Dwarf

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Dwarf

Dwarf
Homeworld: Muiria / nomadic fleets
Average Height: 1,4 m to 1,6 m
Average Lifespan: up to 250 years
Classification: Mammalian
Language(s): Muirak-Thol (high dwarfish), dialects Thrakul, Hedrik-Tharn, Grumnarik, Gildram and Galactic Common
Government: Council of Clans
Notable Traits: heavy build with thicker and stronger bones and muscles
Affiliation(s): Neutral
Status: Existing



Overview

Dwarf is a (brief introduction about the race).

Physical Characteristics

  • Dwarves are in general 1,4 m to 1,6 m tall and are of strong and stocky build.
  • They are often considered to be very hairy by other races and can have hair and beards of many colors. Those are usually taken great care of and often braided and styled to represent the individual dwarfs standing and wealth. Both male and female dwarves can, and usually do, grow beards.
  • Dwaves have usualyl darker eye colors and can see well under low light level conditions. They prefer to keep lights low generally.
  • Their most distinguishing feature is their short and heavy build and the beards that are often use to display the individuals status and wealth.

Culture & Society

Dwarves greatly value family connections and consider the family unit to be the core of theri society. This can also include others who are not related by blood but considered to be close freinds and are trusted to be considered to be part of the family. Those family ties became even stronger when the Dwarves moved to space and the family or clan spaceship became the castle and home gorund that is to be defended to the last.

When several families band together, they form a clan. Those can be everything from a band of just a few families who run a small scale mining buisness to large entities with massive political and industrial power. Those can have thousands of members and entire fleets of merchant and military ships. Those large clans often employ additional mercenery forces and outside specialists and workers to augment their own forces and abilities. Through long lasting faithful service, this allows even for members from other species to be accpeted as an actual clan or even a family member. But leadership roles will always be reserved for dwarves.

While dwarves are pargamtic and ready to adopt and learn new things, their thinking, and especially the relationships between clans and families, are heavily influenced and guided by traditions. This is especially important in the way contracts are understood. Those are considered to be binding and have to be fulfilled. As breaking a contract without good reason is considered to be a stain on ones honor and would mean, that ones word can not be trusted anymore. The importance of contracts lead even to the development of special dialects to the dwarven language that are used in negotiations and the exact wording of any contract agreed upon between clans or with some outside entity. Those are called Grumnarik (Trade Tongue) or Gildram (Oath-speech).



The written word is of great importance to Dwarves and they always try to cover all possibilities in their contracts. This makes those contracts infamous and Dwarven layers are renown for their ability to actually understand and write those impossibly complex and long texts. Dwarves will also stick to those contracts and not break them unless they have a very good reason to do so. And that would be rare. They also expect this from those who sign those contracts and it is normal that when someone breaks a contract with one Dwarven clan, they wont be trusted by any other Dwarven clan afterwards and considered to be unfaithful and not to be trusted. And given that most clans have got into the business to provide other empires with massive scale resource gathering and industry build ups, loosing access to that can be a massive blow to any industrial development and capacity. Dwarves also focus on trade, commerce and the creation of goods and technologies. They generally shun conflict but should it happen, then they prefer direct attacks and rather use a blunt hammer then a dagger. According to this, their ships tend to be big, very heavily armoured and have massive guns. But Dwarven clans also often amass auxiliaries from other races to be employed in many other tasks. Those can reach from additional workers to man all the massive factory complexes to support stuff or specialised operators with special skills. And so .. even when they do not like it and officially even consider it dishonourable .. the large clans especially have people on call to do all the dirty things they can not engage in officially. Those alien auxiliaries often become parts of the clan and travel with them. And while it is not often happening, it is also not uncommon for non Dwarves to become part of the clan itself.

But those are of course the general ideas on how most Dwarves will act. Individuals might differ greatly in their views and there are also rogue clans. Those Dwarves, for a various number of reasons, left or have been thrown out of the Clan Assembly and become pirates or work with people the Dwarves would not consider working with. But they might at times also be employed by the Clans to provide deniable assets.

Muirak-Thol (high dwarfish meaning Tongue of Muiria), dialects are very common and the more wide spread are referd to as Thrakul (Forge Speech) or Hedrik-Tharn (Words of the Smiths). Most dwarves also speak the Galactic Common

Government

All the clans send out representatives to the Clan Assembly that resides on a station in orbit around their now mostly empty home world. They debate about all the issues that are of importance to all the dwarf clans and present a largely unified face in relations between the Dwarves and other nations, empires or other political bodies they would have contact with. The Clan Assembly itself has its own core and governing body, the Council of Clans, that act more like the Dwarven government .. and also as the main arbitrary body in disagreements between clans that can not be solved with the normal legal ways. The Council of Clans is also keeping track of all the contributions the clans make to the Dwarven military and would act as the unified controlling body in times of all out war. Positions on the Council are given by election in the Assembly.

History

Dwarves left their home, Muiria, because it become increasingly inhospitable. It was already a rocks place with overall less area to produce food then other habitable planets. Overpopulation, growing industry and conflicts lead to a global climate change that in turn created more and more problems.

However with advanced technology being developed, the dwarves started to take to space. Moving their industries to the planets orbit and then further out to the asteroids belts. This was also the time where the clan system was established as the Dwarves decided, that in space, there is room for everyone and that the conflicts that wrecked their planets habitability should not be repeated now.

The Muiria Cataclysm (Dwarven Homeworld)

   The official record states that industrial overuse, climate change, and overpopulation doomed the planet.
   However, hidden records or dwarven myths suggest that a deep magic experiment or entity awakening might have triggered its final collapse—maybe an old god was disturbed in the planet’s depths


   The Maw of Iron
   A mechanical nightmare of grinding gears and endless industry, consuming entire worlds to feed its hunger.
   Forged by Automarch Vexis, the Machine That Devours.

yes .. and it fits to the dwarves and that it is a place they poked into accidently. And opened a rift that destoryed their planet. And they now keep watch over it and it is the big secret the clan-council keeps from everyone

and they need a lot of material to keep it stable and all the industrial fleets they have send out are in part a cover up .. so no one noticed so much material being shipped back to throw itno the hole to keep it form expanding

Abilities & Strengths

Dwarves have a heavy build with thicker and stronger bones and muscles. They generally have great stamina and constitution that is further reinforced by their cultural beleive in hard work and that everyone should always be read to get their hands dirty.

Weaknesses & Limitations

Dwarves are generally slower on foot and their short, stocky and often very hairy appearence often makes them appear less charismatic to other races. A common accusation is, that male and female dwarves can not be told apart and they are often described as having strong body odors when sweating.

Technology & Notable Creations

Dwarven FTL Travel & Trade Network: The Deep-Vault Drive and Industrial Armada

Dwarves, being an industry-focused and pragmatic species, have tailored FTL travel to their needs. While they use the same Jump Capacitor System as other species, they have adapted it to suit their massive-scale mining, refining, and industrial operations. Dwarven FTL: The Deep-Vault Drive

   Jump System: Dwarves utilize the same solar sail-charged capacitor jumps as other species, with travel between Lagrange Points and instant jumps between systems.
   Overcharged Capacitors: Unlike standard jump vessels, dwarven Deep-Vault Drives store excess energy, allowing three to five consecutive jumps before requiring a recharge. This makes dwarven jump ships the most efficient in the galaxy, able to traverse multiple systems in one trade circuit.
   Powerful But Slow Recharge: Their jump ships have massive energy reserves, but the recharge time is still extensive—usually three weeks or more, requiring dedicated charging stations at key industrial hubs.

Dwarven Industrial & Trade Armada

Dwarves have built a vast network of industrial freighters, mobile shipyards, and mining fleets. Their colossal freighters, known as "Forge Ships," are legendary across the galaxy. Types of Dwarven Spacecraft:

   Forge Ships (Massive Super Freighters)
       The backbone of dwarven industry.
       These colossal factory ships refine raw materials en route, producing alloys, components, and prefabricated goods.
       Can take entire asteroid belts apart, process them, and deliver the goods to client worlds.
       Often family-owned by entire dwarven clans, serving as both factories and home bases.
   Mining Hulks (Mobile Refinery Stations)
       Move from asteroid to asteroid, extracting and refining rare metals.
       Some operate independently for decades, known as "Nomad Clans."
       Many are heavily armored and bristling with weapons—pirates do not mess with dwarven miners.
   Anvil-Class Jump Ships (Deep-Vault Drive Equipped)
       Heavily armored jump freighters designed for long-haul, multi-jump routes.
       Carry critical supplies between industrial hubs.
       Fortified with gun platforms and escort drones to deter raiders.
   Ironclad War Barges (Dwarven Military Fleets)
       When dwarves do engage in war, they do so with massive, heavily armored warships.
       Less maneuverable but incredibly tough, equipped with hulking railguns, plasma lances, and kinetic artillery.
       Often double as mobile command centers for ground invasions.

Dwarven Trade & Economic Influence

   Dwarves control vast industrial supply chains, making them indispensable to other species.
   They own and operate entire jump networks, regulating access and pricing.
   Contracts are sacred—breaking a deal with a dwarven clan means being cut off from their trade empire.
   Hub Systems: Dwarves maintain massive trade stations at key intersections, known as "Forge Havens," where merchants can dock, trade, and refuel.

Dwarves and Warfare

   While dwarves prefer trade over war, they fortify their jump points heavily.
   Key dwarven Jump Gates are protected by gigantic orbital defense stations, bristling with railguns and missile batteries.
   Blockades & Sieges: If threatened, dwarves can lock down entire supply chains, crippling enemy industries.
   Mercenary Work: While officially neutral, dwarven rogue clans sell their industrial might to the highest bidder.

Notable Members

  • Example 1
  • Example 2

Quotes

  • "Memorable quote here."

Trivia

  • Interesting facts about the species.

Gallery