Dwarves (Dwarven: Dwedmar, Khazadmar) are a descendant race of stout and steadfast people, said to have descended from Urguan within the Halls of Urguan. Urguan, with his wife Yudora, bore the eight children that formed the eight Elder Clans of today that created the First Kingdom of Urguan. Although it is often fiercely debated among dwarves of their true lineage and origin, the majority of Urguan have remained united throughout periods of strife, and civil war, withstanding the expansion and subjugation of the other races.
Divided among the Eight Elder Clans, and the Low-born Clans, the dwarves typically construct holdings and cities that house the population, and is governed by a monarch that is elected by a council of clan representatives. Dwarven holds are commonly constructed within mountains and foothills with a city center, and tunnels that branch off which house clanhalls and private homes. Each city would always be furnished with a tavern, a public forge, and a public mine, lest the population grows weary and sometimes violent. Historically, some holds would contain written constitutions and laws, while others would refer to a common law shared through word of mouth, and morals. Although holds underground are more favored, some Dwarves find themselves in settlements above ground for farming, agriculture, and trade.
Not only are Dwarves guided by their king, but the Brathmordakin, and the clergies of the holds. The Brathmordakin is the undisputed pantheon of gods in which the dwarves worship and channel their everyday activities through. The Brathmordakin are made up of eight deities related to the various aspects of the world that make up the Dwarven race, including Yemekar, and his wife, Anbella who are thought to have created both the world and the dwarves. Throughout history, the clergies have varied and changed drastically from a simple hierarchy with a High Prophet, to a vast and organized order with a High Prelate or Precepter leading.
- 1 Physical Attributes
- 2 Additional Attributes
- 3 History
- 4 Clans
- 5 Government
- 6 Dwarven Rulers
- 7 Full Lore
Dwarves are most commonly known for their squat, muscular, and stocky stature, as well as their iconic facial hair and decorated beards. Many dwarves are no stranger to backbreaking labor, which leads to such a physique, spending most of their time toiling in mine shafts of the hold, lumberyards, or grafting their trade to masterful levels. Most Dwarves are commonly seen with black, brown, white, orange, or blonde hair, although some may dye their hair neutral colors, and rarely anything exotic.
Hailing from different Clans and lineages, the Dwarves are split among four subraces, all with unique traits and capabilities passed down from their Clans. The following subraces are as followed:
Mountain Dwarves (Dwarven: Agnarum Dwedmar) are a strong and hardy form of Dwarf which calls the vast mountain ranges of the world, Home. These Dwarves are often found creating sprawling mountain fortresses and cities that rest above the mountains rather than inside of them. For a Mountain Dwarf, the fresh air of a mountain summit and pine, is the scent of home. Mountain Dwarves prefer an axe in hand over hammer or sword, and find that mining is not something that comes easily to them, preferring to live off the surface land given to them by Yemekar through hunting and foraging. You can always find a friend in a Mountain Dwarf with an offering of ale. Many Mountain Dwarves share varying traits related to their Clan. While the Mountain Dwarves of the great Grandaxe Clan all have orange and fiery hair, the Frostbeard Clan all have hair as black as coal. A Mountain Dwarf’s skin is determined by their experience living beneath or above ground. While some will keep a more darker skin from living beneath the sun, others will have lighter skin from living with their cousins beneath the mountains.
Cavern Dwarves (Dwarven: Umgorum Dwedmar) are secluded and mysterious form of Dwarf which can often be spotted for their obsidian colored skin and black hair. Their prowess in mining and mineral research is legendary and well known, often proven through advancements in technologies and hardware. Cave Dwarves are also given credit for their great architectural abilities proven by their cities, which are carved from the bellows of the mountain. Unlike Mountain Dwarves, Cave Dwarves are rarely trusting of other races, and usually despise them or only work with them on a professional level. That doesn't make them un-social, as Cave Dwarves are just as spirited as their brethren, but keep it among their kin and Clan. Many of these Dwarves find themselves obtaining and holding high positions among holds and governments, while their cousins wage war on the surface.
Forest Dwarves (Dwarven: Hefrumm Dwedmar) are truly the most unique of the dwarven race, often not living in their ancestral lands, but rather living in solitude in forests or even with the other races and groups such as elves and druids. Because of their inclination to stay secluded from their cousins, the Forest Dwarves have come to be hated and disliked among others. However, in recent times, the Forest Dwarves have come out of their seclusion, adopting the faith of the Brathmordakin. Society among Forest Dwarves can be described as nomadic, moving from one forest to another at months at a time. Although they keep to their groves, they still make pilgrimages to the Dwarven holds to feast and reunite with their cousins under the mountain. Forest Dwarves can be described as having brown or dark skin. Their beards would be long and unkept, often keeping the fruits of nature within them, such as leaves, twigs, and cobwebs from smaller creatures that may live inside.
Dark Dwarves (Dwarven: Khorok Dwedmar) are the newest of the dwarven subraces, brought to the world by the unlikely union of dark elves and mountain dwarves. Because of their mixed lineage, the earliest of dark dwarves were persecuted by the majority of dwarves, resulting in living lives similar to the forest dwarves in seclusion. Oftentimes they would establish holds of their own in mountains, adorned with dark brick and obsidian where their most secret and sacred practices would be carried out, away from the prying eyes of their distant cousins. However, in modern times, the dark dwarves are widely welcomed among holds due to their feats within the clergies, and forging capabilities. Originally, the dark dwarves all belonged to a single clan known as Doomforge, however other clans have formed such as the prominent Onyxhearts. Dark dwarves can be recognized by their fiery glowing red eyes, and their ashen skin. Their hair and beards would be intricately decorated, with hair colors such as black, dark brown, burgundy, and sometimes white.
Dwarves are known to live extraordinarily long lives compared to their counterparts, aging at a rate much slower than humans, and reaching adulthood at around age fifty.
On average, natural causes will take the life of a typical dwarf in around the first few decades of their fourth century, much as the majority of humans pass away in their seventh decade of life. Also like humans, however, many do not have the good fortune to die of old age. Almost fifty percent of all dwarves perish due to unnatural causes within their third century, pulling their average lifespan down to their mid-three-hundreds. This is largely considered to be a result of the interminable warfare suffered by almost every clan of the dwarves.
Infant: 1 - 5
Child: 6 - 10
Dwarfling: 11 - 49
Shortbeard: 50 - 99
Fullbeard: 100 - 199
Longbeard: 200 - 299
Greybeard: 300 - 399
Oldbeard: 400 - 499
Greatbeard: 500 - 599
1-10 ~ Dwarves of this age group mature at a rate equivalent to that of a human. This age group encompasses both infancy and childhood among the dwarves.
11-49 ~ Dwarves of this age group mature roughly at a quarter of the speed a human does, a fifty year old dwarf comparable to a twenty year old human in maturity and responsibility. Dwarves between the ages of eleven and forty-nine are considered adolescents with fifty being the age of majority.
50-99 ~ Dwarves of this age mature slightly less than one-quarter the rate that a human does, a hundred year old dwarf comparable to a man of thirty. Dwarves within this age group are considered to be going through their early adulthood.
100-199 ~ Dwarves of this age mature at at a rate roughly one-fifth of the speed of a human, with a hundred-and-fifty year old dwarf comparable to a man of forty, and a two-hundred year old dwarf comparable to a man of fifty. Dwarves within this age group are considered to be going through their midlife.
200-600 ~ Dwarves of or over two centuries in age mature at about one-tenth the aging rate of the average human, gaining roughly a decade of maturity for every century. A dwarf of three-hundred is comparable to a man of sixty years, a dwarf of four-hundred like that of a seventy year-old human, and so on and so forth. It is exceptionally rare for a dwarf to live to be six centuries old, with only one or two dwarves in every five hundred or so reaching such a venerable age.
Dwarves between the ages of two-hundred and three-hundred-and-ninety-nine are considered to be going through their mature adulthood, while dwarves four-hundred or older are thought to be going through their late-adulthood. It is worth noting that dwarves do not weaken as they age, unlike humans, for the vast majority of their lifespan. This lasts until the last two or three years of a dwarf's life, at which point the speed at which they age multiplies rapidly and swiftly overtakes them. As such any dwarf that does live to be six-hundred or older soon grows feeble and passes away in their beds within a handful of years.
~Studied and written by, Kazraden Starbreaker
"Urguan, your greed and lust shall overcome you. You are not worthy of the height the Creator gave you. Your descendants shall be short, squalid and ugly. You will always seek to find gold and gems deep underground, your hunger never satisfied." So said Iblees, according to the works of the Wandering Wizard. The curse of Iblees means that dwarves are driven to dig deeper into the earth to seek out precious treasures. Dwarves can also display their greed by hoarding other items, including food and ale. Dwarves will as well always remain short, making even half-breeds such as halflings remain with both the curse of greed and shortness. Despite the Curse, most dwarves do not adhere to it, as their religion contradicts the records of the Wandering Wizard. What is a curse, is actually considered a blessing among dwarves. Their greed creating the economic backbone of holds, and stoutness, what Yemekar envisioned during their creation.
Though dwarves of the present day have a tendency towards speaking in the Common tongue, many elders of the dwarves still understand their ancient language. Even fewer understand how to write it in its original form, however. This consists of a combination of runic symbols which though rarely written on paper, can often be found inscribed into various works of architecture throughout dwarven cities, as well as works of dwarven smithing. The language is made up of rough sounds, while some letters found in the common language are completely excluded. Though dwarves are intelligent beings, their mouths bind them from certain sounds, such as pronounced H's for example.
Whilst many dwarves have adopted an accent native to Kal’Urguan, however, it isn’t uncommon for a dwarf well versed in literature and of a higher education to speak in common.
Dwarven history spans across thousands of years, with most of the earliest being lost to time and forgotten. Written history is divided and organized by the many kingdoms that once existed. The earliest written records date back to the First Kingdom of Urguan, and everything prior to that, lost to the First Empire of Khorvad that succeeded Urguan during The Blood Age. Much of dwarven history is marked by bloody wars and the feats of rulers.
Dwarven religion is cohesive and complex, widely accepted by every dwarf without question, and often criticized by the other races who follow a more simple monotheistic god. The basis of dwarven religion consists of The Brathmordakin, the pantheon of the gods who rule over the world, and is led by Yemekar who forged the world. Beyond the world, is the halls of Khaz’A’Dentrumm where they reside. It is widely accepted that when a dwarf passes, their soul ascends to these halls to feast with their ancestors and live among their creator. Throughout history, beliefs and practices have changed and varied greatly.
There are two known clergies that teach and spread the faith. These clergies are as follows:
- Ar Yemarin Anaros (Common: Clergy of the Holy Truth) is the newest clergy, founded by Thoak Goldhand in response to the Kirkja Dverga not recognizing the rift and issues among the dwarves, and the Grand Kingdom of Urguan’s lack of interest in religion. The beliefs of the clergy vary greatly compared to that of Da Kirkja Dverga. The clergy is made up of various Prelates who lead the clergies of their patron deity. Instead of having a Prophet or a Speaker of the Brathmordakin, the clergy elects a High Prelate, tasked with organizing the various minor clergies that make up the entire clergy, ensuring that they do not succumb to heresy and decadents. Some of the key beliefs that make up the clergy include, the creation of the Soul-Forge located in Khaz’A’Dentrumm where Yemekar forged the world, Anbella being the wife of Yemekar who inspired Yemekar to create much of what is in the world, the Brathmordakin originally being the first dwarves who were placed on the world, and the acceptance of all dwarves to Khaz’A’Dentrumm.
- Da Kirkja Dverga (Common: Holy Order) is the oldest clergy, originally founded after the destruction of Aegis. The Kirkja Dverga is the first clergy to officially recognize the Brathmordakin, and bring about the beliefs that formed the religion as a whole. Overtime, the hierarchy and makeup of the clergy would change drastically compared to what it was. Originally, a Prophet would lead the clergy, believing to have had direct communication and influence from the Brathmordakin. After many instances of corruption and falsehoods, the clergy would take influence from the Ar Yemarin Anaros in electing a High Preceptor to lead and interpret the beliefs left by past ancestors. Despite the reformist Ar Yemarin Anaros, the Kirkja Dverga retains much of their original beliefs. The key beliefs that make up the Kirkja Dverga include, the Auction of Dead where dwarven souls are auctioned and bet on by the Brathmordakin, and Yemekar’s Balance.
Urguan’s eight sons fathered eight elder Clans from which all dwedmar are spawned. Eventually, bastard lines and lesser clans were conceived, dividing the clans into the status of either Elder or Low-born.
Whilst there were once ‘Great Clans’ - an honor that could be achieved through merit, the title is no longer recognized. The Low-born clans can be traced back to the Elder clans, all at one time were once of that particular bloodline or perhaps a concoction of multiple.
Metalfist (Former Clan)
Blackaxe (Former Clan)
All dwarven government stems from the First Kingdom of Urguan. Coined after its ruler, it is the first recorded hierarchy in Dwarven society. Following the Eternal Cold, the rise and fall of the Empire of Khorvad and the Second Kingdom of Urguan, the First Grand Kingdom was founded by Thorik Grandaxe. Different embodiments of modern society have risen through governmental reform, including the Empire of Urguan, however, none have endured and prospered for as long as the Grand Kingdom.
After the eternal cold, a seizure of power fronted by the Iblees worshipping Ironborn led to the formation of the Empire of Khorvad. This dynasty oversaw the greatest purge of dwarven knowledge in known history, clearing all literary works regarding history and expertise, nullifying centuries of dwarven progress. In the same dynasty, dwedmar were subject to genocide and unlawful killings in what is considered the darkest period in its history. The aggravation eventually led to a successful uprising from the northern mountains of Aegis led by Simmpa, who established the Second Kingdom of Urguan.
Initially, the King would name his successor, but following the formation of the Grand Kingdom of Urguan an elective monarchy was instated. Thorik Grandaxe moved Urguan away from its secular ways and established it as a powerhouse in the first dwarf-orc wars.
After the election of Kjell Ireheart, the First Empire of Urguan was formed. Urguan held dominion over the Kingdom of Alras, Kingdom of Aroch'Nor, Kingdom of Holm, and segments of the Kingdom of Salvus. Following Kjells reign, the dwarves prospered as three separate settlements in Asulon, the competition between the three driving the dwedmar to grow considerably before its unification.
Upon the Urguanite unification, Thorik Grandaxe returned to spawn the second Grand Kingdom, an embodiment of the kingdom that would later become the dwedmar’s longest living and perhaps most successful government (Despite its later decline). Rulers such as Omithiel Strongbrow, Wulfgar Grandaxe, Thorin Grandaxe and Balek Irongut notable for heralding strong societies.
Under Thorin Grandaxe the Second Grand Kingdom became a ruling superpower over the other descendant races, often regarded to be one of the most successful regimes in modern history. Comparable to the reformed Orenian Imperium, Urguan held dominion over the human kingdoms and elven states. All land was ceded by Thorin upon his death.
Since the reign of Dizzy Irongrinder in the second Grand Kingdom, dwarven culture has primarily centered around non-expansionist militarism. Numerous wars with various incarnations of the human nation of Oren have ensued since, resulting in several bitter stalemates and two decisive victories for Urguan. Whilst Urguan may have lost greater quantities of land, it has never been conquered or surrendered.
The closest an outside entity came to defeating the dwarves was a campaign led by the then Emperor John Horen I, who was killed in the battle of Rhewengrad.
In 1636, Urguan finally fell and gave way to the new Dwarven Kingdom, the Kingdom of Kaz'Ulrah headed by High King Verthaik II Frostbeard.
The First Kingdom of Urguan
The First Empire of Khorvad
The First Grand Kingdom of Urguan
The Dwarven Triumverate
The First Empire of Urguan
The Dwarven Coalition of Holds
The Third Kingdom of Urguan
The Second Grand Kingdom of Urguan
The Second Empire of Urguan
The Third Grand Kingdom of Urguan
| The Dwarves are a descendant race, the children of Urguan. Native to Kal'Urguan in Aegis, the Dwarves are known to create grand underground cities. Dwarves are best known for their honor, love of war and constant acquisition of food and ale. Although quick to anger, Dwarves show compassion and love to their friends and kin. They are notable for being among the shortest of all beings, usually only three to five feet tall. Dwarves are known for adapting to the underground, though some Dwarves, particularly Mountain Dwarves, prefer living on top of great mountains. Most Dwarves can mine great ores from the ground, craft the finest of armor, and slay the most horrific monsters. The most important thing to a Dwarf is his honor. That being said, they stick to their word. The Dwarves have a mutual hatred and respect for the Orcs because of their strength and might. Dwarves live much longer than Humans. They can live hundreds of years before they finally die out, though not as long as Elves. Most Dwarves, however, tend to die in battle or through mining accidents before they get old. The Dwarves mature in a different way than most other races. Dwarves have a unique outlook on the outside world, due in part to their strong adherence to the ways of their gods, more known commonly as the Brathmordakin. They believe themselves to be the chosen among the mortal races brought into the world by the Creator, acting as guardians of the world's natural state of balance.#
Dwarves are short, generally with long beards of many dark colors. Dwarves are well suited to their mines, and while short, they can be very stocky and muscular. In addition to their beards, they can be incredibly hairy. It is very rare to see a female dwarf (or perhaps their females simply enjoy beards).
Mountain Dwarves have a lighter tone of skin, but a bit more muscles on their shoulders. The majority of Mountain Dwarves have fiery red hair. If you are a Mountain Dwarf who is weak but have fiery red hair, you will get shunned. Usually, the red hair attracts others of their kind. Mountain Dwarves make the bulk of any dwarven Warband and often make the finest leaders. Mountain Dwarves are also regarded as fine hunters, and because of this excel in leatherworking.
Cave Dwarves are known to have greyish skin and darker beards. Their beards are usually seen with braids, keeping their length from interfering with their work. A fashion trend for Cave Dwarves is weaving precious stones and gems into their beard and hair. Finally, their eyes are usually golden, or amber. Cave Dwarves excel in labor such as mining, blacksmithing, and stone-masonry. Often times a cave would would rather be underground than above ground due to their sensitive eyes.
Forest Dwarves have brown, earth-like skin. Their beards are often unkept and messy, with leaves and pines stuck in them. Forest Dwarves are also more compact, or closely united, to each other, unlike the other sub-races. Forest Dwarves are usually skilled in outdoor labor, such as lumberjacking, farming, and fishing. Many will pass the time in their forest dens by smoking various forest substances or even try substances from far off lands.
Dwarven religion is a complex, yet widely accepted norm among dwarven society. Religious beliefs revolve around a pantheon of gods, they call the Brathmordakin, led by a Creator known as Yemekar. They believe Yemekar forged their world and that the dwarven race was the chosen among all his creations. In return, at Yemekar's will, they would act as the foundations that uphold the world, preserving a state of balance among all the mortal races. There is no greater sin in the dwarven faith than the desire for power and conquest, beliefs they attribute largely towards the fallen Daemon, Khorvad. Dwarves further believe that upon their deaths, their souls are carried by Dungrimm to the moon where they are judged for their actions throughout life. In an event known as the Auction of the Dead, Aenguls, and Daemons of the Brathmordakin place bids upon souls, to be taken with them to the dwarven afterlife, known as Khaz'A'Dentrumm. Dwarves who fail to gain are bid are cast into the void, otherwise known as Vuur'Dor in the dwarven language. Here, they are forced to endure an eternity of suffering and despair.
Worship of the Brathmordakin is led by the Kirkja Dverga, the Holy Order in the language of the common tongue. Otherwise known as the dwarven clergy, they are led by a High Prophet and his council of Prophets, each representing one of the gods among the Brathmordakin. Worship consists largely of offerings, sermons, and preaching, as well as the establishment of temples and shrines across the lands. Most dwarves choose one of the gods who they identify with most to become their patron. Dwarves who have achieved vast greatness throughout their lives and have shown an unending loyalty to the Brathmordakin are named Paragons of the dwarven faith. These individuals are said to feast alongside the gods, ruling over the dwarven afterlife from Khaz'A'Dentrumm. Upon death, all dwarven bodies are buried beneath the ground in great catacombs, usually among members of the same clan. It is seen as an abomination for any dwarf to have shaved their beard, and they are often prosecuted as a heretic.
"Urguan, your greed, and lust shall overcome you, you are not worthy of the height The Creator gave you, your descendants shall be short, squalid and ugly. You will always seek to find Gold and Gems in the deep underground of the earth, your hunger never satisfied." So said Iblees, according to the works of the Wandering Wizard. The curse of Iblees means that Dwarves are driven to dig deeper into the earth to seek out precious treasures. Dwarves can also display their greed by hoarding other items, including food and ale. Dwarves will as well always remain short, making even half-breeds such as halflings remain with both the curse of greed and shortness. "Urguan, may your descendants be hardy, strong hearted and strong of mind." Although the curse could not be lifted, through Aengul blessing the Dwarves were gifted with certain traits. Honor and strength of mind and body are found in the Dwarves.
- On a different note, did you know: that Khorvad is another name for the Archdaemon, Iblees, in dwarven culture?