Dwarven Tinkering, Enchanting, and Smithing


Dwarven Tinking, Enchanting, and Smithing refers to a collection of practices that originated in the Dwarven Woodlands and have since diversified in modern dwarven communities. Tinkering and Enchanting are the general terms applied to the practices of Dwarves in Weyland, while Smithing is applied to practices within the New Dwarven Stronghold.

Beliefs

Common to all varieties of the system is a belief in a certain magical energy, called "Huskestoff" in Enchanting and Smithing, and "Hågsaglimma" in Tinkering. It is sometimes translated into Leonic as "Remnant".

Enchanters believe everything has trace amounts of this magical energy, whereas Smiths and Tinkers ascribe its source more locally, to the Alerine Mountain Belt, or to the Hågsahav respectively.

In most cases, Huskestoff or Hågsaglimma is associated with memory. Among Tinkers it is said one can look into the Hågsahav and see their past. Objects which wash up from the sea are infused with these memories of the past, and are of great significance. Enchanters hold that since all things possess Huskestoff, all things are capable of remembering where they've been, and can gain power on that account. To Smiths, Huskestoff is much more rare, and must be mined out of the ground and only then conditioned as to its significance.

Practice

The Beach Dwarf coming-of-age ceremony, known as the "Havsdopp", involves an adolescent being baptised in the waters of the Hågsahav. This is said to begin their connection to the ocean and to the memories of their ancestors. Beach Dwarf funerals in turn involve the deceased being set upon a boat and cast into the Hågsahav. This allows their spirit to relive their life through its memories. It is thus integral to live a good life so that one's afterlife is just as enjoyable.

Magic

The terms "tinkering", "enchanting", and "smithing" are most usually applied to dwarven magical practices, all of which involve the manipulation of Huskestoff or Hågsaglimma.

In tinkering, practitioners make use of material that washes ashore from the Hågsahav. The tinker will reflect on a particular memory while looking for and utilising such material, and thereby give their creation magical properties through that memory, as well as bonding its use to themselves alone.

Smithing instead involves the use of minerals mined from the Alerine Mountain Belt. In order to give direction to the material's natural Huskestoff, the artefact must be specially shaped or have runes carved upon its surface.

The process of enchanting instead involves making use of the Huskestoff in mundane objects. An enchanter will take an object and take it through locations, experiences, and hardships, such that the Huskestoff will remember such experiences and be able to replicate them in future. One addition to this is enchanters who work with Silversteel, an alloy created by burning materials high in Huskestoff and mixing their ashes with metal. The resulting alloy is much more prone to enchantment.