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continue to depend on the same plan for defending
itsstronghold that
has been used for centuries, withoutconsidering
the possibility that its enemies have discov-ered how
to overcome those defenses.The
dwarves' way of thinking leads to difficulties intheir relationships with humans and
elves. From theirlong-lived perspective, dwarves
can't understand thes
peed with which human communities and civiliza-tions rise and fall. If a trade delegation from a dwarven
stronghold were to visit a human town once everytwenty or thirty years- not a long time to a dwarf-thecommunity's leaders would likely be different everytime, and for the
dwarves the experience would be akinto making first contact all over again. Establishing
tradewith this "new" human outpost would requir
e formingnew relationships,
a process that could take weeksor months.The elves'
chaotic nature and love of the wildernessbaffle the dwarves, who think of them
as somewhatmad. Dwarves typically find elves too
flighty to everfully trust them, believing that creatures
that thrive onchange
and chaos can't possibly be reliable allies.In particular situations, of course, the benefits ofcooperating with humans or
elves can override thedwarves' concern about
the shortcomings of thoseraces. When dwarves,
humans, and elves have a com-mon enemy, they all
find a way to work together for thecommon good.ALL FOR
ONE: TuE CLANSO THE BARMAN ISN'T A RELATIVE,
AND YOU DON'T EVENknow
the names of any of the folk here? How can you pos-sibly sleep peacefully in this inn, surrounded
by strangers?We'll be lucky to see the morning.- Tordek
The clan is the basic unit
of dwarven society, an ex-tended family that dwells together. Everything a dwarfdoes in life is devoted to improving or helping the clan,bringing security and stability to its members andgreater glory to the
group.The most important
clan members to any dwarf arethe members of one's immediate family, because
theinstinctive connection between parent and
child isstronger than the attachment between unrelated
clanmembers. Nevertheless, the distinction
is so slim as tobe unnoticeable
to outsiders-dwarves will endure hard-ship
or lay down their lives for any of their clan mates,wh
ether related to them by blood or by the devotion thatholds the clan together.TuE GREATEST LEGACY
The life of a dwarf is all about doing good work andleaving behind a fitting
legacy that continues to bolsterthe clan even after
its creator has passed on-a legacycounted not only
in objects, but also in dwarven souls.Dwarves who
become parents rightfully think of theirchildren as the greatest legacy they can
leave the clan,and they raise them with the same care
and attention todetail that they give to the items they
create. A dwarf'sCllAPTER 3 D WARVES AND DUERGARdirect descendants- beloved sons, daughters, andgrandchildren-are
often the ones who inherit the inani-mate works their ancestor leaves behind.Marriage is a sacred rite among the dwarves, takenvery seriously because
it requires two children to moveaway from their
homes to start a new family in the clan.The affected families feel a sense of loss that
is healedonly when a new dwarf child enters the world- an event
that calls for great celebration.Few dwarves develop romantic feelings
for theirspouses,
at least not in the way that other races do. Theyview
their spouses as collaborators and co-creators,their elders as respected experts
to be obeyed, and theirchildren as their most treasured
creations. The emotionthat underlies all those feeli
ngs might not be love, asothers would term it, but
it is just as intense.ROLES IN THE
CLANEvery clan calls
upon its members to fill three principalroles, each of
which contributes to the group's welfare.First, many dwarves support the clan by
working at anoccupation that sustains the community-bre
wing ale,tending crops, and preparing food, for
instance. Not ev-eryone can be a master artisan or
a vigilant warrior; theclan
needs a wide range of labor and talents to meet allthe needs of the group.Filling the second role are
an equally large numberof dwarves whose occupatio
ns involve the crafting ofitems and other forms of
creation- smelting, smithing,gem-cutting, sculpture, and s imilar tasks. These arti-sans are responsible for making the items that help
theclan protect its stronghold.The third function is performed by those who
navigatethe space between
the clan and the chaotic creatures ofthe outside world.
These dwarves are merchants, war-riors, and envoys, tasked with representing
the dwarvesin dealings with other races and with providing
a bufferbetween the clan and the potential threats
of creaturesand
communities in the vicinity of the stronghold.A dwarf assigned to a role takes years to master it. Aweaponsmith starts work in the forge, providing manuallabor to haul ore from the mines
and learning how torepair tools. The dwarf might
then work in the mines,pushing carts and learning
to pick out the best ore sam-ples from a lode. Slowly but surely, a dwarf masters ev-ery aspect of a task or an occupation from start to finish.LEADERSHIP
AND GOVERNMENTA clan is
led by a king or a queen who sits at the head ofa noble family. Dwarf nobles are members
of familiesthat claim direct ancestry to the first
dwarves crafted byMoradin. To the dwarves, leadership
is a craft like anyother
activity, calling for careful practice and constant