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 a member of the dwarven race. Dwarves are generally sene as strong, industrious and honorable. They usually live on migrant fleets and sell their industrial might to other nations and are seen as the best engineers and logistics experts in known space.

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 usually 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.

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.

Culture & Society

Dwarves greatly value family connections and consider the family unit to be the core of their 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 business 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. Within those auxillary forces, can be people who are tasked with things that the clan leadership would consider dishonorable. But those large clans with a lot of political power are very aware of the fact, that sometimes, dirty things need to be done. And that having denyable assets on hand is needed.

While dwarves are pragamtic 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 Muirak-Thol (high dwarfish meaning Tongue of Muiria) 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).

In contrast to this, other dialects have developed for more precise technical situations. Thrakul (Forge Speech) or Hedrik-Tharn (Words of the Smiths) are often spoken in mines, factories or in the engine rooms of starships as those are tailored for the quick and precise transfer of commands and information.

While Dwarves use magic. They often consider it as untrustworthy and will rather like to incorproate it into machines or back it up with non-magical systems. Many Dwarves will also be outright distrustful of magic users, seeing them as people who go the easy way instead of doing things the right way.


Dwarves that got expelled from their families or clans or left them for a various number of reasons often form what is reffered to as Rogue Clans. Those can be just clans that decided to cut their ties with the Council of Clans or have become pirates or have formed out of exiled criminals. Such clans might work as mercenaries or be emplyoed on hidden stations where pirates, smugglers or slavers can find ship repairs and supplies. Incidently, such Rogue Clans might at times find themselves be emplyoed by Clans belonging to the Council as denayable assets, but such a thing would be rare, as to the wider dwarven society, the members of a Rogue Clan are untrustworthy and lacking honor.

Government

The dwarven nation can be most closely compared to a federation of autonomous states. While the individual clans govern themselves, they all defer to the central authority of the Council of Clans and the Clan Assembly.

The Clan Assembly can be seen as the parliament. It resides on a station in orbit around their now mostly empty home world. All the clans, big and small, send representatives to the Clan Assembly. The assembly offers the chance to debate and decide about things that would be of importance to the dwarven race and nation as a whole and also offers a place, where disagreements between clans can be talked about and solved to prevent conflict to break out between clans. It offers various institutions to facilitate information transfer, assistence and law and contract enforcement services to all the clans, should they require it. It also offers a way to keep the clan militaries on a level where they can cooperate and fight as a unified force in case of a larger conflict.

The actual governing body is represented by the Council of Clans that is resposnible for presenting a unified face of the dwarves in cases of contact or negotiations with larger star empires or nations. It also is responsible to keep the autonomous clans united and to ensure the general prosperity of all the dwarves and their allies. Positions on the Council are given by election in the Assembly.

The Dwarves united under the Council of Clans are also members of the Anti-Slavery-Coalition as dwarves believe in fair pay for fair work. This view might however differ between clans as soem clans are more generous and fair then others. But overall, they will all have a dislike for slaves as no slave can work as well as a free worker.

Economy

Military

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.

Dwarven Warfare in Space

Dwarves conduct warfare with a strong emphasis on heavy fortifications, overwhelming firepower, and unbreakable formations. Their fleets and military doctrines prioritize defensive strength, resilience, and long-term sustainability over speed and maneuverability. Key Aspects of Dwarven Warfare

   Juggernaut Warships
       Heavily Armored & Slow: Dwarven warships are floating fortresses, built to absorb damage and outlast opponents.
       Massive Firepower: Equipped with colossal railguns, plasma cannons, and missile silos designed for devastating bombardment.
       Jump Point Defenses: Their space is secured through fortified jump points, making surprise invasions nearly impossible.
   Fortified Trade Stations
       Major trade hubs double as fortresses, ensuring key supply routes remain under dwarven control.
       These massive structures act as command centers, launching military operations when needed.
   Industrial Warfare
       Their war fleets operate like mobile foundries, salvaging wrecks mid-battle and repairing ships on the fly.
       Dwarves view warfare as an economic and industrial endeavor, ensuring logistical superiority.
   Tactics & Strategy
       Bunker Fleets: Instead of quick hit-and-run tactics, dwarves establish impenetrable fleet formations that force enemies into war-of-attrition scenarios.
       Area Denial: They use minefields, drone turrets, and automated defense stations to lock down entire systems.
       Shock Drops: While their ships are slow, their ground troops arrive via drop pods, storming planets in heavily armored mech-suits.

Dwarven War-Speech: "Kazag-Thrul" (The Tongue of the Anvil)

Dwarves use Kazag-Thrul, an ancient and highly formalized war-speech, when engaging in battle. It is a ritualistic, booming form of High Dwarven, filled with oaths, battle-calls, and defiant proclamations. Features of Kazag-Thrul

   Oath-Driven Commands
       Orders are often given in the form of oaths to ancestors or the forge, making retreat dishonorable.
       Example: "By stone and steel, we shall not yield!" (Kazag-an-Durum, Thrul-vak Khazad!)
   Hammering Cadence
       The language is structured in rhythmic, chant-like sentences, making it ideal for battle cries and synchronized war chants.
       Before battle, dwarves often stomp in unison, echoing the sound of hammers on anvils.
   Combat Naming Conventions
       Each warrior receives a war-name, earned through battle deeds and passed down through generations.
       Example: Thruk-Forged (meaning "Survivor of the Forge-Fire").
   Defiant Challenge-Rituals
       Before major engagements, dwarves send formal declarations of war, often in the form of sung or recited poetry that mocks the enemy’s weakness.

Example War Speech Before Battle: "We are the sons of the anvil, the unyielding wall! The stars may burn, but our forges blaze brighter! Bring forth your storms, your fire, your war-machines—none shall break the stone!"

(Kazag-dum, az-anvilar, thrul-garaz! Durin-rak tan, dor-an-zak! Vuk-um-Rakha, marz-khul! Kazag-Thrul-Khazad!) Dwarven Combat Philosophy

   "Steel endures. Fire fades." (Dwarven belief that patience and resilience win wars.)
   "A broken line is a broken oath." (Dwarves do not retreat unless absolutely necessary.)
   "The forge that burns the hottest tempers the strongest steel." (War is seen as both a test and a means of proving one's worth.)

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


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

Gallery