Dwarf
Spring, Summer, Fall, Winter: the four seasons of the Old World, each a new environment of challenge and exotic wonder occupying the same patch of wilderness, the beasts and foliage of the land adapting and changing to compliment the flavor of life. Have you ever stopped to wonder how these signature times of the year got their name? Why they were granted such attention and conscious acknowledgement of their beauty and splendor? Dwarves. These stubby, stocky, unremitting vessels of walking dissatisfaction stand at an average of 4'6" and weighing 150lbs, with a lifespan far exceeding that of a typical mortal. Put aside their habitual insults, they are naturalists at heart, admiring all that the world and her fragile earth has to offer, from the scented trees and leaves blowing in the wind to the various species of animals and fauna. They don't stop to absorb their surroundings for the scenery, no, they stop to take in what makes up their region and what it has to offer to them. They're cautious and caring simply for the fortuitous bounty and rewards the world grants them for their attentiveness, which they collect and hoard for their own personal use or for their clan.
They trap and hunt game, forage and harvest fruits and berries, collect and ground spices and savory delights, mixing and consolidating all of these fragrances into a single, uniform masterpiece. The seasons are called as such because of what they bring to the Dwarves: the seasoning. This can be a metaphorical and figurative seasoning, with one simply enjoying the tranquility and convenience of a well-kept woodland. Or it can be quite literal, with the fiercely competitive clans vying for dominance over who can concoct the best seasoning to compliment their local palette, some even going so far as to force their seasoning on other races, thereby claiming them as their "bitch". The seasoning is a universal appreciation for their lot in life, with many bringing back the flavors of the land to their homes and clans to disperse among their wide selection of foods. It is their way of conveying ideas, thoughts, and dreams too complex and abstract for any language to correctly ascertain, instead choosing to let others experience their emotions first-hand through their unique seasoning. Each Dwarf has their own brand of signature seasoning, some preferring the sweet taste of spring while others the bitter aromas of winter, a Dwarf's seasoning is a reflection of their inner self, a representation of all they hold dear.
The world is their oyster, and they will go to hell and back to protect their fond ingredients of the seasons, for they are extensions of themselves and their clan. Dwarven clans, while competitive and rivaling, never battle; they debate, yes, and argue over who's seasoning is superior, but they are surprisingly unified and cohesive, displaying qualities similar to a very extensive, dysfunctional family. Rarely do clans move away from their ancestral domain, their seasoning being deeply rooted into the nearby landscape, risking the loss of their identity should they be displaced. Consequently, they are extremely territorial and weary of outsiders, but are never-the-less open to negotiation and trade should you be receptive to their way of life. Dwarves occupy all manner of regions, though usually prefer the lush bounties of forests and groves, but exotic clans can persist in equally novel locations for the sake of developing a unique seasoning like no other. The Dwarven race as a whole is very tightly connected no matter their distance from one-another, for how can they develop the best flavors if they have no one to compare to? While some do prefer to hide away in deep caverns, the majority favor the open expanses of the sun-bathed wilds, hunting, fishing, and enjoying the simple pleasures in life; so long as it contributes to the seasoning, that is to say.
As a Meridii species, Astralshaper initially thought them to be delusional and unnecessarily stalwart for what is essentially just food spices. It wasn't until the arrival of the Meridian Wasteland did the Empress take note of their practical utility as naturalists as well as their culinary craftsmanship. When all food became conjured, it was the Dwarves that single-handily staved society-wide regression for preserving and distributing the seasoning of the Old World, many going so far as to cultivate and terraform the landscapes around the settlements to breathe life back into the dead Wastes. Today, they are more-or-less consolidated into the single Dwarven enclave of Fresh Khultodir where most of the surviving clans reside. There, they compete as they did in their history for seasoning supremacy, though do contribute to society as a whole with their persistence and handicraft. Because of their creative minds and hardy bodies, they often prefer the workload of Autonon and Melide as farmers, crafters, smiths, architects, and of course, Rompus elites.
Because of the Dwarven tendency for family oriented behavior and the Wastes oppression that forced all of the Meridian to share cramped living space, they lost most of their genetic diversity. Four surviving clan confederations allowed four distinctive Dwarven sub-races to survive:
They trap and hunt game, forage and harvest fruits and berries, collect and ground spices and savory delights, mixing and consolidating all of these fragrances into a single, uniform masterpiece. The seasons are called as such because of what they bring to the Dwarves: the seasoning. This can be a metaphorical and figurative seasoning, with one simply enjoying the tranquility and convenience of a well-kept woodland. Or it can be quite literal, with the fiercely competitive clans vying for dominance over who can concoct the best seasoning to compliment their local palette, some even going so far as to force their seasoning on other races, thereby claiming them as their "bitch". The seasoning is a universal appreciation for their lot in life, with many bringing back the flavors of the land to their homes and clans to disperse among their wide selection of foods. It is their way of conveying ideas, thoughts, and dreams too complex and abstract for any language to correctly ascertain, instead choosing to let others experience their emotions first-hand through their unique seasoning. Each Dwarf has their own brand of signature seasoning, some preferring the sweet taste of spring while others the bitter aromas of winter, a Dwarf's seasoning is a reflection of their inner self, a representation of all they hold dear.
The world is their oyster, and they will go to hell and back to protect their fond ingredients of the seasons, for they are extensions of themselves and their clan. Dwarven clans, while competitive and rivaling, never battle; they debate, yes, and argue over who's seasoning is superior, but they are surprisingly unified and cohesive, displaying qualities similar to a very extensive, dysfunctional family. Rarely do clans move away from their ancestral domain, their seasoning being deeply rooted into the nearby landscape, risking the loss of their identity should they be displaced. Consequently, they are extremely territorial and weary of outsiders, but are never-the-less open to negotiation and trade should you be receptive to their way of life. Dwarves occupy all manner of regions, though usually prefer the lush bounties of forests and groves, but exotic clans can persist in equally novel locations for the sake of developing a unique seasoning like no other. The Dwarven race as a whole is very tightly connected no matter their distance from one-another, for how can they develop the best flavors if they have no one to compare to? While some do prefer to hide away in deep caverns, the majority favor the open expanses of the sun-bathed wilds, hunting, fishing, and enjoying the simple pleasures in life; so long as it contributes to the seasoning, that is to say.
As a Meridii species, Astralshaper initially thought them to be delusional and unnecessarily stalwart for what is essentially just food spices. It wasn't until the arrival of the Meridian Wasteland did the Empress take note of their practical utility as naturalists as well as their culinary craftsmanship. When all food became conjured, it was the Dwarves that single-handily staved society-wide regression for preserving and distributing the seasoning of the Old World, many going so far as to cultivate and terraform the landscapes around the settlements to breathe life back into the dead Wastes. Today, they are more-or-less consolidated into the single Dwarven enclave of Fresh Khultodir where most of the surviving clans reside. There, they compete as they did in their history for seasoning supremacy, though do contribute to society as a whole with their persistence and handicraft. Because of their creative minds and hardy bodies, they often prefer the workload of Autonon and Melide as farmers, crafters, smiths, architects, and of course, Rompus elites.
Because of the Dwarven tendency for family oriented behavior and the Wastes oppression that forced all of the Meridian to share cramped living space, they lost most of their genetic diversity. Four surviving clan confederations allowed four distinctive Dwarven sub-races to survive:
Stonk
These Dwarves are tireless engines of pure endurance, with a muscle structure much similar to bone in its integrity, able to carry out arduous and exhausting tasks as if it's nothing. Pale with red hair, you most often encounter these Dwarves in large cities.Movak
These Dwarves are highly resistant to the whims and dangers of magical particulate, able to survive out in the Wastes for extended periods of time without protection. With a brown complexion and naturally braided beards, they are difficult to mistake.Belgir
These Dwarves are extremely hairy and wild, almost appearing as if they are Firbolgs. Slightly leaner and more proportional to their height, they are naturally more agile and dexterous than their kin.Eizo
These Dwarves are hairless and beardless, though make up for in brawn and size. They are larger than the other sub-races, with massive hands and feet that can out-romp even the most seasoned of Orcs. Their grayish stone-like skin helps them stand out.
Scientific Name
Rlhada
Lifespan
350 years
Average Height
4'6"
Average Weight
150lbs
Related Ethnicities
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