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Clan Structure

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Thrum Worm

Thrum Worm

Clans are an ever-present factor of dwarven life. There are hundreds of clans, ranging from the largest (which spans the continent with clanholds in every major dwarf city) to the smallest (with only a hundred members in a single city).

From the time a dwarf is born, the clan is his home. He is raised by its members, has his cousins as his playmates, advances in his career and training through clan connections, often meets his future mate at clan meetings, and looks to his clan chieftain to lead warriors in battle and dispense justice in peace. Every dwarf knows his connection to his clan and what his family connection is to each of the important bloodlines within the clan—and thereby, the degree of family connection he has with nearly every member of that clan.

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The clans fulfill an important function in dwarf society. Unlike in many human kingdoms, land and wealth are not what make an individual important among dwarves. After all, land is too precious to be owned by any one person, and wealth is easily accessible to every dwarf. Economics is not a sufficiently delineating factor from which to form the basis of social classes. Instead, the clans fulfill that function, using the family hierarchy to create solidly defined rules for social interaction and the acquisition of personal power.

Roleplaying Application: As a dwarf character, what clan does your character belong to? Does he or someone close to him hold a high position within the clan? Is it his ambition to lead the clan or to be a clanwarden, or does he feel smothered by the clan and want to leave? Does he live in a home next to the clan hall, or does he make his home elsewhere? How much does he owe the clan for his current position in life, and how does he plan to repay the debt?

Clan Duties and Benefits

In a dwarf’s personal life, the hierarchy of power begins with himself, then goes to the head of his immediate family, then to his clan chieftain, then to the king of his city or nation, and then to the High King. Anyone occupying one of the stations above him has the right to call upon his service or goods at any time, should it become necessary. A dwarf is expected to serve his clan in any way he can, whether it be with strength of arms, money, public service, or even marriage in some cases. Although the clan leaders do not believe in excessive intrusion into an individual’s private life, they will not hesitate to take action if an individual’s choices threaten the clan as a whole. By the

Illus. by D. Kovacs

same token, if something a dwarf can do will greatly benefi t the clan as a whole, then the leaders will ask for that service without hesitation. While this might seem an onerous duty, most dwarves fi nd the reward worth the potential cost. By living within the clan, a dwarf need never worry about poverty, a place to live, or being left undefended. The clan is a dwarf’s most stalwart protector, using its strength of numbers to protect all those affi liated with it. Friends with common interests are always nearby, ready to offer advice or simply a shoulder to lean on when needed. The elderly and infi rm are cared for with great regard, and the children are raised communally. In this way, no individual need bear (or become) too great a burden. In addition, the clan is responsible for helping its members succeed in life, providing apprenticeships for young males and females. Any profession the clan members practice is available to those seeking tutelage, and those outside the clan are often available as well through clan connections. Clans often practice exchange programs wherein they send their youths to foster and train with another clan specialized in a given profession. Even romance is not beyond the clan’s reach—matchmakers are always ready to help dwarves who wish to marry within the families of the clan.

Clanholds

Every dwarf city has one or more clan holdings within it. Each clan typically has a clan hall, an offi cial building where clan business is done and gatherings are held, and a clanhold, a large communal living area with small family dwellings attached to it. In smaller cities or where space is at a premium, these functions might all be held within the clanhold, but in larger cities, the hall is a separate, far grander structure. Most clan members live either in the communal area (if they are of age and unmarried) or else in the small family dwellings off the main chambers. Expanding a dwelling is not unheard of, but it requires careful consideration to ensure that no instability will be introduced into the structure or that no other existing space will be endangered or dug into accidentally. If crowding or the wait for a family dwelling grows too diffi cult, young couples often move out of the clan holdings for a time, perhaps even volunteering to be settlers for a new city. Aside from the family dwellings, most clanholds include a communal hall, large kitchens, a barracks-style sleeping area, a bathing and grooming area (where possible), domestic work areas, and a special offi ce and living area for the chieftain of the clan.

Clan Chieftains

At the head of each clan is a chieftain, typically the oldest or most respected member of the group. It is common among the clans to refer to this person as “grandfather” or “grandmother,” as appropriate. Usually, the chieftain has spent a good percentage of his life in service to the clan, acting as a clanwarden, ollam (teacher), or elder, or holding some other position of authority (often temple service is considered an adequate replacement). He is supported and advised by an elder council—a group of the most respected members of the clan. Despite the name, age is not a requirement for being an elder—a young but experienced healer or warrior is as welcome as the most aged and wise scholar, so long as he can contribute suffi cient knowledge and experience to the clan. The clan chieftain is responsible for the welfare of the group in his care. He participates in local government, supports the king, collects tax revenues for the city from his clan members, and ensures that the interests of the clan are protected locally. The chieftain also functions as a magistrate and mediator within the clan, settling minor disputes and arranging for lawbreakers to receive their due punishment. Trials for minor crimes that happen within the clan are his responsibility. If a crime is committed against another clan, then the two chieftains attempt to settle the matter themselves. If an agreement cannot be reached, the king or his appointed agent judges the dispute and punishes the criminal as he sees fi t. The position of chieftain is held for life (or until the individual chooses to retire). Typically, a chieftain chooses his own successor. Should a chieftain die without naming an heir, the elder council appoints a new chieftain from among its members. By the same token, an elder council can remove a chieftain who abuses his position. Such acts are quite rare, however, since no one wants an internal confl ict between brothers and cousins that could weaken or possibly destroy the clan. For large clans with multiple scattered holds, ambassadors from each hold gather together once every ten years to decide on any new policies for the clan and to ensure that no abuse of clan holdings or resources takes place. This is occasion is known as a Gathering. At each such event, the clan pledges anew its fealty to the king (or declares its independence), decides to declare war or sue for peace, and makes any other important policy decisions. A Gathering can be called on short notice because of some perceived emergency, but the need must be great, or many holds simply will not attend.

Clanwardens

Each clanhold has its own militia to guard not only its own holdings but also to protect the city at large. While the rank-and-file members are average dwarf citizens looking to defend their homes, those with the talent, skill, and a taste for battle often become clanwardens.

A clanwarden is the leader of a group of militia. He is roughly equivalent to a captain, commanding several small units. He makes duty assignments, presides over important expeditions, and is in charge of a portion of the clan’s defense. A typical-sized clan consisting of roughly two hundred dwarves has at least three clanwardens among its number.

Larger clans naturally have more, while smaller clans might have only one. They typically report to the clan

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