Dwarves
Appearance:
Build:
From muscular to stocky.
Height: (cm)
Females: 140-155
Males: 150-165
Weight: (kg)
Females: 70-85
Males: 75-100
Lifespan: (yr)
Females: 420-425
Males: 410-415
Skin:
Pale to golden to brown.
Hair:
Mostly brown, golden, yellow or white.
Eyes:
Any.
Language:
- REALMISH
- NIMZAXIAN
- WESTRIL
- ILEISH
- OL-DARIN
- HIGH-ARLINIAN
- VULARIAN
- OST-ARLIAN
- THA-ARLIAN
- SOUTH-DARIN
- RIM-DARIN
- EAST-DARIN
- WEST-DARIN
- UPPER-DARIN
- MAARKISH
- FINDONIAN
- EAST-FJELLAS
- WEST-FJELLAS
- EAST-DALISH
- WEST-DALISH
- LOW-NALDAN
- HIGH-NALDAN
- NORTH-UTAR
- SOUTH-UTAR
- NORTH-SKOGISH
- EAST-SKOGISH
- UPPER-SKOGISH
- SOUTH-SKOGISH
- WEST-SKOGISH
- CENTRAL-SKOGISH
Culture:
- NOBILITY
- SUBTERRANEAN
- URBAN
Legend
“These short-legged morsels of living rock, older than most, are the foundation of folklore.”
Description
They generally reside in massive cities, with libraries, workshops, laboratories, and housing carved out of solid mountains. They occasionally build with piled rock parts, and only in extremely rare cases do they build with bricks or lumber, as they are uncomfortable with wood or similar weak buildings.
Skjald El Mary
History
Dark Ages
Long before our World, in the Dark Ages of The Void, Dwarves blinked their eyes open. How they came to be, like most of the N-Erectus, is a mystery, and they remained to themselves for many millennia, save for the unexpected encounters with Wickeryadi.
They all seem to have originated from the same camp and sent scouts across The Void. They spread out like ten fingers, and at the tips, they formed their own camps, becoming selv-governed Clans. They all evolved into powerful Tribes throughout time, thanks to their leaders, who became Kings. All Divine, Other, and Archaic Races were avoided, save the Wickeryadi Race.
Until Ühmrar's tribe in what became Mt. Ljostia at Ljostari, the most open-minded of them all, permitted his people to intermarry with a Neander tribe they met. Some folklore suggests that this is the origin of the Moss'ari, although this is not the case. The Izir was the result of this.
Skjald Sejrik
The first and second houses became open to other races, and intermarried on a bigger scale throughout time. Except for exceptionally rare marriages with other Dwarven Houses, the other thirteen Houses kept their blood separate. Thus, the Zanzi-Izir sprang in 8581 from Dwarves of the First House and Archaic.
Skjald Vinotis
First Age
When the Divines formed our World, the 14 Dwarves Tribes utilised their Void Weaving abilities to keep the Divines from clumping them all together, allowing them to be spread out throughout what is now known as The Realm.
Skjald Ulrich
They appeared during the 1st Cataclysm. Thoug chose to associate with Vampires since they were of Alfar ancestry. Dwarves immediately formed close relationships with them, and with the rest of the Drakk Alfar and Ljost Alfar. They then learnt Skills such as Crafting, Enhancing and Alchemy from them.
Skjald Yell'a'Beard
Second Age
When the swarm it came… Dwarven lost their fame…
City, town, stronghold, and crevasse… empty of sound…
Mile by mile they lost their ground… ores… and joy…
Eventually cutting off… their Human girl and boy…
Skjald Kazumix
Third Age
As the Wanderers flooded the islands and began colonising the territories, the Vular, in particular, coveted every lore and craftings discovered. Conflicts began to simmer and explode. Humans quickly outnumbered the long-lived Dwarves as generations passed because of their breeding and short lifetime. And they gradually lost trust in the Humans in general, especially Wanderers, and even their own Izir offspring. A schism that sparked another divide among the indigenous elder races, Ljost Alfar and Drakk Alfar, who began to avoid Dwarves as a result of this road of isolation. As a result, tensions rose and the races grew increasingly secretive to the others. Armed battles eventually erupted between the races, sparking a full-fledged war – where the Vular had the audacity to rename Mt. Ljostia and announce the Isle for themselves.
It concluded with the Vornir proclaiming that their work was flawed and released all of the Truenames in the Hymn of Truenames. What happened was up to the Boriac and the Gods. The Gods joyfully stepped in and began to strategize and plot their positions.
However, when boriacs walked out of the astral and onto our world, they attacked vular, dwarves, and both alfar races. The gods flung themselves in on several sides. As a result of the collision, Ljostari was devoured and plunged into the deep blue. Replaced by a volcano that devoured the dwarves, permanently altering their souls.
Since the conclusion of the war, all n-erectus have grown far from humans, and the vular’s power has never returned.
Skjald El Mary
Fourth Age
The dwarves resided in high mountains, therefore aside from the 1st House, they were unharmed by the deep blue tsunami. Those arisen who attempted to infiltrate dwarves territory were promptly killed or chased out of the region. As a result, dwarves and arisen are at odds. The dwarves didn’t get involved in all of the 1st Alliance and the realm nonsense. And when the invaders swarmed in 1277, they were hesitant to help – but in 1281, during the battle of weeping plains, they eventually arrived – and their strong arms and keen weapons slashed deep and serverely into the invaders.
Skjald Ulrich
Fifth Age
Dwarves have retreated into their strongholds once more, leaving The Scorched Dawn to those of humankind.
Skjald Yell’a’Beard
Cartography
They live in Tribes of several family Clans, with a single Male taking the position of leader and being referred to as king. Each major tribe has a single king, and its tribes are spread over the realm. They are a blast to visit as they have the most exquisite foods and ales.
Skjald Yell'a'Beard
The first House Kings
1st house, led by king Ühmrar Zänziliibûhr, on Ljostari, in Mt. Ljostia. When it erupted into Mt. Vula and Ljostari sunk, their house where destroyed.
2nd house, led by king Mulvû Koroztazar, at Darin, in Mt. Virika. They intermarried with Heidel, giving rise to the Koroz-Izir.
3rd house, led by king Eröme Legümāfad, at the heart of Utari, in The Spire, at the crossroads of Leitan, Omoas, and Quigly.
4th house, led by king Amovir Môllêromi, at Findon, in Mt. Xiza lying at the border between Andalus and Gartia.
5th house, led by king Gottûr Æêcimylli, at Markeoy, in Mt. Azül. Guarding the crossroads of Vizirgina, Efron, and Nicaraz. Mt. Azül rises over the surrounding landscape, with the Niapids Rivlets to the North, and Tortoise Creek to the South.
6th hoise, led by king Hämmû Kliptûmir, on East Fjella, in both Mt. Pakit and Mt. Pokul. At the Border between Grebi, Tornix, and Taulien, with the huge Paok Kettle to the west and the Limarrian Plateau to the east.
7th house, led by king Jorgmûd Vultârrik, at West Fjella, in Mt. Jilte. Located on the border between Apal and Oglan, with Graveyard Valley to the west.
8th house, led by king Brimbôer Bartōmūk, at Midgard, at Dwäru Plateau, below Mt. Marlü, between Ladris, Lesmus, and Trov.
9th House, led by king Hrapniiri Fikirötâv, at Mealis in Mt. Pearlin, at the northeastern end of Pearlin, extending out onto the Gemstone Foothills.
10th house, led by king Dálálài Jôtûbâr, on Dalip, in the Diamond Paks. Located at the eastern end of Bowei, at the border with Aspanii and Zakoro. With a magnificent harbour built onto Ghuntabaal’s rocky beach.
11th house, led by king Hakätamō Ikidöestâ, at Naldar between Mt. Ainam, Azami Spire, Mt. Bayla, and Mt. Umdur on the border between Jabos and Ruburma. With Umdurs Kettle in the mountains.
12th house, led by king Rupnatük Ikilsadü, at Midgard, in Mt. Jakkar. Located on the border between Ascal, Uhmzel, and Wheiag.
13th house, led by king Möjûnar Ghölldûba, at Midgard, in Mt. Hollamadura, on the border between Ixtamu, Noriag, and Åsodala.
14th house, led by king Hirstøvû Jeqvalö, at Midgard in Mt. Rallkanagu, on the border between Thayri, Puchaxa, and Xothros.
Pitorël Manzüwix was the first Dwarwen House Herold. With the blessing of all houses, he established their joint library, Mt. Pitor, on the border of Fogwald, Sarova, and Oatyla in Midgard.
Skjald Valgrif
Organisation
They obey their King’s orders, and everyone has a role in a complicated hierachy.
Skjald El Mary
They were at times enocuntered throughout the realm, either wandering on the roads or at inns, taverns, and workshops. Most often loaded with items, objects, gems, and raw materials for trade. and many are the fools who have tried to ambush and plunder them, as they are extremely tough and capable of defending themselves beyond what most ragtags and hoodlum benders thought. If you trade with them and pay a fair price, they will remember you forever, and if you somehow happen to aid them in need, they will befriend you and spread your name amongst their kind.
Skjald Ulrich
Special
They have the ability to see in complete darkness.
Skjald Sigurd
Last Updated on 2024-07-27 by IoM-Christian