Erebor community

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Erebor is the mightiest dwarven hold in Northwestern Middle Earth, after the loss of Khazad-dum (Moria), and the breaking of the cities of Gabilgathol and Tumunzahar during the War of Wrath. It is ruled by Dain, son of Nain and King under the Mountain.

As stated in the clans section, the society of the dwarves is largely clan-based, with little to no 'caste' system, apart from the respect due to those with considerable age, wealth, and skill(these qualities often go hand in hand), and to the clan elders, Thanes, and the Ruling Council. It is a close-knit society, bound together the dwarves' natural sense of duty and family, and tempered by the hardships that their race has faced through the years.

As stated above, their is no real strict class system, save that imposed by wealth, skill, and age. The only true 'nobility' is that of the House of Durin, composed by King Dain and his close relatives, all of whom are descendants of the First Father of the Dwarves. Regarding the clan nobility, if there is one, this would consist of the Thane and the elders. The ruling families of the clan, although few in number, hold much influence within the hold, and control much of the clan's interests.

The hold of Sigin-Targathol is ruled by the King under the Mountain, Dain Ironfoot, the son of Nain, and also the Ruling Council. This Council is made up of the clan's Thanes, as well as representatives from the Guild, and those members of the House of Durin that are residing in the Lonely Mountain. Obviously, it is Dain who sits at the head. Votes are taken and issues both internal and external are addressed, though it is Dain who holds the final say. In cases that concern conflicting clans (such as the awarding of armaments contracts to the Baruk Zirak), only Dain and the others with Durin's ancestry hold Council.

Ereborians are hardy folk, and most of them came from other dwarven holds after Thorin & Company's adventure to reclaim its Halls. After the Slaying of Smaug by Bard, Dain came with many of the folk of the Iron Hills to settle in Erebor. Erebor has four clans currently residing within its bounds. Also, there is a Guild that manages most of Erebor's commercial ventures. The best artisans and smiths are part of the Guild, which offers some advantages (and disadvantages!) to its members.

Ereborians are supposed to abide by the laws set forth by King Dain and the Ruling Council (see the section on laws). The laws are not many, but every dwarf is expected to know them. Breach of the laws always brings punishment, so don't expect to get away with something!

After long days of hard work, dwarves usually congregate in Erebor's taverns, where they talk about the day's events, and sometimes gossip about rumors that spread through the Mountain. Sometimes there are special activities in the Mountain (such as festivals), which are advertised well in advancement.

Even though Erebor is a stronghold of Durin's Folk, that doesn't mean that martial law is in order. In fact, most of its inhabitants' normal activities won't involve activities for war. Smiths, artisans, traders, and many other professions are available to dwarven players (of course, being a Warder of the Baruk Zirak, which is Erebor's Army, is also possible).