Dwarves
The Children of Yurion, the Oraedar of Craft and Creation. The Dwarves, or Durah in their tongue, are sung in legend as the Great Refiners of this world. The inhabitants of mighty Mountain Kingdoms through out the Heartland Realms. Though once they had kingdoms in Bulgaard in the North and in the mountains of The Disputed Badlands of Zobir Arqgueno. But war with the Humans of the South and the mystery of the disappearance of Dwarves of Khar Orkan have folded their once vast civilization back into The Heartland of the Continent of Aederos.
Though Humans have spread through out the world, and only
Though Humans have spread through out the world, and only
Basic Information
Anatomy
Short and stocky humanoids. Stocky, and muscular. Four limbs. Five fingers. Thick fingers. And thick bones.
Genetics and Reproduction
Dwarves reproduce by male and female coupling. As any other race. Though their fertility cycles are short lived like the Elves. Due to their own long lifespan. Though Elves and Dragons live exponentially longer.
Growth Rate & Stages
Dwarven children reach full maturity by their twentieth year. The impact their puberty has on their height varies. Though the highest standing Dwarf is recorded as only 5ft. even. They naturally develop thick skin and heavy muscle before their full maturity. And their eyes are a temporary blue during their adolescence.
Ecology and Habitats
Dwarves prefer their deep and echoing Mountain homelands. Though they can exist above ground as any other race.
Dietary Needs and Habits
Dwarves prefer a diet of hearty meats, subterranean fungi, and heavy bread. Their preferred plain drink is water. Though no Dwarf will ever say no to a fine ale or strong whiskey. Like their own Druha. A Whiskey of Dwarvish make that has broken many unprepared revelers. Yet always attracts more to take up the challenge.
Biological Cycle
The biological condition of the Dwarves has remained as stubborn as they are. Traditional and unchanging.
Additional Information
Social Structure
Dwarves traditionally reside in a Khar or a Thrang. A Khar is their equivalent of a Kingdom or Nation. And is also used to speak of the Mountain that holds the greater Dwarven Kingdom. A Thrang is the smaller kind of these. The word itself translated close enough to mean Small City and Vassal State equally. And is counted as part of a Khar. In each of these, the Dwarves are gathered into Kalma, or Clans. Each Clan is headed by a Kalmagan, or Clan Chief. The Khar is led by a Ragan which can mean King. The Ragan is elected by the Kalmamarak or Assembly of the Clan Chiefs. And holds the position until their death or until their ousted by majority vote. In a Thrang, the election process is the same. Only the head of a Thrang is called a Thram. Which can mean Lord, but is closer in nature to Governor or Mayor. But even with these titles, Dwarves decide their own fate individually. As for the fate of their communities, they decide on that together. Their stubborn personalities and enduring wills make a Dwarfs sense of community something to behold.
Facial characteristics
Dwarves typically have very broad features with large brows and noses. With jaws as thick and tough as their anvils.
Average Intelligence
Dwarves have a strong intellect and eternal memory. Even on a Dwarfs last day before Old Age takes them. A Dwarf will remember his Truest Friend, or Oldest Enemy. They have an intelligence to comprehend the making of mechanical devices and the crafting of fine tools and new things beyond those. Of all their intellect. A Dwarf will always be at their best in the work of crafts. As any Dwarven Craft Master will demonstrate. A Dwarven smith may be beset upon by harsh weather, terrible insects, or even his shirt caught fire. But for none of them and more, will a Dwarf at work break their concentration till the work is complete.
Perception and Sensory Capabilities
Dwarves developed in the deeps of the world. And are more capable than most of seeing in the dark. And can hear immensely well across great distances. Dwarves are capable of resisting Magical Actions that are intended to influence the mind, command ones gravity, or change ones appearance. Though like Humans, Dwarves are ravaged by Mana when performing Magic. And so must make use of a conduit by which the Magic may be conducted.
Symbiotic and Parasitic organisms
Dwarves are typically plagued by fleas as much as Dogs are due to their excessive body hair.
Civilization and Culture
Naming Traditions
Dwarven names are typically combinations of the first parts of two words. These names are typically chosen and endowed as a sort of challenge to the new born Dwarf. As Yurion challenged Zedan with his name when he created him. As he also did with the name Durah for the race that Zedan was the model for.
An example would be Dumak, a combination of the words Duror and Makal. Duror meaning "Darer" and also appears in the name for the race. And Makal meaning "Delver" or "Explorer"
Its also common for unbroken words to be the names of Dwarves. Duror and Makal also being common names.
Dwarves will also have family names that are either single or compound words. Unless they come from the heading families of their Clans.
Major Organizations
The Kingdoms of Khar Durah, Khar Berad, and Khar Goren. Once there were two other Kingdoms besides these three. In the South, in what is now the Disputed Badlands of the Ramian Empire. There was Khar Ankor. But the southern kingdom had fallen to the Ramian Empire long ago. Their descendants today are feeble, and abused slaves of the Ramians.
And in the North there was Khar Orkan. But the Northern Kingdom had mysteriously become vacant of all its Dwarven population, with no evidence of why or how. Or even if they had left at all. All that remains in the North is a Cold Hall, with an unsettling mystery.
Beauty Ideals
Dwarves don't typically have a physical attraction to other races. Though some have said there had been occurrences of love between Elf and Dwarf. As to their tastes in beauty. Such things are up to the individual. As with any other race.
Courtship Ideals
By tradition. When it becomes evident that two Dwarves have affection for one another. Their parents meet and discuss the matter. To decide either to give their blessing to the children Dwarves to continue their romance to its ultimate conclusion. Or if the match would be devastating to the two and their families. Dwarves whose love had been threatened by the second happenstance have typically gone to the surface and eloped. Or threatened to anyway.
Average Technological Level
Dwarvens mastered all arts that pertain to the working of metal and stone. The building of many kinds of structures. The development of irrigation and sewage technology. And the creation of mechanical marvels.
A Dwarven city has Aqueducts, sewers, fine stone roads, elevating platforms, and steam work heating for when the winter comes and the cold air creeps into the mountain realm.
But one marvel that Dwarves are given praise for equally with their craftsmanship, is their observatories. It was Dwarves that began the practice of charting the stars. Maping them as they lay over the world uncovered in the night sky. The Elves could see these same patterns of stars in the sky to a lesser degree and gave different names to their groupings. But nothing compares to the Astronomy of the Dwarves.
Major Language Groups and Dialects
Since their first breath in this world. The Dwarves have had only one tongue. Durahbas. Or Dwarf Speak as the Common tongue calls it. A stern and loudly recited language. Dwarves who left their homelands and took to a life of crime in the Human cities used Durahbas to create a Cant language to be used by thieves, thugs, and spies. Its often refered to as Back-Ally-Talk.
Common Customs, Traditions and Rituals
When a Dwarf makes a promise. They inscribe a stone tablet with the given promise, and the name of the receptor of the promise. The tablet is given to the promised individual. When the promise is fulfilled, the swearing Dwarf etches their name into the tablet and it is buried in a chosen place. If the promise is broken. The receptor breaks the tablet. And the Dwarf either redeems themselves in the eyes of the dishonored. Or is branded in the face with the word Bukai.
Common Taboos
Dwarves abhor kin slaughter. Many of the First Dwarves to ever leave the Mountain Realms were Exiles guilty of Murder, Theft, Oathbreaking, etc. Such exiles are determined by their shaved beards and branded foreheads and cheeks. Thrice branded with the word Bukai. "Shame" in the Dwarven Tongue. No Dwarf will trade or do business with them once these brands are seen.
Genetic Ancestor(s)
Scientific Name
Gaena Duarae (Dwarfkind)
Lifespan
510+ years
Average Height
4ft. 4in.
Average Weight
120lbs
Average Physique
Dwarves may be small in stature compared to Men, Elves, and Orcs. But a Dwarf is every bit their equal in strength. Diverse communities will tell tales of their Dwarf Neighbors helping to lift fully loaded carts, single handed, as the carts owner replaces a broken wheel.
Body Tint, Colouring and Marking
A Dwarf from their homelands will typically be pale skinned from their time underground. But a Dwarf may bare the calling card of the suns touch like any other.
Geographic Distribution
Related Organizations
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