Dwarven Settlements of the Steel Realms

Steel Realms
Dwarven Settlements of the Steel Realms follow the general Ducateon Design elements. In the case of the Dwarves of the Steel Realms, they have adopted a Strict Linear approach.

Prime Settlement/”Kingdom”

Something both Ducateon and their half-breed cousins the Dwarves share, in more primitive [fantasy] settings, is the idea of a Prime Settlement. It is a generic name for the moniker of the location from which a “king” (Chief, Jarl, Chancellor, etc.) of their kind makes proclamations and appears as the voice of unity to outsiders. Neither species has much use for an individual who sees themselves as better than the others, but it is an acknowledgement of how other species best interact. The “king” is chosen from among those best suited to deal with the rest of their allies. It is never hereditary with Ducateon. Dwarven Kings often seem to involve themselves personally in greater affairs – their sense of adventure usually prevents them living to an old age. Several have had sons or daughters take their place, but only because it made sense for those who stood with the past ruler to make best use of those experiences. The Prime Settlements are often called “kingdom” or “jarldom” in the case of some Dwarven history. These settlements have the largest populations and are the centers of faith, culture, and history. However, when a place is effectively stripped of most of its resources, they can and do move – essentially allowing another “kingdom” to rise up.

A dwarven council of elders determines policy. The entrance to a steading (only 1 above ground) is lined with the tablets of law – policies for conducting business and personal interactions. A map clearly shows what areas are off limits to visitors. Each settlement has slightly different laws, but all policies are unambiguous and done in Mercat, Dukat, and the local language.

  • Great Steading: A settlement housing 10000+ dwarves and any number of non-dwarves. Very few of these (only 5) exist in the Steel Realms, and none in the Westlands of Forlad.
  • Steading: A settlement housing 2000-4000+ dwarves and any number of non-dwarves. Fifty or more of these exist at any given time. Some may last for a thousand years if their resources are controlled. This is the most common settlement.
  • Enclave: A settlement housing 200-2000 dwarves and a maximum of half that number of non-dwarves. This is not necessarily built on resources. It may be just a service community living alongside other races and cultures. Most number between 200-1200 in population with a collection of hamlets and villages.
  • Jump Camp: A settlement housing less than 200 dwarves, tightly closed with a wall or berm and non-dwarves are only allowed in by escort.

Defenses: All but the smallest settlements will have a defensible redoubt that’s stocked and can fit it’s entire dwarven population. There is always an underground passage out as well. Approximately 10% of the working population serves as guard units. Dwarves rarely engage in war, but can easily raise half the settlement population for military use. Because of the rotating 10%, almost everyone has a measure of combat experience. Dwarves are known to employ Ducateon to assist them in creating traps using stone, weights, and earth.

Past Dwarven Kingdoms

Realm's Aptitude Powers: Divine, Occult, and Psychic