Today, in the second half of my coverage of the Dwarven Federation, I’m going to be covering the nation’s current state, meaning government, politics, and society. And, I’ll cap it off by providing some suggestions for plot hooks that could be used to tie the Federation into a campaign!
Government
The Dwarven Federation is, as the name declares, a federation, but it is a federation of clans rather than states or cities. Dwarven clans are a combination of an extended family unit and a family-run business: in the Federation, they are also a political unit capable of not just holding territory, but also raising armies to defend it and passing and enforcing laws within it.
A clan’s jurisdiction extends only to the borders of its own territory, which depending on the clan may consist of as little as a compound of buildings where its people live and work, or as much as a range of mountains and valleys. Most clans fall into the former category, with their claimed territory entirely surrounded by the territory of another, more powerful clan to which they owe a form of fealty. Where a dwarf of one clan must venture into the territory of another whose laws differ, their rights and obligations are governed by treaties between the respective clans, which can grow exceedingly complex.
Outright war between clans is rare, but they do compete, and they often use legal and economic strategies to undermine rivals’ access to resources or drive them into bankruptcy. The Regent is the arbiter of last recourse for conflicts between clans, with the power to order that a clan’s territory and assets be seized by a claimant, or (in extraordinary cases) that a clan be dissolved entirely and its people exiled.
While in theory every clan’s Thane sits upon the High Council, and receives voting power proportional to the population of their clan, in practice the council is dominated by the handful of ancient, wealthy and powerful clans that control the bulk of the Federation’s territory. Because the minor clans occupy territory entirely surrounded by these major clans, they can be leaned on to vote in a bloc with the Thane whose clan surrounds them. The major clans are not a constant, however: their number has fluctuated between five and eleven over the centuries, as political and economic maneuvering bankrupted some clans and elevated new ones.
Legally, the High Council cannot pass laws for the Federation as a whole, any more than the regent can. However, the Thanes are bound by tradition and honor to respect and uphold any consensus reached by the High Council. In practice, this means that if a sufficient majority of the council agrees on a policy, the dissenters must either fall in line and implement the policy, or secede from the Federation. Some clans, holding territory on the borders of the Federation, have chosen to secede over the centuries, but this is a rare event: leaving the Federation means being cut off from the greatest repositories of Dwarven heritage, and is therefore a last resort for any clan with the slightest respect for that heritage.
Among the policy decisions that the High Council confers on are matters of foreign policy, military strategy, taxation, trade, and of course the election of new Regents. The Regency is a position for life, which is one reason why only elderly dwarves are ever seriously considered for it. (The other, of course, is that only a dwarf who has spent an entire lifetime developing an understanding of dwarven culture and heritage could possibly command the respect necessary to wield the position’s ceremonial power effectively.)
Political Situation
At present, the Regent for the Unclaimed Throne is Ingrid Ingvaldsdottir, who has held the position for four years. She is a progressive and a reformer, by the standards of the Federation, which is to say, she does not immediately call for the exile of any dwarf to offer up an idea without precedent in the annals of dwarven history.
Ingvaldsdottir was elected Regent in response to the growing economic crisis that has seen dispossessed apprentices leaving the Federation in droves, and has caused the more modern clans in the west of the Federation to start muttering about seceding en masse. Unfortunately, she was elected by the barest of margins, as a compromise candidate carried by a coalition of the modernist and mercantilist factions on the council against the traditionalists; the traditionalists were barely restrained from seceding themselves by their dedication to preserving the Federation and their heritage. While she received enough support to claim the Regency, this does not translate into enough support to make the council reach consensus on the cultural reforms she believes are necessary to arrest the Federation’s slow descent into irrelevance.
The traditionalist opposition on the high council is led by Olaf Olafssen XXIII, who is indeed a direct descendant of the first Regent. Clan Ulfenning remains a powerful clan, and one of the few to continue efforts to reclaim further pieces of the heritage of Gjalerbron or identify an heir to the throne after Audur’s Proclamation. Olaf XXIII would sooner see the Federation broken than permit any reforms that, as he sees it, devalue Dwarven tradition and heritage. He and his allies are biding their time, but are rumored to be preparing for a political counterstroke as soon as Ingvaldsdottir overreaches.
Foreign Relations
The Federation is on good terms with Waystone, which forms one of their largest remaining export markets, and Caras Elvaren, due to their shared history of loss during the Collapse. Formerly, they were friendly to Tir Coetir, but the wood elves’ reckless release of their engineered plagues during the last wars soured this relationship.
Relations with the Novan Imperium are complex: the Imperium is home to a sizeable dwarf population, but these are largely exiled or expatriate dwarves who do not agree with the Federation’s backward-looking culture.
Society
Clans are of course the center of the Federation’s society: members of a clan work closely with each other, and as a rule they also live, feast, celebrate, and worship together as well. A typical clan is semi-communal: individuals and smaller family units within the clan own their own homes within a shared compound, and accumulate wealth in the form of a claim to the clan’s assets and funds. Clans also generally provide members with access to communal meals, medical care, legal services, and more. There is of course variation between clans: some are totally communal, with members residing in barracks or dormitories and owning only personal effects. Others are less so, with members largely managing their own affairs independent of the clan.
Dwarves are initially born into their parents’ clan (or one of their clans, as marriages across clan lines are not uncommon). They are not bound to a clan, though: while there is pressure for young dwarves to apprentice in their birth clan’s trades, a dwarf who finds no appeal in this can always seek to be adopted into a clan more suited to their interests. So, too, can they join another clan by marriage. The right to join any clan that would have them is one of the most traditional rights in dwarven tradition, and no clan would dare infringe upon it.
This is not to say that there are not costs to changing clans. Dwarves are expected to pay for the training they receive as part of an apprenticeship, and if they or their family do not have the money to pay for this outright, they incur a debt to the clan in which they apprentice. There are other ways to incur a debt to one’s clan, and changing clans with such a debt on the books requires that someone–the dwarf themselves, their family, or the clan adopting them–pay it off before they can leave. The most traditional clans can be utterly ruthless about this, and often the only way for a dwarf with debts but no prospects to leave is for them to flee the Federation entirely. More commonly, though, a dwarf changing clans merely has their debt purchased by their new clan, if it isn’t paid off entirely by their friends and relations as a parting gift.
In theory, a clan’s Thane rules by decree, but in practice, because clans are so tight-knit and because members can leave without too much difficulty, they are run on a democratic basis. Dwarves traditionally respect age and experience, though, and so the clan’s Thane is very often just the oldest dwarf in the clan, and advised by a council of other elder dwarves. In smaller clans, this council is often informal, and consists of elders discussing matters over a meal as the rest of the clan listens in from further down the table. In larger clans, a council may be formalized, with elders assuming ministerial posts and meeting in a dignified salurhropa.1
To found a new clan, a dwarf must first receive permission from their Thane—who does not have to seek permission from anyone else, strictly speaking, but it is traditional for Thanes of minor clans to get the approval of the major Thane to whom they give fealty. This permission is generally granted in recognition of some great accomplishment, but it is also sometimes used to resolve schisms within a clan by allowing a disgruntled faction to strike out on their own. Once permission is given, founding the new clan is a matter of attracting clan members, claiming or buying a territory, and of course, having the founding recorded and recognized by neighboring clans.
Architecture
Towns and cities in the Dwarven Federation are generally carved into the sides of rocky hills, cliffs, and mountains. This is done in imitation of the ancient city of Konigstrond, which was built into an entire mountain, from base to peak. Where they have no suitable outcroppings to carve into, the dwarves of the Federation will instead build out of cut stone, but since the Federation occupies a mountainous region, this is quite rare. Additionally, while they do not usually build so deep that their homes cannot open onto the outdoors, the Federation is dotted with strongholds repurposed from old mine shafts.
Economy
The Dwarven Federation produces stone- and metalwork of unsurpassed quality, much of it commissioned by foreign customers through various merchants and brokers. This export market has shrunk in recent years due to advancements in foreign manufacturing, but is still represents a major source of income for the Federation.
The dwarves need this foreign income, because they are barely self-sufficient for food. The high mountains are not suited for farming, and dwarven agriculture consists almost exclusively of farming rye and other hardy grains, and raising flocks of sheep and goats in higher pastures. This does not make for a varied diet, and the Federation imports large quantities of foodstuffs. There is a market for dwarven beer and spirits (and some “exotic” cheeses) abroad, but this is a niche and low-volume trade.
Religion
Federation dwarves mostly worship the same Pantheon as Aetrimonde’s other societies, performing the same rites and believing in the same afterlife. But due to their unique cultural baggage, dwarves are far more concerned with being remembered by the living once they have passed on: this is expressed through what is essentially a second religion practiced in parallel to ordinary worship. Every clan supports a Stonekeeper, who is equal parts priest, historian, and genealogist. The Stonekeepers keep records of every clan member’s notable acts—for good or for ill—and, upon a dwarf’s death, their clan’s Stonekeeper constructs for them a fitting stone monument, carved with a summary of their greatest achievements so that they can be remembered for posterity.
The highest posthumous honor for a dwarf of the Federation is to achieve the status of Venerated Ancestor and be immortalized in stone as one of the colossal statues that dot the Federation’s settlements. These are created by specialist Stonekeepers when a worthy dwarf dies, and they become focuses of veneration for the immortalized dwarf’s descendants. In times of strife, these statues can be animated by Stonekeeper shamans, who are able to imbue the stone with the spirit of dwarfs long dead and remind them of their deeds in life. This allows departed dwarves to provide guidance to the living–or if the need is great, to take up fittingly colossal arms and armor, and march to the defense of their homes.
Stonekeepers are common in many dwarf communities, but the dwarves of the Federation take them more seriously than most. Dwarves traveling far from their clan’s territory are expected to carry a passport attested to by their Stonekeeper, summarizing their deeds and character and serving as an introduction to clans that are unfamiliar with them. Should a dwarf do something of note that comes to the attention of another clan’s Stonekeeper, it is within their purview to make an addendum to their passport for the attention of their home clan’s Stonekeeper.
Plot Hooks
A trip to the Dwarven Federation could see the PCs getting into all sorts of adventures, especially if anyone among them is themselves a dwarf.
Encounter Hooks
- A dwarf among the PCs who is not from the Federation, and does not share its culture, could run into trouble due to not having a suitable passport. This is the mark of an exiled or shamed dwarf, and simply being near any sort of criminal activity could cause suspicious guards to try to detain them.
- Most dwarves do not expect outsiders to adhere to the same restrictions they place on themselves. Some fundamentalists do, however, and for them, outsiders bearing such things as firearms, clockwork, or anything steam-powered are an affront that they might try to drive off violently.
Adventure Hooks
- One of the PCs has decided to commission a new weapon from the finest smith they can find, who naturally happens to be a dwarf. Of course, such a renowned artisan doesn’t offer their services to every adventurer who wanders into their shop…but as it happens, they have a job that needs doing, and if the PC can take care of it for them (perhaps dragging their allies along), this master craftsman will grant the PC the privilege of buying something bespoke from them.
- The PCs have come across what appears to be an ancient piece of dwarven craftsmanship in the last ruin they delved into. The Federation is a natural place to seek out information about its origins (and value…), but upon visiting and consulting an expert on such things, they find themselves caught in the middle of a struggle: many different clans believe they have a claim to this relic, and while some would be perfectly willing to pay a finders’ fee, some of the others prefer to send assassins. Now, the PCs must figure out exactly what it is they found, and work out what the appropriate thing to do with it is…without incurring the eternal wrath of any of the claimants.
- The political deadlock in the Federation has come to a head, as Clan Ulfenning has backed the claim of a purported heir to the Unclaimed Throne. Dwarf clans across Aetrimonde are now forced to choose between Ulfenning and the Regent, and a civil war in the Federation appears likely. In the middle of all this, the PCs are quietly commissioned (as known, impartial observers) to investigate the supposed heir’s background and determine if they are genuine, honestly mistaken…or a pretender put forth to derail the Regent’s planned reforms.
Campaign Hooks
- After centuries of waiting, the Federation is at long last planning a new expedition to the ruins of Konigstrond, and the PCs have been recruited for it. The expedition will require fighting through the Vale of Glories to the ruined city, establishing a secure perimeter, and then painstakingly clearing the collapsed tunnels leading to the ancient dwarves’ most secure vaults deep within the mountain. All the while, the expedition will no doubt face attacks from the orcs who now call the Vale home…not to mention looters and thieves eager to help themselves to dwarven relics, and almost certainly some inter-clan disputes over any valuable finds. All told, it promises to be an exciting opportunity for adventurers…
Up Next
I’m going to follow this up by discussing two nations that are foils to the Dwarven Federation: Caras Elvaren and Tir Coetir, the two nations of the elves. Stay tuned!