Dwarven Empire

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Dwarven Empire-Commonwealth
Kasserrokir Darfereis V2.png

The Emblem of the Dwarven Empire (Kasserrokir Darfereis).
Active October 2010 - Present
Members Aanker
Cryers
Barleye
GodofWarriors
Saayd
Devrijo
Elite69
elofan
Killahghosty
triplevenom57
bombstar10
supercommander
austin944
Rikel
Size Major Power
Part of PVP Server
Government Democracy
Nickname The Dwarves
Patron Ur, the Dwarven founder God.
Motto The Hammer Strikes Hard on the Iron,
Yet Harder Still on its Foes..
Anniversaries January 1st (The Glorious Revival)

March 16th (The Second Glorious Revival)

Former Members Austin (Tuor)
Clarky3094
Lord Dwarf
Malkav
Fortesgt
Socialsystem
Farmerdude
Josstwc
Hilary_Duff
Engagements Dwarven - Squeaktasian War
The 1st War of the Two Alliances
The Continuation War
The 2nd War of the Two Alliances
The Great War
The Northern War
First Northern-Dwarven War
First Coalition War
Second Northern-Dwarven War
Third Northern-Dwarven War
Seven-Day Siege
Dwarven-Saxon War
Fourth Northern-Dwarven War
Dwarven-Varn War
Dwarven - Brotherhood War
North Korean War
Norman-Vaenorian War
North Korea vs The World
Dwarven-Raven War of Skaven Liberation

The Dwarves are the most ancient faction on the server yet remain one of the major factions of the community. Their long life has seen them ascend from a collection of humble mining colonies to an influential and glorious superpower. Be it diplomatically, economically or militarily, the Dwarves have had a major impact on several worlds, and fashioned grand architectural wonders ranging from the ancient depths of Erthir to the grand halls of Ervingur. The faction relies on devotion to the tasks of mining, warfare and architecture, and the goal is for every dwarf to become proficient in each branch.

Contents

Organization

Full Article: Organization of the Dwarves

The Dwarven Empire is governed presently by a direct democracy system. Each member has a say in the direction of the Empire, and everyone is free to govern themselves. In times of war, an autocratic leader is appointed and rules until peacetime.

The First Constitution

Used by the Dwarven Empire since the crowning of the first Emperor until the First Northern-Dwarven War, the First Constitution called for elections that would determine role-specific leaders within the faction, including a Diplomat, a Chancellor, an Architect and a Lord-Commander. It was already noted over the course of the Dwarven Empire's early history that the Diplomat and Chancellor positions were only marginally different, and these two seats were fused into, simply, the Chancellor role.

The First Constitution became infamous for its beaurocratic ways, and was partly blamed for the defeat suffered by the Dwarven Empire in the First Northern-Dwarven War.

The Second Constitution

Adopted on March 16th following the collapse of the State during the Northern War. This Constitution was marked by the advent of a Lord-Chancellor position, with near universal powers and general control of Dwarven affairs. The Council of Lords existed as a bulwark against tyranny, and the heart of new Dwarven democracy, representing the Dwarven Lords in a principally legislative body. Granted the power to enact any laws within a shortened time-frame, change the constitution, appoint or remove the (otherwise indefinitely in place) Lord-Chancellor, and over-rule the decisions of the Chancellor provided a high level of internal support, the Council nevertheless was intended to defer most quick and non-controversial decisions to the Lord-Chancellor.

Amendments

1) Resurrected the positions of Commander and Architect, although now clearly defined as under the orders of the Chancellor. No elections were held for these positions, they were appointed by the Chancellor, and acted as temporary leaders in times of crisis (the Architect during a period of peace, the Commander during a period of war)

2) Peace treaties needed the support of the Council, provided the war lasted for over a week and included an enemy of more than four members.

Dwarven Socialist Republic

It should be noted that with the advent of the Dwarven Socialist Republic, constitutional rule was mostly dissolved and ultimate power placed in the hands of the Commissar.

The Third Constitution

After a short time of protest against absolute rule by newly crowned Emperor Austin, it was decided that faction members would have equal say against the Emperor.

In short, the Third Constitution stipulates that four Lords are to be elected from the main faction pool of members (Thegns). If the Lords reach a simple majority on any decision, their word is superior to that of the Emperor. It should however be noted that the primary role of the Lords is to make decisions while the Emperor is offline. Lords can be removed by Votes of No Confidence, which presently require a simple majority to pass. In such a case, a new Lord must be elected.

The New Dwarven Emperor

At the Dawn of the Fourth Era, Rickie (Hilary_Duff), crowned himself as emperor, establishing an absolute monarchy. While the Emperor did listen to the opinions of other dwarves, his world was final. Emperor Rickie reigned over all matters of dwarfdom, being military leadership, architecture or mining.

His reign had very little dissent, which is why many Dwarves were surprised when he abdicated leadership for a position in the nation of North Korea, saying that the time of the Dwarves was done, and that they should fade into history.

The New Dwarven Democracy

The Dwarves find themselves in a unique position after the betrayal of the Emperor, Hilary_Duff, and thus the decline of the Empire at the end of the Fourth Era. Realizing that they would no longer be able to stand alone, the Dwarves band together into a Commonwealth with nearby peoples. The Dwarves and the various cultures that reside within their protection currently govern themselves by following Sociocratic principles during peacetime. In times of war; however, an Autocratic military leader is chosen to rule the state until such time as peace is restored.

History

Full Article: History of the Dwarves

Dwarven history is possibly the longest of any faction on the server, stemming from the days of the so-called Ancient Server. A few dwarven members can still be overheard talking nostalgically about their memories of the depths of Erthir and halls of Urahamr, although ironically, a long-lasting trend in the faction has been to outdo all work from older worlds with each new world. For instance, Ervingur is many times larger than Solgrundir, which in turn was many times larger than both Urahamr and Erthir.

A series of five eras can be used to describe Dwarven history. The First Era contains the mythical beginnings of the faction, whereas the Second Era covers most of that which transpired on the Ancient, Older and first official TWC worlds, while the Third Era is a period of absence of imperial rule, the Dwarven Socialist Republic instead being the sole representative of dwarven power in the world. The Fourth Era marks the time of Hilary's crowning as Emperor, and thus also stands for the reformation of the Dwarven Empire. The Fifth Era is pronounced by the reign of the Democratic Dwarven Nation of Equal Dwarves.

A map of the Dwarven Empire during the Second Era.

The Second Era

The Second Era is sometimes referred to as the "Dark Ages" of the Dwarven Empire. While Solgrundir in all certainity was its greatest architectural achievement thus far, and the faction rose to new heights in both member counts and activity, an underperforming military, betrayals and upheaval of the old member core permanently transformed the empire.

Although military defeats and victories were rather evenly dispersed for the Dwarven Empire during the Second Era, particularly the First Northern-Dwarven War challenged the faction to its roots. Not only was it quickly discovered that the mainly diplomacy-reliant faction was lacking modernity in comparison with its rivals, which favoured military strength over influence and architecture, but it had made a series of decisions which resulted in a diplomatically untenable position. Allied to decidedly weaker factions at the beginning of the world than its competitors, the Dwarven Empire was forced to work uphill for most of the Third Era, only really regaining a foothold after the tarnished image it had gained in the Goblin War was amended.

In spite of these chronic problems, Solgrundir was by all means the greatest architectural feat of the server in its time, and it was also discovered that chunk mining - the main occupation of the Dwarves in peace time - was a lucrative activity.

The Third Era

As the first official TWC server came to an end, imperial power dissolved and Rickie created a successor state, going simply by the name of "The Dwarves". Having a Soviet government, this Dwarven Socialist Republic was ruled by the Commissar, who reignited the Dwarven spirit and rallied the remaining core members by undertaking the construction of Ervingur, a massive underground city whose great halls awed all.

There was considerable militaristic sentiment in this successor state of the Dwarven Empire; indeed, several wars were fought over the course of the faction's history. Although the Dwarven Socialist Republic was defeated in the Seven-Day Siege, it achieved many notable victories - including those in the Dwarven-Saxon War - where a federation twice its own size was decisively defeated under the command of Commissar Rickie.

After the Dwarven-Brotherhood War, the Dwarves toned down their thirst for war and returned to mining, but the member count dwindled slowly. When Aanker, a core member who had been absent from the faction since the end of the previous world, returned to his old comrades to live in Ervingur as a Dwarf once more, Rickie crowned himself Emperor, and thus the imperial line was continued. The Fourth Era dawned.

The Fourth Era

After the Third Era, Rickie declared himself Emperor, and Josstwc soon left after a disagreement. The Fourth Era was rather short, but marked by 3 large wars during this period: The war against Vaenor, the war against North Korea, and the war against Raven.

During this time, the Dwarves once again sought to outdo themselves by creating a massive city, however morale was very low and the city of Nuramur was never completed.

A map of the Dwarven lands during the Fifth Era.

With many members of the server complaining that the large map was hindering PvP activity, the world was reset after 6 months. After the announcement of the server reset, Emperor Rickie left the Dwarves for North Korea.

The Fifth Era

The fifth era's began after the abandonment of the former-emperor Rickie and former-member Selukon. Cryers became the figurehead for the Dwarves, with the government mainly being communal voting on important matters. With the new provincial system, the Dwarven nation started out with the creation of a central fortress, in the land of Belduum, to protect the capitol province of Taalomar. Shortly after, a small settlement was started to the east, being called Thoduum. The Dwarves found that there was profit in the task of endless mining, and they flourished.

Rapid expansion became the tune of the Dwarves, claiming land all around them. A brief moment of tension arose when the faction Neo-Belka, a vassal of Arkadia, claimed land across the bay, near the southern Dwarven tundra. However, after negotiations, the issue was resolved diplomatically. The main focus of the Dwarves' shifted to building, after expansion had taken place, and settlements rose across the Dwarven Empire.

For a brief time, the Dwarves went into slumber, leaving the dwarf Elofan to keep watch over the sacred halls. Little to his knowledge, there was a lone Dwarf, far away, toiling away for the empire. His name was Saayd, and his endless mining woke the Dwarves from their slumber. Invigored by the slumber, the Dwarves awoke to find there was a clan of Dwarves in the north. Meeting eachother, the Northern clan had wished to join the Dwarven empire. With a resounding KNAI! the two parties were made into one, keeping the Dwarven race unified.

Shortly after unification, The Order of Blikege which neighbored the Northern Clans set their eyes on Dwarven Lands. After Order claimed that Amgarrakian lands belonged to them, war was declared. After a week and a half of skirmishes, the Dwarves won, with help from Thraxxin. Dwarven dominance was once again established and a province was gained for the Dwarves.

Great Dwarven Cities

Solgrundir: The Second Era Capitol

The Imperial Capitol of the Dwarven Empire, found in the far southern regions of the world. Hitherto unexplored, the first Dwarven pioneers formed a small base. Soon the remaining Dwarven settlers followed, and in the middle of the icy continent, began the construction of a great hall beneath the earth. This hall and its extensions were to become Solgrundir, and the stone mountain created above it, Solgarund.



Ervingur: The Third Era Capitol

The pinnacle of the Third Era and a testament to Dwarven greatness, the great halls of Ervingur were beyond compare. Construction was nearly completed before the dawn of the Fourth Era. Atop Ervingur sat the impenetrable fortress of Skyspear.

Nuramur: The Fourth Era Capitol

The uncompleted capitol the short Fourth Era, known as Nuramur, had deep-running caves and plans that were too big to be fulfilled. Originally slated to be twice as big as Ervingur, then reduced to a size comparable to Ervingur, it had many hours of work put into chunk mining before a loss of morale by the abandonment of the Emperor, shortly before the Fifth Era.

Belduum: The Fifth Era Capitol

At the dawn of the fifth age, the Dwarves quickly set up the beginnings of a capitol on the southernmost continent of the new world. The center of Dwarven operations was the valley of Belduum

Religion

Full Article: Dwarven Religions

While the Dwarven Empire is polytheistic, holding no official canon or control over which gods are recognized by its members, the majority of Dwarves choose to worship the gods of the Dwarven Pantheon. There have been, and still are, a number of different religious views within the Dwarven Empire, however.

Ancient Dwarven Mythology (The Darfasaga)

The oldest dwarven religious tradition is the one that centers around the Father God, Ur, and the Mother God, Airna. Ur holds a very special place within the heart of many Dwarves, as it was, according to legend, Ur that sent the four dwarven brothers out on their journeys into the vast unexplored tracts of the world. Furthermore, Ur is the deity of warfare and glorious death in battle. Airna is still given proper credit, however, as it was reputedly her that led the two dwarven brothers Ostsir and Lurthr to victory against Malhamr in the First Era.

Ur

The Father God. His name is the Dwarven name for the planet and the word "Ancient", as he was the First. Sacrifice to Ur is made through death in battle, or failing that, by being crushed by diamond blocks. Diamond - the "Breath" of Ur - is the purest form of material, and is said to cleanse the spirit of all evil and wickedness. Ur is regarded as the Just Judge, and the Hungering Warrior. His bloodlust is great, but so is also his fairness and belief in the righteous cause.

Airna

The Mother God. Her name means "Wind", as the wind is her medium of choice. Airna is the counterweight to Ur, disliking sacrifices and accepting wrongdoing, but only if such sin is repented through regret and repayment. She favours diplomacy over war, but may, just as Ur, unleash her full fury on her enemies should there be betrayal or foul acts at hand.

Various Household Gods

The Dwarves have no common religious canon and so recognize private household gods and deities. These could range from Smyrginir, the God of Irritation Through Placement of Iron Blocks, to Halfhandr, the God of Having Half Hands, to Hranhallir, the God of the Entrance to the Entrance Hall.

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