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==All Work, All Fight, All for the Clan== Dwarven cities are amalgamations of territory held by individual clans, usually with no common governance, save what can be agreed upon by the clans. These settlements exist both above ground and cut deeply underground, often in mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of metalwork and stonecarving, and prefer that which is made to be enduring, rugged, and well-designed. Whatever wealth they can’t find in their mountains, they gain through trade. They dislike travel, so enterprising humans and other races frequently handle trade in dwarven goods along extended routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them. The chief unit of dwarven society is the clan, and dwarves respect clan structure and hierarchy. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors’ names or clan name in oaths and curses. Indeed, the primary way a dwarf gains an identity and a sense of righteousness is through the familial bond of the clan. Clanless dwarves form into "bands" which, though structured much like a clan and sometimes as powerful and influential, are not as well-respected. Outcast dwarves, accepted in neither clan nor band, have short lives of misery and shame, usually as slaves. Dwarves make their way in the world by serving the clan, usually as artisans or laborers. Even clan leaders learn a trade, for dwarves who do not work together are not seen as being loyal to the clan. All dwarves are expected to know how to fight, and to be willing at any time to defend their clan. Some with aptitude make a living through warfare, especially when other races are willing to pay a premium for the courage and loyalty of a dwarven mercenary. Clans keep slaves, of a sort. Those unskilled in work or battle, non-dwarves who have not proven themselves to be tremendously exceptional, outcast dwarves, and children of the clan occupy the lowest caste of the clan membership. The term for this caste varies, but usually means "babies" or "helpless". They must obey actual clan members, are not allowed to own anything, are not allowed to represent the clan in any way, and are sometimes traded as possessions between clans. However, most children are cherished by their parents enough that they do not live as slaves of other races live, and grow up to be full and fiercely loyal members of the clan. While many of the single women of the clan are of this caste, most remain so out of a desire to be caretakers of the clan's children. The dwarven sense of justice is such that even these lowly clan members regarded as property are not often treated with cruelty. Dwarven clans send out lone adventurers or adventuring groups for numerous reasons. Some are simply scouts, attempting to learn as much as they can about a place rarely visited by the clan. Other adventuring dwarves are on a mission to amass wealth, knowledge, power, and allies for themselves, and by extension their clan. A dwarf might seek to restore a clan's lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having lost position. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods or clans. Or a dwarf might search for the spear wielded by a mighty ancestor, lost on the field of battle centuries ago.
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