Dwarven culture is structured around vaults - communal underground societies. Impregnable as a fortress, enduring as a mountain, dwarven vaults combine the role of citadel and city to form the centerpiece of dwarven life. From the vault, the dwarf lord rules his domain, marshals his armies, and governs his people.
Each vault is ruled by a hereditary lord or lady who traces their ancestry to the vault’s founder. In cases where the founding line is extinguished and a new ruler takes over, the new ruler will be retroactively acclaimed as a reincarnation of some ancient lord of the appropriate bloodline. As always, it is difficult to tell if the dwarves sincerely believe this or if it is merely a pragmatic means of maintaining appearances. Probably the answer is both.
The vault lord has the power to administer justice, issue edicts, and levy taxes, and the responsibility of maintaining peace and order, funding the traditional liturgies, and performing various rituals and rites. His most important right and duty, however, is making war.
Castes
Each household belongs to a hereditary caste. Most marriages are intra-caste, but inter-caste marriage is merely unusual, not unlawful. Upon marriage, the younger spouse takes the caste of the older spouse, and all children inherit the elder parent’s caste.
There are four castes. The first three castes make up what we could call the high, middle, and lower classes of society.
The Highborn caste includes only those dwarves who can trace their ancestry directly to the founder of a dwarven vault, making up about 5% of the population. Highborn are typically wealthy aristocrats akin to our patricians.
The Craftborn caste encompasses those dwarves who perform skilled labor in the arts and crafts, such as armorers, jewelers, and stonemasons. Approximately 25% of dwarves are Craftborn.
The Workborn caste, which is the largest caste (50% of the population) is made up of those dwarves who manually labor in the vault’s mountain farms, mushroom fields, and mining shafts.
Because dwarves revere craftsmanship and respect hard work, the Craftborn and Workborn hold much higher status among dwarves than they do in other societies; indeed, a grandmaster of a craft may well enjoy more respect in his vault than its ostensible ruler.
The fourth caste, the Oathsworn, sits somewhat outside this social hierarchy. From its ranks are drawn the craftpriests, who preserve the ancient religious traditions; the vaultguards, who defend the dwarven people; the machinists, who advance the mechanical sciences; the earthforgers, who study the secret gnosis; the furnacewives, who call on fire to protect the innocent; and the furies, who bring war to the race’s enemies. Approximately 20% of dwarves belong to the Oathsworn caste.
Unlike the other castes, membership in the Oathsworn caste is not hereditary and households are not necessarily made up of married couples and relatives. Any dwarf of any caste can join the Oathsworn by swearing the appropriate oaths before a caste member, whose household the new Oathsworn then joins.
Oathsworn households often consist of a large number of unmarried dwarves living in communal brotherhood and/or sisterhood. The eldest member of such a household is considered to be “wed to their oath” and serves as the head of the household.
While traditional marriage is permitted, it is less common among this caste, partly because they die young before they are old enough and prosperous enough to establish a family. If an Oathsworn does marry, it is usually to another Oathsworn. If an Oathsworn for some reason marries an older spouse of another caste, that dwarf must leave the Oathsworn to join his or her spouse’s caste. Unless the spouse is Highborn, this is considered quite shameful. Conversely, if a dwarf of another caste marries an Oathsworn of greater age, that dwarf joins the Oathsworn by virtue of the marital vow. However, the spouse is not generally expected to undertake the duties or risks of a true sworn member. Instead, they devote themselves to childrearing and family matters.
The children of the Oathsworn are considered to be Oathsworn by birth until they reach the age of maturity (at 25). At that point the dwarf must either remain in their parent’s household and caste; join another Oathsworn household; marry an older dwarf to join their spouse’s caste; or become a houseless member of the Workborn. The latter decision is considered shameful to both the recalcitrant youth and his or her parents.
Because the duties of the Oathsworn often expose them to great risk, Oathsworn dwarves die young and often. The Oathsworn do not have enough children to make up these losses, so few dwarves who wish to join the caste are turned away. The Oathsworn caste thus serves as an outlet for the ambition and aggression of young dwarves who otherwise would feel trapped in their parent’s caste.
Guilds
Members of the Oathsworn, Craftborn, and Workborn castes are divided into many guilds, through which occupational customs, methods, and traditions are transmitted from generation to generation. By caste:
- The Oathsworn guilds are the various military, mechanical, and mystical orders of the vaults. These include the craftpriests, earthforgers, furies, furnacewives, machinists, and vaultguards.
- The Craftborn have guilds for apothecaries, archivists, architects, armorers, blacksmiths, brewers, carpenters, excavators, goldsmiths, jewelers, smelters, silversmiths, stonemasons, weaponsmiths, and more.
- The Workborn guilds include the drovers, who herd livestock up and down the mountain-slopes; the miners who toil in the tunnels and shafts in pursuit of metal and gems; the mushroom farmers who work the great fungus fields inside the vaults; and the terrace farmers who reap and sow crops in the great stepped fields the dwarves hide atop the mountains.