Durian League

The Durian League, known as the Brokkr Dur'ian in the dwarvish tongue, is the name of the coalition of states which make up the nation of the dwarves beneath the surface of Arvinder. The League is loosely lead by the Underking or Underqueen, who is elected from among the jarndlofar, or hold chiefs, of the various dwarven holds. Despite the strong independence of the various holds and jarndlofar, the dwarven race as a whole is bound together by a common set of customs, traditions, and religious values, and the greater part of their civilization has endured relatively unchanged for millennia, a boast few other races can match.

## Society

### Undersovereign

The Underking (or less frequently, Underqueen) is the leader of the Durian League, ruling from the capitol city of Okel-Dur. The Undersovereign is typically elected from among the various jarndlofar, or hold leaders, or from among the family of the current ruling family, given the dwarven preference for stability and consistency. If a member of the Noble Caste is elevated to the position, their entire clan rises with them to the Royal Caste, rather than just their descendants, as is the case with other Caste elevations. Such is the honor of attaining the position of Underking or Underqueen. Upon being elected, the Undersovereign rules for life, with the rare exceptions of instances where they end up deposed, for whatever reason.

The Undersovereign does not have the iron control over the Durian League that monarchs of other nations possess over their own subjects. For the most part, the various holds are left to their own devices, while the Undersovereign rules from Okel-Dur, receiving taxes, and diverting resources from across the League to wherever they are most required. When disputes break out between the holds, the Undersovereign will usually step in to try and resolve them, and in times of war, it is their duty to lead the defense of the nation.

### Holds

The various states which make up the Durian League are known among the dwarves as holds. Each hold is centered around a capitol settlement known as a vorstagg, where the ruling jarndlof of the hold has their seat. Other settlements of varying sizes also exist throughout a hold, as well as other notable locations such as fortresses, mines, and prisons.

Three types of holds exist, based upon their location relative to the surface. The first are Surface Holds, which, as the name implies, have a significant portion of a hold's population on the surface world, exposed to the sky. Upper Holds are holds which are fully underground, but are within three days travel of the surface. Any hold that is so far underground that it requires more than three days from the surface to reach it is known as a Deep Hold. Upper Holds, which have ready access to mineral resources, and face less competition for territory and resources from both the surface and the deep caverns of the earth, hold the majority of the League's population.

#### Hold Government

The jarndlof, a hold's leader, is elected by a convention of the hold's most prominent clans, known as the holdmoot, or jarnting in the dwarf tongue. Only clans of the Middle Caste are allowed to attend the jarnting, and while all members of those clans are free to voice their opinions, only the clan's herndlof, or leader, is allowed to cast a vote on the clan's behalf. In order to actually run for the position of jarndlof, a dwarf must be of the Noble caste.

Generally speaking, most jarndlofar are male, though many women have also been elected to the position. Oftentimes, a jarndlof will name a chosen successor, (most often their eldest son) and it is fairly common that the holdmoot will elect this individual, especially if the jarndlof's clan has been ruling for a long time.

After being elected, the jarndlof serves for life, barring some circumstance where they especially disgrace their hold, and are forced out from their position. It is their responsibility to protect the hold's citizens from all threats without and within, and they have the power to set policy and declare war, as well as adjudicate disputes between the clans of the hold.

The jarndlofar is also aided in their rule by a council of specialized advisers, known as the dlofsmannen.

### Clans

Every dwarf is part of a large family unit known as a clan. Every clan traces its lineage back to a specific ancestor, who, after accomplishing some deed of note, was accorded the right to found a new dynasty by a moot of dwarves. Upon a Founding, the dwarf takes a new surname which will then be born by their descendants for all time, until one is able to Found a clan of their own. Members of the Lower Castes are only allowed to use Deed Names for their clan surname, derived from their Forebear's feats, such as "Rock-Smasher" or "Keen-Eye). Lower Castes who perform sufficiently notable feats are given new deed names, which are to be inherited by their descendants. For this reason, new clans of Lower Caste are Founded far more frequently, preventing them from growing too large. Members of the Middle and Upper Castes are allowed to hold proper Peerage Names, which signify their status as families of distinction. Examples of such Peerage Names might be "Grondr" or "Vorthaig".

Over the centuries, clans (in practice, clans of the Middle and Upper Caste) can become large indeed, as the Forebear produces children, and they have children, and those children have children of their own, and so on and so forth. Some of these descendants may go on to found clans of their own, especially if they are not content with the deeds of their mediocre Forebear. If a Forebear was particularly prestigious, this is less likely. In any case, though, large clans typically divide themselves into lineages called kin-lines, usually based on the children of the Forebear. For instance, one branch of the clan might be of a kin-line derived from the Forebear's third son, while another might be descended from their eldest daughter.

Every clan of Middle Caste or higher is headed by a leader elected from within the family, known herndlof (Lower Caste clans are not permitted to hold official titles) . In theory, the clan's members can elect anyone of sufficient merit to the position of herndlof, but in practice, the clan most often elects the previous herndlof's chosen heir, which by tradition, is usually their eldest son. On occasion, though, should the chosen heir be grossly incompetent or disliked, or should another member of the clan make the right alliances and promises, another might be elevated instead. Once a dwarf becomes herndlof of their clan, they usually serve for life, and can only be removed if it can be proven without a doubt that they have committed an act that brings dishonor to the clan.

Once elected, the herndlof becomes the leader of the clan, responsible for negotiating internal disputes, ensuring that its members follow the law, and in protecting the clan's interests. Another important position within the clan is that of hernskallagrim, which is traditionally held by a woman of the clan, and is responsible for running the clan's day to day affairs, such as managing their incomes and making sure their foodstores are stocked. The hernskallagrim is also chosen from within the clan, oftentimes, being first nominated by a herndlof and then confirmed in a vote by the rest of the clan.

#### Clan Castes

As mentioned, not all clans are of equal rank and standing. Each clan is possessed of a Caste, which denotes the prestige of their Forebear, and by extent, the entire clan. Clans of higher Caste are afforded more rights and privileges than those of lower station. One universal advantage of higher Caste is the ability to refuse any and all challenges from those of lower Castes without any official loss in honor (though of course, personal opinions may differ). Certain professions are illegal for those of lower Castes to practice.

Each caste is represented by a specific metal. Upon birth, each child is given an amulet made of the metal of their caste, engraved with their name on the back and the sigil of their clan on the front (for those of high enough caste) which they carry for life. These amulets are known as khazadar. Upon ascending to a higher caste, a dwarf's khazad will be encased in the metal of their new caste. All of their children and subsequent descendants shall be elevated as well, with any new children they sire receiving a pure khazad of their new caste. Other relatives, such as siblings, parents, cousins, etc, remain in their own caste.

Rising up a caste also frees a dwarf from the conditions of any contract they might be bound under.

##### Upper Castes

* **Royal Caste:** The highest and most important of the dwarven castes, the Royal Caste is represented by the metal of gold. In antiquity the caste was composed of the dwarven royal family until the last member fell to warfare. The caste was subsequently extinct until the formation of the Brokkr Dur'ian, at which point the jarndlofar of the dwarven holds saw fit to grant the first Undersovereign, King Sindri I, an amulet of gold. The Royal Caste consists of the current and former Undersovereigns, along with their families. It is very exceptional for a dwarf to rise to this rank, for new rulers are often chosen from the ranks of the gold, not only for their caste but also for their extreme wealth, connections, personal power and status. The prestige of the gold rank alone is their benefit, as even the most distant holdsmoot will welcome the presence and counsel of a Royal dwarf.
* **Noble Caste:** The second-highest caste, the Noble Caste is represented by the metal of silver. Typically, a hold will have several clans boasting the rank of silver, including the hold chiefs and their families, along with a few of the other prominent clans. Often major landowners, politicians, or ambassadors, a dwarf is risen to the rank of silver only if they can demonstrate that their words are given great weight at holdmoots, a requirement which often needs great personal wealth and property to achieve. The benefits granted to Noble Caste dwarves, however, are just as significant, as along with political power, Noble dwarves are granted access to a wider variety of official titles beyond those of the middle castes to add to their name (usually "Lord" or "Lady") and with it, the respect of entire holds. Additionally, silver dwarves may run for jarndlof.

##### Middle Castes

* **Warrior Caste:** The Warrior Caste is the highest of the middle castes, and is represented by the metal of steel. The prestige of the Warrior is well-earned; A steel dwarf is expected to be the first on the field when combat starts, and the last one to leave. Warrior-Caste dwarves are vital to any dwarven hold as their duties involve patrolling caves for the presence of monsters, protecting the hold from incursions and attacks, hunting down criminal elements, and fighting in wars. As the holds are always in need of able-bodied warriors, a lesser dwarf - even a worker, but usually a miner - can quickly ascend to the ranks of the steel by single-handedly slaying a monster or defeating another Warrior in a duel or brawl. Along with those same benefits afforded to Traders, Warrior-Caste dwarves are permitted and even expected to openly carry weapons and wear armor inside a hold.
* **Artificer Caste:** The Artificer Caste is represented by the metal of bronze, and consists of dwarves who are skilled in craftsmanship and shaping, particularly of metals. Common among their ranks are smiths, metallurgists, stonemasons, carpenters, and glassblowers. While Miner dwarves often deal with smiths, and Worker dwarves may labour in the service of the bronze, very few of these manage to ascend to the ranks of the bronze. In order to become an Artificer, a dwarf must undergo a rite known as the skalodith (Skill Proving), where they labor to create a construct of their craft while under the watch of an already-certified Artificer of the same profession. If the incipient bronze is judged to be sufficiently skilled, they may be elevated to Artificer class. Usually, a pewter or brass apprentice will undergo the trial before their teacher, but once in a blue moon a copper or iron dwarf will find the time, equipment, and practice to learn a craft and persuade a bronze to evaluate their work. As artifice is a prestigious and age-old honourable profession, bronze dwarves gain significant status from their craft.
* **Scholar Caste:** The Scholar Caste is the next caste up from Trader, and is represented by the metal of brass. The Scholar Caste, as the name suggests, consists of those dwarves who perform the tasks of the literate; among their ranks are librarians, scribes, bureaucrats and historians, but also tutors, architects and engineers. While most new Scholars are apprenticed as children, even a lowly Worker can rise to become a Scholar should they demonstrate literacy of the dwarven language and the capacity for deep thought and learning by undergoing the rite known as the mimsodith (Knowledge Proving), where they are tested on their understanding of a range of subjects including language, history, and geometry. Scholars are permitted surnames, contracts, and moot attendance like the Trader Caste below them, along with a minor increase in status, which they use to manage, lead, and administrate the activities of dwarves in lower castes.
* **Trader Caste:** The lowest of the Middle Castes, Traders are represented by the metal of pewter. A Worker can arise to become a Trader by accumulating great wealth, usually represented by a worker buying out their own work contract and purchasing a plot of land. This is a rare thing, as the wages of most Workers are barely sufficient to feed their families and/or pay their rent to their higher caste landlords. Upon rising to this caste, a dwarf is allowed to take on a Peerage surname, attend moots, and most importantly, has the authority to forge labor contracts with Workers, and trade contracts with peers and those of higher castes. Another important possibility for social climbing is the fact that Trader children are far more likely to be accepted as apprentice under Artificers or Scholars than Worker children.

##### Lower Castes

* **Miner Caste:** The Miner Caste, represented by the metal of copper, is the second-lowest of the dwarven castes. The Miner Caste is primarily made up of the dwarven miners who work outside of established towns and holds, but also includes some explorers and wild beast hunters. Along with providing metal ore and stone, they are the forefront of exploration into new caves and the first line of defense against monsters from the depths of the mines. As their work takes them into distant and dangerous territory, experienced miners - especially those who faced against monsters from the dark - are often elevated into the ranks of the Warrior Caste. Like the Worker Caste, members of the Miner Caste do not take surnames, and have a given name and deed names acquired in life, and they usually do not own land. Miner dwarves are allowed unquestioned travel outside of and between holds, as it is a necessity for finding and transporting ore. It is a comparatively simple process for a dwarf of the Worker Caste to arise to become a Miner, as it requires only that the Worker is able to get the approval and tutelage of another Miner-Caste dwarf. Though many dwarves require the completion of apprenticeships or training before approval is granted, this nonetheless ensures that Worker-Caste dwarves are able to easily ascend to the ranks of the Miner Caste and that dwarven holds are never short of prospective miners.
* **Worker Caste:** The Worker Caste, represented by the metal of iron, is the humblest of the dwarven castes. The Worker Caste perform all the mundane duties within dwarven society; washing clothes, hauling stones, growing crops, etc. They are not allowed surnames, possessing only a given name and deed names acquired in life to distinguish themselves. Workers typically do not own land, instead being housed on property owned by Upper or Middle Caste Clans, which they usually pay rent on or are lent in exchange for service as part of a labor contract.

### Contracts

Contracts are an essential element of dwarven life, serving as the ties of legality that hold the Durian League's economy and societal structure in place. While there are several forms of contract, the general commonality they all share is that contracts are binding agreements between parties, wherein the groups pledge one another an exchange of goods or service. When a contract is drawn up, the parties involved will venture to a temple of Dor-Ragni, wherein both shall sign the contract in the presence of a priest. The original contract is then maintained in said temple, with other copies being produced for personal use.

The potential for ending or renegotiating contracts varies, with the ability to do so largely depending on the castes of those involved. If a dwarf ever ascends up a caste, all contractual obligations for them and their descendants are rendered void, though many dwarves simply renew or renegotiate them, but with conditions that are more favorable to reflect their elevated status.

* **Contract of Fealty:** The most ancient form of contract, predating the founding of the Durian League, Contracts of Fealty involve a dwarf pledging their loyalty and obedience to another, in exchange for their new liege's oath to defend them from harm, and do everything they can to ensure the safety and prosperity of their new subject, known as thralls. Only members of the Upper Castes are permitted to accept Contracts of Fealty as liege lords, while members of the Middle and Lower Castes are all required to be sworn to an Upper Caste master. Contracts of Fealty are made to a Noble clan's herndlof, but the requirements of obedience extend to other members of the clan, though the herndlof is the ultimate bearer of the contract, and as such is ultimately where one's loyalties lie. Contracts of Fealty are generational, with command passing from herndlof to herndlof, even as the duties of thralldom extend from the first thrall down to their descendants. Contracts of Fealty are only ended if the herndlof relieves an individual or clan of their service, or if an individual rises up a caste.
* **Contract of Apprenticeship:** Contracts of Apprenticeship are just as they sound; an uneducated dwarf beseeches a professional to teach them their trade skills, usually in exchange for a fee. Typically, the ones sought out are members of the Middle Castes, for their trades take years of study to master. The contract is considered complete once the apprentice passes the required tests for their chosen field. On the rare occasions that a Lower Caste dwarf is accepted as an Apprentice, it is possible for the higher caste teacher to terminate the contract, though this requires them to reimburse their apprentice with the full cost of their fee. Once a Middle Caste apprentice is accepted, however, the teacher is legally bound to continue their education until they become a full tradesman, no matter how long that may take.
* Contract of Labor

## Culture

### Honor

Among the dwarves, honor is a matter of utmost importance, for according to their religious beliefs, maintaining their honor is necessary to enter the afterlife, and sufficiently blighted honor might bar them entrance to Udvadnir, the Blessed Hall of their ancestors. Loyalty, Deference, Diligence , and Courage are said to be the Four Pillars of the House of Virtue, which the god Vorgun used to construct Udvadnir. Acting against these Pillars sufficiently will deny a dwarf access to Udvadnir, and condemn them to be reforged and born anew instead of entering the Blessed Hall.

As such, most dwarves do their utmost to act in accordance to these Pillars, or at the very least, give the appearance of doing so. Questioning someone's honor is a grave insult, and is an excellent way to start a fight or feud. Simple insults that do not pertain directly towards one of the Pillars can also be considered a slight upon one's honor. For instance, calling someone's sister a slattern is simply rude, and due to the Pillar of Loyalty, most dwarves would feel bound to answer the slight against their kin, and the Pillar of Courage would call them to be bold enough to face the offender.

Dwarves are also particularly sensitive about the honor of their ancestors, as honor is believed to transfer from parent to child. This belief is the reason why such emphasis is placed upon one's clan, and the deeds of its Forebear, for mighty acts lend honor to any children one might have, and to a lesser extent, one's other relatives.

#### Redeeming Honor

When a dwarf's honor has been sullied, there are several means by which it might be restored. These methods are known as Paths of Reclamation.

* **Vrenshrrgen, the Brawl:** The Vrenshrrgen (Contest of Strength in the dwarven tongue), also known simply as "the Brawl", is one of the most commonly invoked Paths of Reclamation. Vrenshrrgen is usually invoked for relatively minor offenses, such as teasing gone too far, insults towards oneself or one's relatives, etc. Simply put, Vrenshrrgen involves the offender and offended engaging in a fistfight, until one either submits or is knocked unconscious. Should the offender prove victorious, it signifies that their insult was justified, and that they and others may speak it freely. Should the offended party prevail, the insult must be withdrawn, and the offender must make their apologies. Vrenshrrgen is usually invoked in rather informal settings, and has no ceremony about it beyond the issuing and acceptance of the challenge. Refusing Vrenshrrgen naturally calls a dwarf's Courage into question.
* **Vrenmorgen, the Duel:** The Vrenmorgen (Contest of Blood in Andvrgi), is invoked for grave and serious offenses, such as avenging the defilement of one's daughter, or defending against accusations of murder or betrayal. In the Vrenmorgen, dwarves come to battle armed and armored, and if possible, hold their duel three days after the challenge has been issued, before a temple, with a priest to officiate. The participants are accompanied by four companions, who are there to carry them away upon their shields if they are wounded or slain. The duel ends when one participant yields or is killed, or if one refuses to show up. The victor is believed to be vindicated by the gods, whatever matter had been in dispute settled. Obviously, refusing a Vrenmorgen is viewed as quite cowardly.
* **Farloki, the Gift Price:** The Farloki, or Gift Price, is a means of peaceably resolving feuds between individuals or group without bloodshed. It involves the aggrieved parties mutually agreeing upon some set of exchange of gifts, paying each other off for wrongs inflicted. Such gifts might include simple money, a family heirloom, a newly created item, or a marriage between families. After the exchange, the feud is brought to an end.
* **Odithnir, the Proving:** The Odithnir is a Path of Reclamation used when an act of shame has been verified and proven. The Proving, as Odithnir is also called, involves the shamed dwarf undertaking some sort of task to wash away their failure. This might involve a dwarf who fled battle pledging to slay ten foes, an architect whose tunnel collapsed being forced to dig a new tunnel all by themselves, or a child who disobeyed their parents being commanded to clean their entire house. The severity of the task required varies tremendously, as does the amount of ceremony involved, depending on the publicity of the dishonor and how serious the shame is. The Odithnir is usually issued by an aggrieved party, such as parents who are disobeyed, the family of a soldier who died due to one's failure to fight beside them, or an entire hold, for dishonorable acts that affect the whole community. The Odithnir can be refused, but doing so means that the dishonor will remain forever, and moreover, that the offender will be punished for whatever their failure caused.

### Religion

Main Article: Creed of the Blessed Forge

The dwarves of the Durian League adhere to a religion known as the Creed of the Blessed Forge. Its name derives from the belief that its principal deity, Vorgun the Blessed Maker, forged creation from nothing. Often simply called "the Creed", is the source of many of the laws and customs of the dwarves, and holds immense sway over their lives, due to the power of the Creed's priesthood.

The dwarven gods are collectively referred to as the Heimvrgar (Folk of the Heavens). While numerous minor deities are worshipped throughout the Durian League, there are several whose prominence is universally acknowledged. First and greatest is Vorgun, the Blessed Maker, God of the Forge, Strength, Wealth, Honor, Duty, and Righteous Rule, the leader of the pantheon.

Dor-Ragni, Weigher of the Scales, is the God of Oaths and Judgement, who weighs the deeds of dwarves upon their dying, deciding whether they may enter Vorgun's Blessed Hall of Udvadnir, or be cast into the Forge of Souls to be reborn. Dor-Ragni is Vorgun's younger brother, and serves him loyally as his liege.

Hvedra the Holy Mother is Vorgun's wife, the Goddess of Love, Fertility, and Family, the Giver of Bounty and Mistress of Plenty. Hvredra is the goddess invoked to sanctify marriages, grant bountiful harvests, and grant a couple healthy children.

Kaldor often called Steelheart, eldest son of Vorgun and Hvedra is the Patron of Warriors, the God of Courage and Battle, serving as his father's loyal champion, and defending the Andvrgar from all manner of dreadful foes.

Yngva, first daughter of Vorgun and Hvedra, also known as Yngva Ironmind, and the Patron of Scholars, is the Holy Hernskallagrim of her father's hall. She is the Goddess of Stewardship, Knowledge, Trade and Invention, and is most commonly worshipped by the Scholar and Trader Castes, along with most any dwarf who works in a role that involves accounting or resource management.

Damgar is the only one of the major gods who is not a direct relative of Vorgun. Known as the Master of Servants, Dagmar is the God of Toil, Obedience, and Fortitude, representing every honest laborer among the dwarven race. He is Vorgun's personal servant, and the honored patron of all the Lower Castes, representing the ideally industrious and conforming member of lower dwarven society.

Together, these gods are the most widely worshipped members of the pantheon, and the greatest pillars of the Creed.

### Kinship

*"I against my brother, my brother and I against my cousin, my cousin and I against strangers."*

*-Common Dwarven Proverb*

The Andvrgar are a notoriously quarrelsome and fractious lot, easily slighted and prone to grudges. Fortunately for the dwarves, they are never bereft of allies in their numerous disputes, for loyalty to their family is ingrained in them from an early age. Loyalty to ones parents and siblings is most heavily taught, followed by loyalty to the more distant branches of ones clan. Clan loyalty is of paramount importance in dwarven culture, and there are few sins more taboo as betraying, or worse, harming, one's kin. Kinslaying, no matter how just the reason might be, is believed to curse all who perform the act.

When a member of one's clan calls for aid against an outsider, custom decrees that the entire bloodline back them in whatever way they can. The bond between one's immediate family is even more strict, and often sees entire family branches drawn into individual quarrels, necessitating the intervention of the clan's herndlof.

### Hospitality

Many traditions revolving around hospitality date back to their arrival on Ondorwis, when a strong and generous community was a necessity of survival. First of these ancient customs is that travelers who arrive on one's doorstep in need of food and shelter are to be given it, with turning away the needy being viewed as a violation of the Pillar of Diligence. Of course, if a wandering pilgrim has bypassed several other houses capable of providing for them simply to find one with better amenities, it is considered more reasonable to turn them away, as plainly, their need was not so great if they could afford to pass by so many others.

Once a visitor, either invited or unannounced, has been accepted into one's home, they are expected to abide by the rules of the host's house for the duration of their stay. In turn, the host is expected to hear out the visitor's reasons for coming to them, listening to their needs, before finally judging whether or not to allow them shelter beneath their roof. If they have nowhere else to go, and the host judges hosting them will not bring any immediate danger to their home, the visitor will almost always be accepted. At this point, it is customary for the host to make the visitor a gift of hearthfare, either a brief offering of food and drink or a full meal, after which the visitor will become a full guest.

Once the hearthfare is accepted, the host is obligated to keep their guest fed and sheltered for at least one night, and to do all within their power to protect them from harm, no matter the circumstances. For every day the guest is given at least one other meal, this protection is renewed. When the time comes for the guest to depart, the host gives them a parting gift, to signify the end of their pact. This might be some item or trinket, or food that is specifically prepared for travel, rather than a direct meal to be enjoyed at the home. Once the gift is given, the protection of guest right is over.

Among higher ranking dwarven families, it is common for a host to taste the first bite of every dish before serving it to their guests. This is to ascertain that the food is not poisoned, and to ensure that their guest is protected. This particular quirk of the nobility is a legacy of the early years of the Durian League's formation, when scheming nobles vying for power would often poison rivals.

During the time of guesting, either the host or the guest doing harm to one another is considered to be a monstrously sinful act, of a similar degree to kinslaying.

## Major Holds

* Okel-Dur: The first and greatest of the Upper Holds, Okel-Dur is the site where the Durian League was first formed, and for thousands of years, has served as the beating heart of dwarven civilization. Lying within the northwest of the Dragonridge Mountains, it trades frequently with the surface world, and is the home of the Undermonarch.
* Gorzem-Rad:

### Lost Holds

* Fost-Adren: Fost-Adren was one of the Surface Holds in centuries past, but was taken from the dwarves by humans, and is presently the Rhatnoran city of Faustva.