-4000		It is believed that the earliest forms of metalworking and the forging of iron are developed by the Dwarves of the northern lands at this time.

-1600		A genocidal war against all Dwarves begins in Shaya’Nor, one that leaves no dwarf alive in the Shadow Lands to this day.  Many of the refugees flee southward into the mountains and hills of the Bloody Pikes, Gorgons, and Fangs, creating many of the Clanhomes known there now.

-600		The Age of Darkness descends across Shaintar as the armies of Shaya’Nor dominate almost all of the lands.  Only the Dwarves of the Hellstorm Mountains, the Dregordians, and a mix of races in the area now known as the Freelands stand against their might.

-500		Plagues, pestilence, and famine ravage all of Shaintar, further devastating the populations of every race.

387-		The Fang Wars-Squeezed between Shaya’Nor to the north and the Wolfhead Mountains to the south, hundreds of Goblinesh tribes band together and strike against the heavily decimated Dwarves in the latter region.  Ultimately they drive the dwarves out and take the former Clanhomes there for themselves, thus beginning an enmity between the two races in that region that continues to this day.

1132-		A massive volcano erupts in the southeast corner of Shaintar, causing great destruction and taking hundreds of lives.  Many druids (mostly Elvish and Dwarvish) gather to use their gifts to calm it.  When the crisis is abated, these gathered druids begin discussions that eventually lead to the formation of the Druidic Council later that year.  They select the oldest and most powerful among them, Mindoth, as the First Speaker.

1741-		The Battle of Aralon-Tavrin O’Ndori leads a combined force of Fae, Goblinesh, Humans, Dwarves, and Brinchie against an army sent by Jolokas ki Grilnas to pursue the refugees fleeing the Empire.  They meet in a bloody conflict that lasts for 8 days near the Aralon Forest.  Finally, reinforcements for Tavrin’s forces arrive in the form of hundreds of Youlin Aradi cavalry and thousands of Avanar, turning the tide and sending the Kal back north.

The Battle is not without cost, and the greatest is paid by the Avanar, who (never numerous to begin with) are decimated by the Empire’s necromancers and their summoned Nether creatures.  As most of their people participated in the battle, their elders decide to split up those that remain and “leave the world of Walkers and their wars” to find safe havens to try and rebuild their species.

1748-		The Stand on the Forge-Pursued by yet another army sent by the Kal, Banrick Olar, Chieftain of the Stone Bear Tribe, makes camp in the area east of the Forges now known as Bearheart and declares that he “will run no more.”  Various other tribes join him, and there they make their stand against the forces of the Empire.  Even as the Kal forces threaten to overwhelm them, Dwarves from the Forges and Elves from the Crystal Forest join the battle and break the Kal army.

This is marked as the founding of the Kingdom of Olara.

2200-		White Silver and Blood Steel are discovered.  The former is first mined by the Dwarves of the Stoneheart Mountains (although it later appears in other southern ranges), while the latter is first discovered in the Thunder Peaks deep inside the Empire (and later found throughout many of the northern ranges).  As Black Iron is of Darkness, so is White Silver of Light (though no one of that time recognized Light for what it is, they well understood it as anathema to Darkness and Flame) and Blood Steel of Flame.
     
Role-playing Notes - Like the elves, dwarves in this world do conform to many classic conventions.  They wear their hair and beards long, have a fondness for minerals, gems, and machinery, and tend to be more pragmatic than artful when it comes to planning something.  They are, however, master craftsmen when it comes to building anything, and they respect family ties above all else.  It should be noted here that 1) there are dwarven women and 2) they are normally as attractive as any other humanoid female; they do not have facial hair.  It should also be noted that there is no particular difficulties between dwarves and elves; both species, in general, respect each other’s accomplishments.  Dwarves do bear, as a general rule, a particular dislike for the Goblinesh species (mostly due to the endless wars they have fought), and Dregordians resemble Dragons too much for most dwarves' comfort.

Dwarven History
There are those that believe that dwarves were the first sentient species to set foot on Shaintar.  Certainly they have left their mark in ancient ruins and long-lost subterranean communities throughout the continent.
The dwarven homelands are located in the mountains surrounding the Prelacy of Camon (The Wolfhead Mountains, the Northern Fangs, and the Southern Fangs).  This is virtually the only place where dwarves live freely; there are many clans that live as slaves to the Empire far to the north.  Dwarves are craftsmen, engineers, and miners primarily, but warriors first thanks to thousands of years of practice.  Their race is only now beginning to struggle back from near extinction.  They are ruled by clan chieftains, although the highest of the chieftains is called the King of the Dwarves
     	However, their time (at least as a free species) almost came to an end during the Dragon War; it turned out that dwarves were a particular delicacy to the great beasts.  It did not help that many Goblinesh clans conspired to "supply" various Dragons with dwarves in return for their own safety.
     	What is left of free dwarven society is scattered throughout the Wolfhead Mountains and the Fangs.  This gives them control over most of the mineral wealth to be found southeast of the Empire, putting them in a particularly powerful bargaining position with both the Prelacy of Camon and the Kingdom of Galea.  Although things have always been pleasant with the Kingdom, tensions are steadily building with the Prelacy as the Church seems more and more inclined to claim land within the mountains.  There have been numerous skirmishes as Camon mining companies move further and further into the foothills, protected by Camon soldiers.
     	By necessity, dwarven society has taken on a very militaristic tone; various collections of clans are organized like army units, and everyone is trained to defend their home.  It is virtually impossible to be raised in the Clanhomes and not learn something of warfare.  However, they have struggled hard to maintain the artisan skills as well; dwarves seem to have an almost mystical affinity for machines and technology.  This is just as well, as dwarves have all the magic potential of a lead weight otherwise.  This both helps and hinders them; they are difficult to affect with magic, but they cannot wield one strand of essence.
     The King of the Dwarves presides over the largest clan; this would change if ever another clan became more numerous.  This competition of population is quite intentional, for if the dwarves are to survive they must replenish their numbers.  The Mid-Spring Census, done over the months of First Hunt and Golden Eagle, is a very serious and revered custom, and the Great Feast held on the first day of Planting Moons is one of their most important holidays (as well as one of the biggest parties in all of Shaintar); it is here, at Castle Gorgon, that the results of the Census are revealed.
     The ruling Clans are the eight largest clans; each holds mastery over one of the dwarven urban centers.  The Chieftain of each of these clans presides as ruler over that area; below him are Elders who advise and assist him.  There are very few other ruling titles of note, mostly because dwarves don't seem to care much for that kind of thing.

The Dwarven Household
The dwarven family is very extended, with three to four generations living in the same household.  The great-grandparents (if any and able) tend to the young, while the parents and the older children work and support the home.  The parents are most likely artisans, engineers, miners, or soldiers while the older children act as apprentices or squires to the parent.  The grandparents tend to household chores such as cooking, cleaning, etc.
Men usually wear their beards and hair loose at home, while at work they will braid them as not to interfere or keep it from getting tangled in machinery.  Women will always wear their hair in braids, tails, or buns at home or at work.  
Dwarves tend to dress in modest clothing.  Men usually wear fur or leather vests with plain shirts and plaid knee-length kilts.  Women wear billowy blouses and ankle length plaid skirts.  The plaid pattern is clan-specific, called a muster.  One house would have a particular muster while another clan would have a different pattern.  The muster is very sacred to the history of each clan, as the threading tells the history of that specific clan.  Blood feuds have broken out over a member of one clan wearing the muster of another.  
At the 21st year of age, every dwarf (male and female) is required to join the Dwarven militia for formal military training for one year.  This assures every dwarf has some ability in battle in case the Clanhomes come under fire, which has happened many times over the millennia.  This is more prevalent now since the Prelacy has been encroaching on Dwarven territory.  The current King is taking under consideration an even longer term of service in the military.  At the end of the year-long service the cadet is branded on the shoulder with a red-hot iron which signifies that the dwarf has completed their term of military obligation.  A giant “M” is seared into the flesh of the dwarf.
Since the weave of the muster is very time and money consuming and children grow so quickly, they do not receive their clans muster until they reach adolescence, which is about 25-30 years of age.  This is also the time in the lives of the children when they accompany their parents to work and start their apprenticeships.
Each dwarf takes on a mantle when they reach their Kommer Alder, or ‘Coming of Age’, (usually around 40 - 45); this new name includes their Born Name (their first name), their Clan Name, and their Calling (their job title).  For example, one Dwarf might be named Granag Homewall the Warrior, while another might be called Dayla Forgeheart the Steelsmith.  These are very formal names that are not to be taken lightly.  This marks the end of the dwarf’s apprenticeship and then is considered an artisan, but must still work underneath his parents for a few more years.  If the dwarf is first born, they will also receive a family heirloom, a tool or weapon with some sort of clan history, passed down from generation to generation.

Dwarves with Dwarves and other Races
Due to years of outside prejudices and violence to dwarves over many years they usually do not associate with other cultures.  If you see a dwarf in a party of adventurers, it is most likely out of necessity.  They only one dwarves will associate freely with are Olarans (which they have several trade agreements) and Elves (which they share a common affinity with the land).  All other races are treated with aloofness or distrust.  
A strong bond has developed within the dwarven race.  They will treat each other with reverence, even if they do not really know each other.  If two dwarves meet in the street they will act like long friends, swap stories, and probably buy each other a drink and it may be the first time they have ever met.  This does not mean blood won’t be spilled if disagreements boil over and go out of control.  The Hammerarms and the Rockcrushers had a blood feud for the better part of a century, depleting both clans’ coffers and families. 

Dwarves and Magic
	Given the lack of ability and knowledge, dwarves; as a whole, distrust Sorcery, Necromancy, and Acolytes.  With the nature of the latter two, that’s understandable.  The natural dwarven aggression and lack of mental discipline prohibits the use of Way.  A strong sense of justice allows dwarven priests and paladins of the Light to exist but there but a few established churches in the Dwarven homeland.  Druidic dwarves are scattered throughout Shaintar with a stronger concentration of them in the Homeland.  Dwarves do have a strong affinity for the earth beneath their feet.  Dwarven miners, on a daily basis, give prayer to Stonewalker for his blessings.

Dwarven Food
	Dwarven Stout-A heavy reddish brew made from fermented grains and mushrooms.  Other races of lesser constitution find this beer bittersweet and have a hard time stomaching more than a mug.  Dwarves thrive on it.  It is about as intoxicating as strong whiskey or brandy.
	Svart Hammare (Black Hammer)-A wine that consists of onyx grapes (a dark purple grape found only in the Stoneheart Mountains) and blood of porcine nature.  It is extremely pungent and black as night.
	Gutter Drink-Comparable to common ale, but of a little better quality (after all, dwarves are master brewers).  The poorer dwarves usually drink this beer.
	Eintopf-A pork stew made with potatoes, mushrooms, and various other vegetables.  The gravy is usually made from dwarven stout.  This is typical dwarven fare.  Recipes vary from house to house. 
	Eldkossa (Fiery Cow)-A beef roast slow cooked all day in a tomato/vegetable broth flavored with spices and herbs and then shredded and served wrapped in platt brot (flat bread).
	Grisoppna (Open Pig)-A carcass of a pig or boar butterflied and herbs, spices, and sliced fruit are stuffed under the skin.  The entire pig is wrapped in Crytolla leaves (large leaves smelling remotely of bananas and coconuts, found only in the Crystal Forest), laid on smoldering charcoal and buried under rocks for an entire day.  It’s served usually on The Great Feast.
	Moder Brot (Mother’s Bread)-A brown, crusty bread twisted to form a braid and baked on a stone in a kiln.
	Skal Brot (Bowl Bread)-A dense, round rye bread baked in the shape of a mound.  The top is usually cut off, hollowed out and Eintopf poured inside it.
	Kase Blod (Blood Cheese)-A dense, white cheese, comparable to white cheddar, blended with Svart Hammare to form dark veins in the mold.  It is eaten mostly by Royals and Nobles.
	Kase Schmiede (Forge Cheese)-Yellow cheese with medium sharpness but mixed with different hot spices, peppers, and herbs.  Called forge cheese for the heat it produces.

Dwarven Holidays	
	Falling Ice 1 (Rebirth)-This day celebrates the ascension of Dranak.  This is a time for new friends and old acquaintances to pray for good tidings for the coming year.  Babies born on this day are said to be blessed by the Stonewalker.
	Planting Moons 1 (Great Feast)-This reveals the ruling clan of all dwarves as determined by the Census.  It is considered one of the biggest parties in all the lands.  Plan to stay a while.
	Eternal Sun 7 (The Withering)-This is dedicated to the refugees who fled Shaya’Nor and those who gave their lives defending their homes during that time.  It is commemorated by taking a day of silence and reflection (except for military and cadets) and fasting for one day.  Each home tithes to the Druidic Council in memoriam to the druids who proved themselves invaluable by tending to the sick and elderly during that time.
	Festival Moons 3 (Mindoth’s Day)-A festival celebrating the First Speaker, Mindoth.  It is held by dwarven and elven druids by performing druidic rituals.
	Raining Leaves 1 (The Hardening)-An informal holiday marked by increased productivity to get wares ready for The Cluster of Three.
White Stag 19 (The Cluster of Three)-Celebrates the defeat of Kal Empire forces by the Dwarves, Olarans, and Elves.  All three cultures host a tremendous market week where anyone can come and buy wares made by them.  It is usually hosted in the Olaran Kingdom.  The Cluster is second only to Great Feast in importance to Dwarven society.

Dwarven Songs
	Dwarven music, to the casual listener, is considered harsh on the ears as the dwarven singing voice is usually raspy and off-key.  But as with the dwarven attitude, their lyrics are blunt and to-the-point, while the tempo and rhythm reflects the dwarven outlook on life.  Drinking songs are fast-paced and fun while funeral dirges are slow and heart-felt.

The Pugs Mugs Snug

The keg is tapped and the band is tuned
The stew is hot and the hearth is flumed
Our tankards are in our fists
We’ll drink till our visions skewed

(CHORUS)
The pug’s mugs snug, my boys
The pug’s mugs snug, tonight
The pug’s mugs snug, friends
‘Til we lose our sight

I’ve been called a two-fisted drinker
Or so I have heard
I wish I had another arm
‘Cause I would hold a third.

(CHORUS)

Dwarves are falling one by one
They just can’t hold their flagon
I’ll have one more drink tonight
For tomorrow I go on the wagon

(CHORUS)

Just one more barkeep
Just one more tonight
I need one more to help me sleep
Or at least til I lose my sight

(CHORUS)

Dwarven Games
	Besides the typical games you might find dwarves playing, such as target practice (throwing hand axes at wooden targets) or slug racing, dwarves are adept at learning and creating new games.  In any dwarven tavern you might find several different variations of the same game being played at the same time.  But each game isn’t taken lightly for the rules are usually based on dwarven history in some form or another.  Cheaters are dealt with harshly and swiftly.

	Dwarven Wars
		This game involves three four-sided dice and two six-sided dice (as stated before, different variations exist but this is the original, basic form).  Both players place an ante in the pot.  One player (the attacker) rolls all three four-sided dice and adds them together.  The attacker can option to fold or place a bet based on the strength of the roll.  If he folds, the defender wins the ante, but if a bet is placed, the other player (the defender) can choose to call, raise the bet, or fold.  When bets are settled, the defender then rolls the two six-sided dice and adds them together.  If he beats the attackers roll, he wins the pot.  If he matches the roll, the pot stays, each player re-antes, and then the betting starts over.  If the defender loses the roll, the attacker wins the pot.  After the bets are settled, both players switch positions.		
One of the popular variations is called Dragon Hoard.  Both players place antes in the pot.  The first player (now called The Dragon) places his bet first (his “hoard”) and then rolls five six-sided dice.  He then adds them together.  The second player (called The Raider) can either choose to raid (call), feint (raise), or runaway (fold).  If he doesn’t runaway and bets are settled, he then rolls three ten-sided dice and adds them together.  If The Raider’s roll is less than the Dragon’s, the Dragon wins the bet.  If the Raider’s roll is at least two points higher or better than the Dragon, the Raider wins.  Anything else is considered a push and the bets and the deal start over with the original pot staying.  After the bets are settled, players reverse roles in the game.  (The GM is urged to come up other variations)
	Ballista
		This is a popular card game with dwarves.  Five cards are dealt face down to each player but they do not get to look at them.  The players then set each of their cards side by side in front of them.  A set number of coins are set behind each card.  At the same time, each player turns over one card.  Everyone but the player with the highest card and suit must put their coins that sat behind that card in the pot.  This goes until all cards have been flipped over.  The last person with any coins left in their pool wins the pot.  In the case of ties, fresh cards are dealt for each of the remaining coins.
	Last Man Standing
		Each player put three stacks of coins in front of him.  The dealer deals one card to each player.  The player to the dealer’s left can decide whether he wants to keep his card or pass to his left, which has no choice but to take right player’s card.  That player can decide whether he wants to keep that card or pass to his left.  This goes around until the dealer decides whether he wants to keep his card or pull from the deck.  Each player then reveals their card.  The lowest card or suit showing puts his stack into the pot.  The player who has any coins remaining wins the pot.
	Guts
		Each player antes into the pot and then is dealt two cards.  The player looks at the cards and holds them face down in front of him.  The dealer counts to three and the player has the option of holding his cards or dropping them.  The players that hold their cards must reveal their hands and compare.  Flushes and straights do not count.  Pairs and high cards count only.  A pair of twos beat an ace and king.  In the case of tie, suits are compared.  The winner takes what is in the pot and the loser or losers match what was in the pot and then everyone antes again.  This goes on until only one person holds their cards and takes the entire pot.  Not for the poor or squeamish.

The Fine Art of Cursing
	Cursing is considered a form of art in dwarven society.  It isn’t meant to be derogatory, but as a form of bonding with one’s brethren and friends.  It’s usually focused on one’s hygiene, their ability to handle their alcohol, or their prowess in battle.  However, a curse based on one’s artisan ability or heritage is considered a hurtful curse and most likely will result in a fist to the nose.

Friendly
“Your beard looks like it was groomed by a blind goblin.”

“His mug held his beer better than he did!”

“You should have turned your crossbow around to face you.  Maybe you could have hit something then.”

Hurtful
“This gem looks like it was cut by a blind goblin.”

“I wouldn’t use a sword made by him.  It looks like it would break on an Aevakar’s wings.”

“Those Strongbacks couldn’t pass on a decent muster to their kin.”

Animals Underground
	Over the last couple of millennia, dwarves have learned to domesticate and use unusual animals to help with tasks.  Either as pack animals or even used as home protection, these animals have proven themselves indispensable in day-to-day activities.
	Giant Boar
Attributes: Agility-d6, Smarts-d4, Spirit-d4, Strength-d8, Vigor-d8
		Skills: Fighting d6, Guts d6, Notice d6, Survival d6
		Pace: 6, d8 Run die; Parry: 5; Toughness 7
		Gear: Tusks (STR+2) AP 1, Tough Hide (+1 Toughness)
		Edges: Charge

	Giant Badger
		Attributes: Agility-d8, Smarts-d4, Spirit-d4, Strength-d8, Vigor-d10
		Skills: Fighting d6, Guts d8, Notice d6, Intimidation d6, Survival d6
		Pace: 6 (3 Burrow); Parry: 5; Toughness 8
		Gear: Claws (STR+2) AP 1, Tough Hide (+1 Toughness)
		Edges: Berserk

	Large Slug
		Attributes: Agility-d4, Smarts-d4, Spirit-d4, Strength-d10, Vigor-d8
		Skills: Shooting (Spitting) d8
		Pace: 3 (d4 run die); Parry: 2; Toughness 9
Gear: Acid Spit (2d6, Range: 3/6/12, AP 2), Slime Trail (AGI check to move around), Rubbery hide (+3 Toughness)

	Mammoth Beetle
		Attributes: Agility-d8, Smarts-d4, Spirit-d4, Strength-d8, Vigor-d8
		Skills: Fighting d8, Climbing d8, Tracking d6
		Pace: 6 (Jump 12); Parry: 6; Toughness 11
		Gear: Mandibles (STR+2, AP 2), Carapace (+5 Toughness)

Dwarven Weaponmaking and Armoring
One of the things that dwarves, in general, are proud of is their ability to smith the finest weapons and armor of all the other cultures.  True dwarven craftsmanship is highly sought after but dwarven smiths will not part with their wares so willingly.  As a point of fact, dwarves trading their wares outside of the Clanhomes will usually sell any items of (what they consider) inferior grade and keep the better ones to be used by the military forces, unless the buyer is willing to pay the inflated price for the higher quality items.

	Bola
		Skill: Throwing
		Damage: Nil
		Range:  4/8/16
Notes: If attack is successful, defender must make an Agility test against attacker’s Throwing skill.  If he fails, the defender’s legs are entangled and cannot move until he makes a successful Agility test roll, this is rolled per round.  Until then, the defender has -3 Parry.  A successful initial test roll means the defender loses their next attack or movement. 

Dwarven Axe
		Skill: Fighting
		Damage: STR+3
		Notes: AP 1

Dwarven Crossbow
		Skill: Shooting
		Damage: 2d6
		Notes: AP 2, 3 shots before reload, Range: 20/40/80

	Dwarven Plate
		+5 Toughness
		-5 Called Shot (-2 Stealth, etc.)
		Notes: Must have d10 STR to wear

	Dwarven Spiked Shield (Medium)
		+1 Parry
		+2 Armor to ranged shots
		Skill: Fighting
		Damage: STR+1
Notes: If used as a weapon, Parry bonuses are lost and toughness bonuses are reduced by 1 until next action.  Two-fisted weapon rules apply.

Repeating Light Ballista
Skill: Shooting
Damage: 2d6
Notes: Can fire twice per round with no multiple action penalties, AP 2, 6 shots before reload, which takes two rounds, Range: 15/30/60

	Spiked Helmet
		Skill: Fighting
		+1 Toughness
		Damage: STR+1
		Notes: AP 1, Parry -1 when used as a weapon.

Dwarven Edges
Bombardier
Requirements: Any Shield, the Drop, Fighting D8, Dwarf
	This edge allows the dwarven character to able to drop down upon an unsuspecting target, using their shield as a battering ram to inflict massive amounts of damage.  Base damage is STR and then +2 for every ten feet fell.  The Dwarven Spiked Shield adds an additional +1 damage per ten feet.  The dwarf, however, takes half damage for himself.  If the attacker has the Acrobat edge, they only take one-quarter damage (round down in either situation).

Gore
Requirements: Charge, Spiked Helmet, Fighting d10+
	This character uses his/her spiked helmet and the Charge edge to impale a target.  The attacker receives an -1 to parry (for putting his head down to attack) but receives an extra +1 to damage.  		
		
Shield Sweep
Requirements: Any Shield, Seasoned, Sweep, Fighting D8
	This edge allows the dwarf to attack the legs of three or less targets adjacent to them at -2 with their shield.  The attacker must make a separate roll for each target.  On a successful hit, the defender must make an Agility test against the attacker’s Fighting roll.  If failed, the defender takes attacker’s STR damage and falls to the ground.  If successful the defender just takes STR damage.

Important Dwarvish Clans

Hammerarm – This clan was so named when a dwarf by the name of Thorg was rumored to have crushed an orc’s armor with his bare fist in a fit of rage.  Since then, every clan member of the Hammerarm’s has been given some form of rank in the regular army, no matter what their actual status within Dwarven society.

Stonegut – Developed the first batch of Dwarven Stout, which is a staple of Dwarven cuisine and was the first item of barter that the outside world was interested in.

Gleameye – Perfected the art of gem cutting to the standards that the rest of Dwarven society holds to this day.  Any jewel cut by a Gleameye can fetch greater gold than any gem cut by any other dwarf, even if it’s of the same quality.  The name carries a stigma with the gem.

McDonagh – Donal McDonagh created the ratcheting mechanism that allows the Dwarven crossbow to be able to fire three times before having to reload.  This became an important feature during the Fang Wars.  The crushing defeat of the dwarves in the Wolfhead region could have been much, much worse if it wasn’t for the Dwarven archers holding off the Goblinesh forces with their newly designed crossbows while the rest of the Dwarven militia was able to retreat.  Donal himself was cut down in that fight and is considered a great hero among his kin.

O’Gaela – Brodrick O’Gaela was a friend of Dranak before he became one of the Ascended.  Brodrick’s friendship with Dranak was so strong, that he shared a portion of the mystical energies, becoming the first druid of Dwarven blood.

Titles and Ranks
Baerer – One of many dwarves stationed within a city to alert citizens to organize and prepare for battle.  Also carries the standard for that village or city.
Barion - Baron
Beznard – True berserker
Brodder - Brother
Drilla serga – Drill Sergeant
Du’Moder- Grandmother
Du’Pader- Grandfather
Erze – Archer
Genieur - Engineer
Ger’al – General
Handbachtsman – Artisan (refers also to those who work with precious metals, such as silver or gold)
Herion – Lord
Hert’zog - Duke
Kadeds – Military cadets still serving mandatory time
Kadein – Cadet that has completed required service in military
Kaptein – Captain
Keiln - Child
Komdant – Commander
Leutnant – Lieutenant
Medizeiner – Medic
Moder – Mother
Pader – Father
Sayza- Sister
Serga – Sergeant
Smita - Smith
Soldat – Soldier

When addressing a dwarf of standing, the military title (if any) comes first.  For example:  “Welcome to my home, Leutnant Herion Hammerarm.”

Of Special Interest

The Dwarvish Military
	The Clanhomes do not have an organized military as some might think.  Every dwarf is considered to be part a militia, coming together only when the Homes are threatened by outside forces.  When the need arises for the militia to organize, a Baerer sounds a signal horn.  The horn acts as a signal for everyone to organize to the town square or some other central place within the village.  Each dwarf will be armed with their own weapon(s) and will join their squad, based on that dwarfs specialty, whether it is ranged or melee, or even siege warfare.

The Engineers
	After years of having to defend their homes against would-be invaders, dwarves have become masters of engineering machines of iron and wood.  Dwarves have an eye for design and have nearly endless patience when it comes to perfecting the craft.  This has caused some dissent with some of their brethren, who wanted to merge Arcfire technology with Dwarven engineering to create weapons of mass destruction.  This led to the creation of the Builders who split away from their cousins, who don’t trust the nature of Arcfire since it’s used by the Prelacy (and can you really trust them?)