Dwarves

## Dwarves of the Imperium Isle

Dwarves are stout individuals with naturally powerful limbs and are commonly great line fighters as tower shields provide a great measure of cover for them. While they may also learn any skill as humans do, they have a natural predilection for martial combat as well as being excellent crafters.

## Wisdom is proven by profits, not prophets

The Dwarves are less a Kingdom and more of a guild. He who has the most is in charge. There was a time when strength was the ruler of the day, but in a world of many resources, money can provide the most for a people. Here is where they were not given enough credit for using their minds instead of their brawn to overcome extinction. So, they not only pay respect to their Matron or goddess, The Keeper, but also to the lineage of who laid claim to their home of Kogolar, named for him. He is worshiped also, as though he were The Keeper’s consort who spread her knowledge throughout the origin. The origin of Men had made up nearly the whole of their clientele in purchases of armor and weapons almost monthly. Kogolar was the first Dwarf to enlist a system of manufacturing for such a demand of supply, and in doing so provided work for others as well as wealth for himself which he was less than greedy with. It became his business to provide for others, which led obviously to the provisions of his Origin. Unfortunately, this philanthropy was soon lost on his descendants. The struggle for individual achievement had laid its sickness on yet another origin. “He whose worth is most is most worthy.”

You hail from a long line of opportunity takers, smiths, tinkerers, miners, and profiteers. No one will manage to get a finer price, and no one else will work harder for a sack of gems, or the claim to prosper. “The one of us who can provide to the many receives much.” Kogolar, your ancestor, made providing for others a way of establishing leadership in times of unifying the clans, and began changing the world as the Dwarves once knew it, pushing it towards a more unified goal. You continue to honor his impact on your origin by calling yourselves Kogolar and you pay tribute as a whole to the Matron of your ideals, The Keeper. The Kogolar are a practical type, hardy and eager to please, for the right price of course. The humans may have their one King and their forced peace, but your people forge their coins, share their claims, smith their armaments and as long as they reign, you’ll fight beside them in order to maintain the peace and for chances of profiteering. You are an old people, a people once scattered, unified for hundreds of milestones to end the poverty forced by constant warfare. You yourself will live longer than most of the now unified origins of Imperium, giving you a slight edge and hubris when dealing with the others. Every Kogolar holds a skill, a trade, a technique to keep them ahead of the game, and to keep up with their own. Your people have been unified long enough now and you know the risks of upsetting that balance and betraying the word of the Keeper, that one title and ideal that holds all the pieces together.

## Choosing your Clan

Your Ancestors have fought long and hard to do what it is that they do best. Naturally, as the next in line they expect nothing less from you. Before the CODE, Council Of Dwarven Elders, was created, Dwarves were separated by clans and generally kept to themselves and what they considered their immediate family. Kogolar, united the clans and created the Council. The clans that once were scattered beneath the mountains and the deepest of forests now make up the whole of the Kogolar Dwarves and pledge loyalty to the whole under The Keeper. There are ten major families, three High Houses, and four lesser Houses and 3 lower Houses. Through the council four of the lesser House leaders are supported financially by the higher houses to represent and help govern the whole and keep balance between the classes. There have been many clans over the centuries that have gained a name for their crafts and skills. House Fausten, who are masters at financing and currently make up the resources behind the council, and whose house leader also speaks for the Upper Houses. There are also Houses like Elshek, cousins of Fausten, and masters in smelting and minting, their resources backing up Fausten’s claim to fortunes as well as furthering the CODE and council’s needs. There are many more such houses, most hone their skills and teach their children to follow suit. Many of the ancient houses still thrive this way, teaching whispered and exotic arts such as Rune Crafting, or Divine Magics. Each house that is known for their skills excel at what they do and are the first to broker any kind of deal with if you’re looking to invest, supply, or a demand. Everyone works and pays their dues, does as the CODE says, and is always on the lookout to make a little extra on the side. Trading routes are approved through collaborative efforts of House Fausten and the council with the backing of the CODE which gives each Kogolar even more incentive to pledge their skills and long lives to the cause. Each Kogolar child is given all the inspiration they need when they are finally approached to pledge to the name of the Keeper and become able to take on “Guild” sanctioned work. All who honor Kogolar, their ancestor do this, and it is expected that you’ll further the sum of the whole so that they too may help to fund the many. Due to the Kogolar’s longevity you’ve seen or have heard of the wars that once pillaged the lands and left many to poverty. Constant struggle in the end game being the unifying factor that now funds the Council, the Higher Clans, and keeps the CODE thriving and the rest of the world seeking to exchange coins rather than blows. This all in turn means working and traveling until the right opportunities come your way. After all, he who holds the most can give the most.

The Houses and their lineage are recorded below. Currently, Dorian of House Fausten is the ruler of the Dwarves and equal to what some would call a King if ever they named one.

## Advantages and Disadvantages

**Advantages**- The Kogolar Dwarves are stout beings and gain +1 Stamina. Having been the main producer of weapons for the Empire on Imperium during the last war, they are natural craftsman. Also, because of their grounded stature, this allows Dwarves to slam a target’s shield in combat either forcing their opponent to drop it or striking right through it.

**Disadvantages**- Due to their slightly smaller, classic size, they suffer a penalty when wielding Large sized weapons (augmented damage is reduced by 1).

## Common Knowledge

You believe in practicality, rationality, reasoning, and the power of the coin. You know that anyone who prospers from marketing, engineering, smithing, mining, and trading other fine goods is a friend of the Kogolar. Human’s also play a huge part of that as the next mark for any fine mercenary or opportunist to make the coin the other origins of Imperium are so eager to give up. Guild Laws are what all of the Kogolar abide by, no matter the times or the place. There are a few simple rules to keep in mind when dealing with anyone and to help all those engaged with the Guild to keep their responsibilities in check. Always honor a deal, if you’ve drank on it shook on it, spit on it or given your word, then it’s your promise to keep. If you can’t do this, you paint a bad picture of the Kogolar with those you’ve dealt with and that will lose you profit and the chance to contribute. Not to mention it makes all Kogolar look money hungry and aloof, so again honor your deals! The second rule to the Guild is to pay your dues. This is the reason we all collaborate, to honor the Keeper, and our ancestors. Do not let us down, do not cheat the system and always pay your tributes to the Matron when appropriate. No Higher Clan shall hold a seat within the council, and any lesser clan who make a claim to fame and fortune must give up their seat so that balance is in order. The higher clans pay their tributes just as all do and must continue to do so without fear of losing the order placed down by Kogalar and the tribute to the Keeper.

## Theology

Gods are for the naïve children of man. The Kogolar can afford no such comforts that the divine wait for them on the other side. They have their family, the Keeper, the Matron spirit who unifies the whole, and the constant contribution to raise themselves, and their others to a more comfortable place of existence in the physical world. You do however practice traditions, religious days to pay contribution to your Matron, the Keeper, and your days to honor the memory of those before you and your ancestor who forged the Guild. Other such celebrations are meant for brokering major deals, successfully investing, and the days where one of your blood take to the oath and join you by your side. The Kogolar Dwarves pay little mind to superstitions, other than a few that promise luck and good fortune, and know that magics are the arts of novices and liars.

## Thoughts on the other origins of Imperium

Sworn to the Keeper, you are bound to encounter potential marks out there on the island, we tend to call them the other origins of Imperium.

The Humans are the most eager, willing to give it all up for a little hard work, merchandise, or a hired sword. Take your pick but don’t forget they think they are your kings, and any chance to teach them hubris you should feel compelled when appropriate to take. The humans know you’re the ones to come to when they need to outfit an army.

The Quicken are the least concerned with you, but the most eager to start a grudge. Take anything they say with a teaspoon of salt and throw it back in their faces when the opportunity arises. Also don’t forget they tend to be skilled at farming and are natural survivalists as well. While what they do has never worked for you, they can still open many doors, or will at least keep you well fed in exchange for services. Quicken know that you’ll be the first to get the drop on them when it comes to ingenuity.

Those you know as Giants, the Shamans, are also known as Striders. While they may physically have to look down at you, they hold the Dwarves in fair esteem. They have in the past been the only origin of Imperium to ignore war times and heal or trade cures to ailments in exchange for armor and steel. Don’t take them for granted and they will continue to afford the same courtesies to you. The shamans have never gone out of their way for you, but they have been useful co habitants. They also seem to care little for claims of land or fortune.

*Origin Story By: Nathaniel Baker*