Description
Just like the Polisongers, the Caerst are not very tall. Still they present a pretty impressive sight, as they are, more often than not, as broad as they’re tall. They have to be tough basterds as they carve their existence out of the sheer cliffs.
Their faces are rugged and hairy. Although their work is grimy and dirty, they also value a looked after exterior. Moustaches and especially beards are a sign of maturity and deemed immensely attractive amongst the Caerst. To thicken up the locks decorative rings are looped around them. A well-off dwarf can tingle like a wind-chime in a hurricane when he passes by. The dark dwarves aren’t as able with the metal they wrestle from the earth, as their counterparts.
Amongst the Caerst a rich tradition of jewel making exists. Their preferred deity - Aroura - endows some rare gems with magical power. The gems are magically enhanced by Aroura’s sacred creatures: the Djavulsborn. These precious stones have a music of their own. Especially when set into a typical Caerst piece of armour. Actually armour might be a too big a word for it. Usually it is an intricate web of metal wire, copper, silver, gold or steel, inset with precious stones. Not all of the magical stones look like their worth something, but the fine tuning of the mess and the placement of the gems creates a rustle that - in tune with Paraphonia’s rhythm - forms a magical shell around it’s bearer. Such a piece of armour provides protection comparable to a sturdy, well made Polisonger piece.
Behaviour
The dark dwarves can be typified as the ‘strong’n’silent’ type. As loud as the Polisongers are, as soft spoken are the Caerst. Being loud, might attract the wrong kind of company in the tightness of a mine shaft. So, a heavy bass sure ain’t in demand down with the miner dwarves.
These people are happy, sitting around a warm, crackling hearth. A hefty ale, good company and a nice little tale to keep them entertained is heaven to them. With dark ice instead of fire running through their veins, they’re even tempered and hard to anger. But they tend to hold a grudge until as a Caest saying goes ‘until Aroura’s whiskers drop off’. Needless to say that the chance of that happening is rather slim indeed.
Form of Government
The Caerst society is based on a matriarchal system, driven by their beliefs. As their deity is a Godess - Aroura - the female is held in high regard among these cave dwellers. To such an extent that a triade of wise women holds reign. One represents the city of Natarbatt, one the township of Stengard, and the last one is Aroura’s high priestess amongst the dwarves. Together they decide what’s right, what’s wrong and what’s desirable.
Religion
Aroura is the lover of the God of Fire and War, Grovsmed. She is adored - above all other deities - by the dark dwarves. Lovingly she is described as a rat faced, full bosomed woman, with broad childbearing hips and a wild bush of soot black hair. A sharp toothed worm, a djavulsborn, symbolizes her reign.
Main city
Natarbatt can be christened the main city of the Caerst nation. It is slightly bigger than Stengard. Both are large cities lying spread-eagled beneath heavy stalactites. Without the need for elaborate city walls they can grow within the limits of the huge caves that house them. Only the entrances to the underground realm has to be guarded. This is effectively achieved by massive stone archways, with heavy metal doors - on the inside inlaid with magic imbued gems. Behind it a solid steel trellis slides down from above, as an added safety measure.
Used to mapping out their underground passages the Caerst love order, and a well thought up city plan is the result of this. From the centre of Stengardt, defined by a temple of Aroura, avenues radiate out. Between the spokes of this virtual wheel, different departments are ordened. Like in Polisonger society guilds have formed around the most common occupations. Although they are a lot less powerful than their compadres in Ljusskylt. Almost every occupation has a guild to call it’s own. There are the miners - also referred to as the dagmask, the tool makers, and the seed oil refiners (for lamps). Especially within the grander city of Natarbatt the guilds are split down the middle. On one side you have the ‘rough’ trades, on the other the ‘more civilized’ ones. The trades in the shortlist mentioned earlier are deemed to be the rough trades. The others, mostly doing the deeming, are the guilds of the gem refiners, the metal wire plaiters and the fungi masters.
Military
The hardy miners act as the standing army amongst the Caerst. With their intimate knowledge of the tunnels and burrows within the rock, they are a force to be reckoned with. Other nations enlist their help to act as sappers and tunneling experts. Within their own domain, they utilize guerilla tactics, weaving in and out of tunnels, striking from all sides. Every single one of them owns a gem enhanced suit of armour, which provides great maneuverability in the cramped spaces of the dwarven mine shafts.
Those gems I mentioned before
It this worm that provides the magical gems of the Caerst. With it’s dangerous maw it tunnels through the hard rock. As it forages, it also swallows the precious stones. The worm, called djavulsborn in the dwarven lingo, is a magical being - otherwise it wouldn’t be able to chew through tough granite and the like. When a gem has traversed the full width of the nine feet worm, it comes out at the other end within a slimy mess.
A dwarf has to be fleetfooted to retrieve a gem, because when the djavulsborn excrete the gems their covered in somekind of mucus, which turns into a biting acid after it comes into contact with oxygen. Only doubly hardened steel plyers can withstand the stuff, although it degenerates as well, over time.