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: 470-475
Males: 460-465
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:
Legend
“From Thursi-moulded servants, the short-legged morsels of living mountain bone outshined themselves.”
Description
Ancient gods shaped the first Dwarves from stone, imbuing them with the desire to craft and create, according to legends. Born of the hard soil of voidgardens, the skin of the fifteen tribes is tinted by the ores from which they emerged. Their legend tied to these veins shaped their lifestyles and symbolised their eternal connection to their craft.
While they don’t generally trust outsiders, neither does anyone else, as all the races blame each other for the fall of the grand multi-cultural magical empire a thousand years ago. And they did after all have a central, albeit unwillingly, role in that fall.
Their lives as master craftsmen are reflected in their anatomy—large eyes, nimble fingers. And in how they structure their other traditions.
Skjald Ulrich
While Dwarves are shorter than humans, they are a generally more robust folk, with a variety of builds and shapes. They can be skinny or thick, muscular or weak. They got tough, rough skin that, when reaching adulthood, becomes tinted in reflection of the ores and minerals of their birthplaces. They take huge secret pleasure in the fact that most outsiders can’t tell the difference between genders and will at any time lean into the myths around them. Their children are extremely hairy, with a variety of hair colours. Their hair, beards, etc. grow into a cocoon, from which they emerge as adults, with a tendency to baldness, far smaller beards, and moustaches.
As all adults retain the possibility of growing beards, most of their females don’t, even though facial hair is a symbol of status and maturity. They don’t braid beards or moustaches but wax them into elaborate, fancy shapes. The longer and more elaborate, the greater the respect it commands.
When they come of age, and they take on various roles in society. They are gifted with a special craft tool, symbolic of their entry into adulthood. They may be impulsive in their youth, but they mature into very thoughtful people since they have to live with the consequences of their actions for centuries.
Skjald Sigurd
Dwarves are distrustful of anybody, not a dwarf, tend to be very snooty, easily offended, and absolutely certain that only they can do anything right. But, although protective, they are also into justice and honour, have very clear traditions around manners, are hospitable, fair, and overly polite. They view truth as imperative to prevent resentment from breeding.
They highly value words of the heart, connection, and truth-telling as acts of kindness. They prefer honesty and avoid lying, but they tell only truths with words of empathy or use complex wordings to deliver criticism. They cherish friends visiting, for which they make grand foods, and the closer the more complicated handshakes they use to great each other.
They frequently talk about the past, their former glory; the change from rowdy, ale-drinking miners, engineers, blacksmiths, warriors, and “grubby” ones; and of Ljosti Cavern in Mt. Ljostia, the legendary echoing cavern of theirs that nobody has seen in more than a millennium.
They have a deep love for gems and precious metals. They tend to go in the direction of fine goldwork because their noise wouldn’t echo so hard.
Skjald Sejrik
Dwarves primarily reside in what they call the echoing caverns, with libraries, workshops, laboratories, and housing. These large underground communities in tight quarters are carved out of solid mountains and have multiple businesses, as do any race. They occasionally build with piled rock parts, and only in extremely rare cases do they use bricks or lumber, as they are uncomfortable with wood or similar weak structures.
They view everyday activities like eating, community, crafting, etc. as the ultimate point of life, and family is seen as the highest and most revered craft. They find great emotion within their creations, as well as in building society, politics, and philosophy. This also shows in their words, movement, walking, customs, and traditions.
They are insular and gruff to outsiders, but are all about tribe, clan, and family. They are lovers of hearth and home, of family and friends, patient and wise. They value children and the importance of raising them right—often in the image of grandparents. One of their most prized possessions is the wisdom of their elders, which is often kept in magic-infused gems that they ask for advice.
Skjald Valgrif
As a race that lives in caves and tunnels, they would quickly drive each other deaf if they weren’t good at controlling the volume of their voices and work. Because loud noises underground could trigger a cave in or attract a nasty predator, they generally use sign language or, with gravity, speak a few softspoken words. If to reach a distance or a broader audience, they utilise their click language or turn to whistling.
Skjald Sigurd
Dwarves commemorate victories and craft achievements with elaborate feasts, as most don’t much like Ale anymore but favour wines—particularly their famed fungi-based varieties, herbal infusions, fermented fruits, or ale. On these occasions, they prefer fashionable dresses of bright colours.
When having an all-dwarven feast, like a wedding, you’d be hard pressed to distinguish the genders in terms of drinking, though. They are all exceptional drinkers and enjoy a flagon or five every once in a while. Their ancient loud, masculine, boisterous nature surfaces here, but it’s all in the name of celebration.
Skjald El Mary
They have magical artefacts… engineering marvels… advanced mining, crafting, and engineering techniques.
Skjald Kazumix
At their core they are mining metals, gems, and mushroom cultivating, living their crafting’s and trades, and making outstanding food. They are meticulous, hardy, and industrious, valuing any skill and greatly invested in the ideals of literally any refinement craft. The Fifteen Tribes, each tied to a different mountain and mineral, reflect this mastery in their diverse trades.
Master craftsmen in all areas, known for their exceptional skills, every household has a family craft, often passed down through generations. They work in groups, sharing ideas and techniques to create masterpieces. often eight or nine working in the same place all on different projects, giving each other advice. Each individual tends to take great pride in their work. Even those who become studious and bookish, maintaining libraries, and those choosing a life as adventurers.
Skjald Yell’a’Beard
The process from mined and refined ore to trading for needed wares is a shared responsibility in maintaining their underground societies. Thus, both genders are active traders, often venturing beyond their mountain homes to trade with other races. They are encountered either wandering on the roads, at inns, taverns, or in rented workshops. Most often they have a large amount of dwarven resources, raw materials, gems, items, objects for trade, or their skills for rent.
Etiquette is vital for good trade relations, traders are polite and courteous, and if you pay them a fair price, they will remember you forever. On the other hand, their combat skills are as outstanding as dwarven adventurers. Thus many a ragtag and hoodlum bender has died trying to plunder them. But, if outmatched, and you aid them, they befriend you and spread your name amongst their kind.
Skjald Ulrich
Dwarves’ relationships with other races, but through their traders, had been declining since Ljostari sank. But their participation, although slightly reluctant, against the invaders has refreshed their presence amongst the other races.
Skjald El Mary
They are leaning more towards Thursar worship but also praise specific deities related to their ways of life. Especially they respect all earth, stone, metal, mineral, gem, etc. related deities. And are known to sing to their Caverns bones for finding resources and raw materials, retrieving trapped miners, and so on.
Skjald Ulrich
Each echoing cavern has a whole caste of golem servitors to deal with the ancient golems of the first cavern they might operate.
Skjald Sejrik
Their society’s use of golems of the first cavern for defence and labour and their focus on craft, above physical mining and warfare, have declined the physical prowess of younger generations. Their growing addiction to fungi-wine has also caused a slow decline in their strength, both militarily and in day-to-day life. And added to a declining fertility rate, so they are dying out, albeit very slowly.
Adding to all of that, the downside of an artisan-focused society is that creativity is revered and highly valued, so everyone is expected to master some craft and be creative. Which has created an increasing amount of adventurers.
Skjald Sigurd
Even though their culture is all about mining, crafting, and family. Their heritage as warriors still runs strong, and they easily turn to warfare. Although the ancient dwarves were tougher, later generations have become addicted to wine and food and take it liberally if they are hurt. Some militias have even demanded it be provided or they would disband.
But they don’t like to “waste their lives” fighting when they could cook and profit, so they have used golems for that in the last millennia. Which has made them weaker in hand-to-hand combat and somewhat ill-disciplined. But, as someone who has spent the last fifty or more years perfecting and striving for excellence in all things they turn their hand to, They are still formidable fighters if need be.
They still train weapon skills from early childhood and enter not as mad berserkers but as battle-tranced warriors, removing all distractions but the enemy before them and their leading officer. Warrior poets seeking beauty in their martial arts and weapon preferences specialise in close-quarters combat and use heavy weapons. They also train crossbows, and everyone wants to hire their crossbowmen.
Their militia, when summoned to military service, are led by females. This is due to the males strength advantage and the females logistics training. Oddly enough, females are fiercest “defenders of Hearth and Hall” and have no scruples leading their contingents into the fray—when at the battlefield. Recognising that had a better course been taken, others would not have had to suffer an early death. So, to show remorse for the awfulness of war, they find it okay to cry when taking a life, in passion for taking away another’s opportunity to live a long, fruitful, beautiful life!
Skjald Ulrich
Dwarves are incredibly tough and resilient… able to withstand harsh conditions… and physical exertion.
Skjald Kazumix
Some say a dwarf who’s crap at all sorts of trades would be an adventurer. But some just suddenly become “touched in the head” and leave their homes to become adventurers. Although nowhere near on the level of their dwarf brethren, most are with better skills than what some of their non-dwarven companions have.
As adventurers have cut ties with their home, they cover themselves in tattoos depicting life events and achievements. Free of their echoing caverns, they also become brash, ‘masculine’, loud alcohol drinking types.
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 seemingly originated from the same void garden and sent scouts across the void. Spreading out like threads, they eventually created settlements, becoming self-governed groups. They all evolved into powerful tribes throughout time, thanks to their leaders, who became kings. All divine, n-erectus, and archaic races were avoided, save the thursar. Until Ühmrar's tribe in what became Ljosti Cavern 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 Izir.
Skjald Sejrik
The first and second caverns became open to other races and intermarried on a bigger scale throughout time. Except for exceptionally rare marriages with other Echoing Caverns, the other thirteen tribes kept their blood separate. Thus, the Zanzi-Izir sprang in 8581 from Dwarves of the first Cavern and Archaic.
Skjald Vinotis
First Age
The Dwarves emerged from the deep shadows of the void alongside the world’s birth, already mastering the arts of mining and crafting. The Vampire War of this age brought them wholly out of their isolation, as they forged the first of their legendary armour.
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.
During the 1st Cataclysm, they 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 learnt skills of crafting, enhancing, and alchemy from them.
Skjald Yell’a’Beard
Second Age
Following the Vampire War, the Dwarves’ first great houses rose to prominence.
When the swarm 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… every other girl and boy.
Skjald Kazumix
Third Age
When the Bullheaded God arrived, they found themselves overwhelmed by his followers, the Wanderers. As the Wanderers flooded the islands and began colonising the territories, the Vular, in particular, coveted every lore and crafting’s discovery. 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.
This era saw the isolation of many ancient dwarven echoing caverns. 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 releasing all of the Truename in the Hymn of Truenames. What happened was up to the Boriac and the Gods. The gods joyfully stepped in and began to strategise 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 dwarfs, 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 Valgrif
Fourth Age
With the birth of the Arisen and the Deep Blue Tsunami, Dwarven halls were threatened from above and below. They reshaped their strongholds deeper underground and, with the aid of the Lava imps of Mt. Vula, managed to reignite their crafted golems to aid in their wars, but their isolation became their greatest strength. The dwarves resided in high mountains; therefore, aside from the 1st Cavern, they were unharmed by the deep blue tsunami, and those arisen who attempted to infiltrate the dwarves’ territory were promptly killed or chased out of the region. As a result, dwarves and arisen are at odds.
Being on their last legs, a somewhat fallen situation, and not a hypermasculine, but cunning and risk-averse, rather than the rash, brave dwarf of the legends. The dying race of dwarves didn’t get involved in all of the 1st Alliance and all the Realm nonsense. Also, when the invaders swarmed in 1277, they were hesitant to help, but in 1281, during the Battle of Weeping Plains, they eventually surged forth of the side of the realm, and their strong arms and keen weapons slashed deep and severely into the invaders.
Skjald Ulrich
Fifth Age
Most Dwarves have retreated into their strongholds once more, leaving the Scorched Dawn to those of humankind.
Their deeds in the great invasion did though renew the world’s belief in the historical dwarven stereotype. Thus, many who meet dwarfs are surprised.
Skjald Yell’a’Beard
Cartography
Dwarves live across fifteen mountainous regions, each one distinct in its geography and the ores that define it. From towering peaks rich with Iron and Gold to low-lying hills teeming with rare minerals, these regions reflect the culture and speciality of each tribe. Dwarven tribes are spread throughout the world, each with its own unique city or settlement.
The first tribes echoing cavern was located on Mt. Ljostia, which was destroyed by the volcanic eruption. Other notable echoing cavern locations include Darin, Utari, Findon, Markeoy, East Fjella, West Fjella, Midgard, Mealis, Dalip, Naldar, and the joint library at Mt. Pitor.
They live in tribes of several family clans, with a single male taking the position of clan leader. Each major tribe has a single king, and its tribe are spread over the echoing cavern. They are a blast to visit as they have the most exquisite foods and ales.
Skjald Yell’a’Beard
The first echoing cavern kings
1st echoing cavern, founded by king Ühmrar Zänziliibûhr, on Ljostari, in Mt. Ljostia. When it erupted into Mt. Vula and Ljostari sunk, their house where destroyed.
The lost first echoing cavern, once master crafters of golems, saw their empire crumble with the eruption of Mt. Ljostia. Most of their golems, once living symbols of dwarven craftsmanship, now lay buried beneath the molten ruins. The red hues of iron and ruby were a reflection of the fire that burned in their hearts—passionate, unyielding, and driven by a desire for greatness.
As they surged forth to aid the 2nd alliance, in the Battle of Weeping Plains, we learnt that those of their cavern that survived did not join the other caverns. Instead, they took refuge inside Mt. Hollamadura in Åsodala, and built them a new home.
Passion and Desire. Metal: Iron. Gem: Ruby. Stone: Obsidian. Color: Red
2nd echoing cavern, founded by king Mulvû Koroztazar, at Darin, in Mt. Virika. They intermarried with Heidel, giving rise to the Koroz-Izir.
Mithril glimmered not just in their halls but in their very souls, woven into the fabric of their being. Intermarrying with the enigmatic Heidel, the Koroz-Izir brought forth a bloodline rich in magic.
Mystery and Magic.. Metal: Mithril. Gem: Emerald. Stone: Moonstone. Color: Green
3rd echoing cavern, founded by king Eröme Legümāfad, at the heart of Utari, in The Spire, at the crossroads of Leitan, Omoas, and Quigly.
With copper flowing like blood through their veins, the 3rd echoing cavern saw the world as a place to mend. From their spires, they brought healing to both the body and soul, using their vast knowledge of herbs, alchemy, and restorative crafting.
Healing and Renewal. Metal: Copper. Gem: Peridot. Stone: Turquoise. Color: Turquoise
4th echoing cavern, founded by king Amovir Môllêromi, at Findon, in Mt. Xiza lying at the border between Andalus and Gartia.
In the shadows of Mt. Xiza, the 4th echoing cavern thrived on intrigue. Their weapons were whispers, their armor was shadows. Iridium reflected their elusive nature—hard, rare, and resistant to scrutiny.
Mystery and Intrigue. Metal: Iridium. Gem: Tanzanite. Stone: Bloodstone. Color: Deep Green
5th echoing cavern, founded 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.
These are especially gifted with textiles, weaving special indestructible silks with magic threads. Some other fabrics are woven with threads of other precious metals as well. Some types of armour have been designed to look like fashionable clothing. Since the great invasion, dwarven fashion is the biggest rage across the land, and there are a few incredibly well-known designers. Their armourer’s guild ensured they made great fashionable armour, welcomed everywhere, and invented the asymmetrical plate that every adventurer, mercenary, and captain wants.
The 5th echoing cavern’s textiles were more than just clothing—they were works of art, blending silk and metal to create garments of indestructible beauty. As platinum adorned their halls, so too did they weave their wealth into the very fabric of the world.
Wealth and Prosperity. Metal: Platinum. Gem: Citrine. Stone: Tiger’s Eye. Colour: Yellow
6th echoing cavern, founded 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.
Nestled between towering peaks, the 6th echoing cavern guarded their realm with a fierce resolve. Silver, the metal of purity, lined their weapons, while amethyst brought peace to their minds, guiding them in their eternal defence.
Protection and Defence. Metal: Silver. Gem: Amethyst. Stone: Onyx. Colour: Violet
7th echoing cavern, founded by king Jorgmûd Vultârrik, at West Fjella, in Mt. Jilte. Located on the border between Apal and Oglan, with Graveyard Valley to the west.
The 7th echoing cavern was known for its mastery of deception. From Mt. Jilte, they weaved illusions so intricate that even their own kin struggled to tell truth from falsehood. Orichalcum, shimmering with a strange light, was their secret to crafting illusions both powerful and lasting.
Illusion and Deception. Metal: Orichalcum. Gem: Morganite. Stone: Smokey Quartz. Colour: Grey
8th echoing cavern, founded by king Brimbôer Bartōmūk, at Midgard, at Dwäru Plateau, below Mt. Marlü, between Ladris, Lesmus, and Trov.
The 8th echoing cavern, residing beneath the peaceful sky-blue peaks of the Dwäru Plateau, sought balance in all things. From their forges came not only weapons but also tools to heal the land, blending harmony with practicality.
Harmony and Balance. Metal: Zinc. Gem: Aquamarine. Stone: Jade. Colour: Cyan
9th echoing cavern, founded by king Hrapniiri Fikirötâv, at Mealis in Mt. Pearlin, at the northeastern end of Pearlin, extending out onto the Gemstone Foothills.
Adamantium, the hardest of metals, was the symbol of the 9th echoing cavern. In the Gemstone Foothills, they honed their skills to become the backbone of dwarven society, enduring every challenge with the same resilience as the mountains they called home.
Strength and endurance. Metal: Adamantium. Gem: Ruby. Stone: Granite. Colour: Red
10th echoing cavern, founded 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.
On the rocky beaches of the Ghuntabaal, the 10th echoing cavern forged ships and navigated uncharted waters. With lead for stability and aventurine for luck, they ventured far beyond the realms of other dwarves, bringing back both riches and knowledge.
Adventure and Exploration. Metal: Lead. Gem: Aventurine. Stone: Flint. Colour: Brown
11th echoing cavern, founded 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.
In the towering halls at Naldar, the 11th echoing cavern shaped more than just metal—they shaped dreams. Their tin tools and garnet-studded artefacts were symbols of creativity, each piece a testament to their boundless imagination.
Creativity and Inspiration. Metal: Tin. Gem: Garnet. Stone: Jasper. Colour: Orange
12th echoing cavern, founded by king Rupnatük Ikilsadü, at Midgard, in Mt. Jakkar. Located on the border between Ascal, Uhmzel, and Wheiag.
The 12th echoing cavern was a beacon of hope in the darkest times. From their forges on Mt. Jakkar came not only weapons but also symbols of peace. Their opal-adorned halls shimmered like a constant reminder of the light, even in the deepest shadows.
Light and Hope. Metal: Titanium. Gem: Opal. Stone: Alabaster. Colour: White
13th echoing cavern, founded by king Möjûnar Ghölldûba, at Midgard, in Mt. Hollamadura, on the border between Nabkixo and Spiy.
The 13th echoing cavern embraced the darkness as a source of strength. In their obsidian halls, power was forged in silence, their black-on-black weapons as feared as the shadowy forces they controlled.
Darkness and Power. Metal: Iron. Gem: Black Onyx. Stone: Basalt. Colour: Black
14th echoing cavern, founded by king Hirstøvû Jeqvalö, at Midgard in Mt. Rallkanagu, on the border between Thayri, and Xothros.
Under the peaks of Mt. Rallkanagu, the 14th echoing cavern ruled with love and passion. Their golden jewellery and diamond-studded halls were not only signs of wealth but of their boundless love for life, beauty, and all things delicate.
Love and Passion. Metal: Gold. Gem: Diamond. Stone: Rose Quartz. Colour: Pink
All Echoes Hall, founded by Pitorël Manzüwix as the first Hall Herold. With the blessing of all echoing caverns, he established their joint library hall, Mt. Pitor, on the border of Fogwald, Sarova, and Oatyla in Midgard.
Mt. Pitor was more than just a home—it was a vault of knowledge. The 15th echoing cavern collected the wisdom of all dwarves, sealing it within their great library. Electrum, a fusion of gold and silver, symbolised their role as the keepers of balance and wisdom.
Wisdom and knowledge. Metal: Electrum. Gem: Sapphire. Stone: Obsidian. Colour: Blue
Skjald Valgrif
Organisation
Each echoing cavern is ruled by its own king, and the echoing caverns are united by a Council of Kings. This council oversees the shared interests of all Dwarves, including the Great Library, a place of knowledge where the records of every tribe’s craftsmanship, history, and lore are kept. As well as the dwarf bankers, acting as world financiers.
The dwarves are somewhat gruff, due to the oligarchical government structure their empire is under. All walks of Dwarfish life fall under the purvey of one of their guilds, each competing for position within society, the most coveted position being an advisory seat on the Council of Kings.
Skjald El Mary
Special
Dwarves can see in complete darkness.
Skjald Sigurd
Last Updated on 2024-10-31 by IoM-Christian