Strength

Symbol: Fangs

Typical Worshipers: Barbarians.

 The Beast is generally despised by the dwarves. He has a few worshippers in dwarven barbarians, but a dwarven barbarian is a pretty uncommon thing. Favored weapon is a greataxe.

 

The Healer (A Core Deity): Goddess of healing and protection

Alignment: Lawful Good

Domains: Healing, Good, Protection, Plant

Symbol: Mortar and pestle.

Typical Worshipers: Any.

 As the dwarven race suffers hardship after hardship, the Healer becomes a goddess who is more and more popular among the dwarves. She has become particularly accepted along the Wall, though her adherents are still a minority. Favored weapon is a quarterstaff.

 

The Skull (A Core Deity): God of death and evil

Alignment: Neutral Evil

Domains: Death, Evil, Knowledge, Trickery

Symbol: Skull with glowing eyes

Typical Worshipers: Occasionally evil fighters or rogues.

 Almost no dwarves worship the Skull. The few individuals who do so wisely do so in secret. Favored weapon is a scythe.

 

The Storm (A Core Deity): Goddess of storms and disasters

Alignment: Chaotic Evil

Domains: Water, Air, Destruction, Evil

Symbol: A lightning bolt

Typical Worshipers: None

 No dwarves in the Kingdom of Kurvhosau (not even one) worship the Storm. Favored weapon is a trident.

 

The Elements (A Core Deity): God of the elements

Domains: Animal, Air, Earth, Fire, Plant, Water

Symbol: 4-pointed star

Typical Worshipers: Smiths and druids.

 The Elements represent a natural world and order of things which are generally unfamiliar to the dwarves. A rare dwarven druid may venerate the Elements, and sometimes smiths recognize him for his association with stone and fire. He is not commonly worshipped, though. Favored weapon is a scimitar.

 

GENERAL OVERVIEW

Kurvhosau (Ker’-vaw-sow) The heart of the dwarven kingdom is Kurvhosau, a mighty peak which might appear lifeless from an exterior survey. In actuality, it is a bastion of dwarven might, an impregnable fortress which houses dwarves in their homes of living rock. From Mount Kurvhosau, the dwarven empire extends several miles in all directions, most of it subterranean. The greatest bulk of the dwarven kingdom is actually located in the Great Caverns, a series of underground chambers spanning miles of caverns and tunnels.

 The primary occupation of the dwarves of Kurvhosau is mining. After this, stonework and various crafts follow a close second. The community of dwarves is mostly self-sufficient, and they trade with outside cultures for the few necessities they lack. On a map, the territory controlled by the dwarves may appear smaller than comparable cultures. This is an illusion, as dwarven cities may also extend several miles in depth as well. Much of the surface area of their kingdom is located in mountainous terrain that other races find inhospitable.

 Racially speaking, the Kingdom of Kurvhosau is made up entirely of dwarves. In fact, the terms Kurvhosau and Dwarven are used interchangeably at times. The dwarves have long had isolationist policies, something which strictly limited interracial communities. Of the very few non-dwarves in Kurvhosau (less than 2 percent), most are gnomes or halflings which live in surface communities. A new exception has appeared recently, within the past few years, in the city of Raazak. The High Council of the Dwarvish Clans has decreed that this city will be an inter-racial city, open to members of all friendly races. Initially half-orcs were prohibited, but after some formal complaints from Kilgaul, even this restriction was (grudgingly) lifted.

 All citizens of Kurvhosau speak the Dwarven language. A good many also speak Common, which is the human language of the Kalvarian Kingdom.

 All in all, the dwarves tend to be uninterested in religion. They have no separate cultural deities of their own. Although they recognize the seven core gods and their various positions, only a few are actually venerated with any regularity. Among the dwarves, only The Sword is commonly worshipped, with The Healer as a sizable minority. Nevertheless, the various trials of the dwarven people have produced a higher incidence of paladins and rangers than might be expected, both of which have a spiritual side.

 With their self-enforced view as guardians of the world, strong social and clan structure, and altruistic goals and code of honor, the dwarves of Kurvhosau can only be described as Lawful Good. Evil is generally not tolerated, and the chaotic are generally shunned by civilized society.

 

RACES AND CLASSES IN KURVHOSAU

Humans: Except in the city of Raazak, humans are unknown in Kurvhosau. The dwarves tend to view humans as a short-sighted race that needs to be kept from hurting itself, like an unruly child.

Dwarves: The dominant race by far of the kingdom.

Elves: Except in the city of Raazak, elves are unknown in Kurvhosau. The dwarves have a greater respect for the elves than most other races, since they remember the ancient battles where the elves were allies. But the dwarves have little to do with the elves, mostly because the two races favor different terrain and have very different outlooks.

Gnomes: There are few gnomes in Kurvhosau, and even then they are limited to the surface areas. The dwarves are indifferent to gnomes by and large. Gomes comprise about 1% of the population, and are the largest minority in the kingdom.

Half-elves: Except in the city of Raazak, half-elves are unknown in Kurvhosau. The dwarves lump half-elves in with humans, as far as their opinions of the race are concerned.

Half-Orcs: Except in the city of Raazak, half-orcs are unknown in Kurvhosau. The dwarves have too many unpleasant memories of orcs to be really civil to their half-breed offspring, so half-orcs are generally treated with rudeness and contempt. As a result, half-orcs are rare, even in Raazak.

Halflings: Except for gnomes, halflings are the only other race that appears with any frequency in Kurvhosau. Even, then the gnomes outnumber the halflings by two-to-one. The dwarves seem to feel that the halflings are trying to learn by absorbing the superior dwarven culture.

 

Barbarians: Dwarven barbarians have gone from being rare to merely uncommon. Dwarven barbarians almost always end up on the wall, where their fearsome rages can do the most good. Even so, barbarians are poorly regarded by Kurvhosau as a whole.

Bards: There are no bardic traditions among the dwarves. Dwarven bards are usually outcasts.

Clerics: The cleric is uncommon among the dwarves, who all in all show a surprising lack of spirituality. The dwarves have no major temples or clerical orders, and no gods they call their own. Clerics among the dwarves usually revere The Sword or The Healer.

Druids: Dwarven culture is not conducive to producing druids. They are rare among the dwarves, but not entirely unheard of.

Druids serve the role that clerics do in other cultures: they are the standard representatives of the deities and all things spiritual. In other lands, druids may only have a loose affiliation; in Kilgaul it is a very real organization. The druidic circles extend back in time to a point that even the elves can’t remember. A druid enjoys unusual prestige and respect in Kilgaul. Aside from their standard duties, druids also serve as judges: settling disputes, interpreting law, and so on. The druids also have vast repositories of ancient lore hidden way in their secret libraries, much of it inscribed in their secret language. Druids are usually human, elven, and half-elven.

Fighters: The Fighter is the true vocation of the dwarves, with more fighters than any other class filling their ranks. The most heralded heroes of dwarven legend are always fighters. The majority of dwarven elders are fighters.

Monks: The monk is a human innovation, and there are no dwarven monasteries. A dwarven monk is likely an outcast or renegade.

Paladins: Paladins are becoming more common in Kurvhosau, and they are welcomed. Previously a paladin might meet some difficulty when forced to choose between the call of his class and that of his race or clan, but the recent problems along the Wall have made the paladin cherished by all. Unfortunately, no amount of training can make a paladin, only a higher calling… so they are still uncommon among the dwarves.

Rangers: Also uncommon in dwarven society, the ranger has become a more popular vocation recently. Rangers get the most difficult assignments along the Wall, and this is a source of pride to the dwarven ranger. Still, dwarven rangers are not very common.

Rogues: While rogues tend to be uncommon in dwarven culture, those that do appear are often experts when dealing with mechanical items such as locks and traps. A dwarven rogue is more likely to be a scout or explorer than a thief.

Sorcerers: Dwarven sorcerers are extremely rare. Not sure that there is one.

Wizards: Since dwarven society does not encourage the study of magic, the dwarven wizard (usually called a mage) is rare. There are a number of dwarven mages from Clan Fain, but these are the exception in dwarven culture.