MIC Dwarves Notes
Decided to take a break from HW and pull out the notes I made on the dwarves for the earliest incarnation of Modern Inheritance and see what I could do with them when added to the ideas @lords-of-the-empire has so kindly given me.
Dwarves are the inventors of artillery. Though the tech for it hasn’t reached beyond what we would consider WW2, and is fueled (for movement) by magic instead of fossil fuels, they’re still considered to be some of the most powerful non magic weapons out there. Galbatorix’s forces have managed to cobble together their own versions to suit their needs, but they lack the firepower and ingenuity of the Dwarves inventions, leaving them open to sabotage.
Although they still have a firm belief in their religion, MIC!Dwarves don’t take on the suspicion of outsiders/unknowns that you can occasionally see in canon. Instead they’re eager to encounter new things (though not always actively seeking them out) to learn what they can. They mix the beliefs of learning and observing how the world works with a firm belief that all that they see is possible due to their gods. It’s a sort of ‘rain falls due to evaporation of surface water and later condensation in the cool air of the clouds and a fall due to gravity, but it is thus because the gods came up with such an ingenious process.’ sort of thing.
Dwarves absolutely love gutting new machines, tech and materials. If you give them a pistol they’re likely to give you back a rifle made out of parts from said pistol and random things they ‘tossed together.’ Not to say that ALL dwarves are engineers or anything like that, but they seem to all have an innate sense of how things work mechanically and can take apart and rearrange machinery to suit their purposes with little effort.
Magic is above all else a tool. Low to mid quality minerals and gems are often embedded into items or weapons and imbued with spells. In standard weaponry the energy for the spells, after first activated by the original caster and given a small amount of energy to start the process, is usually provided by the kinetic energy of the weapon firing (recoil). Despite the lower number of magic capable dwarves, it’s rare to find a household without magic imbued items.
Dwarves usually undertake a rite of passage when they turn 100, traveling to different dwarven cities and towns to explore the differences in their tech and learn from different masters of their chosen craft/job/interests. It’s not a requirement, but if it hasn’t been done it by the time a dwarf reaches 200, it is viewed as snobbish/aloof as it comes off as believing that there is nothing that they do not already know.
Alright that’s it for now. As I come up with more I’ll prob add but I am...so fucking tired rn.
Cheers mates!










