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Dwarf

Basic Information

Anatomy

Dwarves are on average stout bipedal creatures, with two arms and two legs, and are plantigrades, walking on the soles of their feet, with their toes and soles flat on the ground. Dwarves have 5 toes on each foot, and four fingers and a thumb on each hand.   Dwarves evolved, like all Rularian people, from the Tal, delving deep underground into mines, as Ixmoria was and is filled with rich minerals and ores deep underground. The Dwarves evolved to be shorter, as a result making it easier to dig the tunnels needed for mining, around their shorter stature. Dwarves tend to have very thick skin, their hands and feet developing thick calluses from their mainly manual labour jobs, mining, forging, working with their hands and being on their feet all day.

Biological Traits

Hill Dwarf

Hill Dwarves are a subspecies of Dwarves that have grown to live in the countryside instead of underground. Living above ground has led to the Hill Dwarves to acclimate to the different environment, living above ground opens the Dwarves up to creatures like Wolves, Giants, and other threats. Because of this Hill Dwarves are naturally more perceptive than their Mountainous cousins, as well as being more resilient, naturally being able to take more hits before faltering.  

Mountain Dwarf

Mountain Dwarves are the original evolution of the Dwarves, before some began living above ground, where as the Mountain Dwarves remained in their underground cities and mines. As such, the Mountain Dwarves are naturally stronger and make up a large portion of the Ixmorian military, naturally being able to wear all but the heaviest armours without much extra training. On average the Mountain Dwarves tend to be on the taller end of the average for Dwarves.  

Duergar

Duergar, like all residents of the Elrian and the Underdark are the result of the deep magic that exists in the underdark. The Duergar were an evolutionary abberation, coming from Dwarven miners who dug too deep into the earth, establishing the first underdark cities and finding the underdark, creating tunnels sprawling all under Rularia, and eventually settling the city of Elrian - what would become the underdarks last bastion.   Duergars have an even greater Darkvision than their Dwarven cousins, seeing twice as far in the dark. They also have innate spellcasting, a result of the deep magic they were exposed too, allowing them to become invisible, and grow larger or smaller. They have retained their hardy Dwarven resilience, and developed a resistance against psychic effects to charm them or stun them.

Genetics and Reproduction

Dwarves, like all Tal descendants, are mammalian and reproduce via internal fertilisation and a live birth, after 9 months.

Growth Rate & Stages

Dwarves go through their childhood and adolescence through their first two decades, becoming adults around 25, however, many older Dwarves see these young adults as children still, seeing real adult Dwarves as people over 50.

Additional Information

Facial characteristics

All Dwarves grow body and facial hair, and it is accepted for any Dwarf to have a beard. Like Humans, near all Dwarves will grow hair on their heads, styling it in a variety of ways and styles, some shaving their hair completely. They have slightly pointed ears, harking back to their Tal ancestry, not as prominent as on Elves or Orcs, but still present. They have quite broad noses and square jaws.

Geographic Origin and Distribution

Dwarves have come to live all across Rularia, with some migrating to Venka and Erendoc with the introduction of the Waylines into society, though it is still uncommon to see a Dwarf in Venka and Erendoc. Most Dwarf's do tend to remain in Ixmoria, and the second largest population resides in Dragontide; many families moving to the southern country after the War against the Dark Wing Empire, to aid in the rebuilding the Human's were facing.

Perception and Sensory Capabilities

The Tal had excellent sight in the dark, something that only improved as they evolved into the Dwarven people.

Civilization and Culture

Naming Traditions

Dwarven first names tend to be very strong and guttural sounding, ending in consonants for males and softer sounds or vowels for female names, though this isn't a hard rule. (For real world naming conventions, look to Celtic names).   Dwarven surnames, can be a titular name or a family name/clan name, it can be one and the same name, but most commonly, a titular name and a clan/family name. Titular names are either earned through accomplishments like Bearbreaker, someone who killed a troublesome bear, or Bloodhammer, someone known to wield a warhammer in war; they can also be attributed to jobs, Smith, Hooper, Miller, Miner. Two last names is common to nobles, however even nobles will only use either their titular name or clan name. Common Dwarves will either use their clan/family name or their titular name, rarely both. For example, a noble would be called Lord Tudren Wolfsbane Ironheart, Tudren, his first name, Wolfsbane, his titular name, earned for a deed, and his clan/family name, Ironheart.   When starting a family, Dwarves can decide whether their children would take their family name, or take their titular name, creating a new family name for their descendants, and whilst this practise is uncommon as Dwarves have a great sense of respect for their forebearers, it is common practise in Orphans when staring a family of their own.   Orphaned Dwarven children will be given their surnames by the orphanage, and tend to be some type of precious gemstone, Ruby, Emerald, Sapphire, Opal, and they will either keep that name throughout their life, using it alongside their titular name, or abandon it upon earning a titular name.

Major Organizations

The Dwarven kingdom of Ixmoria is the only large organisation of the Dwarves. Though no longer a monarchy, instead being governed as individual clans. These clans coming together in time of great need to form the Ixmorian council.   The other notable organisation is the Duergar who live in Elrian, however Elrian is a city state with Deep Gnomes and Drow as well, with an equal divide of population. So Elrian is more of a major organisation for the Drow, Duergar and Deep Gnomes.

Gender Ideals

Dwarves have a very loose ideals around gender, with all types of Dwarves growing facial hair, regardless of gender, and they have no limit on who can work as what.

Major Language Groups and Dialects

Dwarves have their own language, Dwarvish or Ixmorian, which most Dwarvish house holds teach their children, as well as Rularian common. Though it is not uncommon for those in small towns to learn Halfling or Gnomish, if they have a large population in their settlements.   Rularian common, a mixture between Dwarvish, Elvish, Gnomish, Orcish, Halfling; the Rularian common being a great language for the people who traded with every other kingdom in Rularia, bridging language gaps without having to learn a complete other language.   (Using the English alphabet as a reference, the Dwarvish language uses 5 vowels (A,E,I,O,U ) and 15 consonance (B,C,D,G,H,J,K,L,M,N,R,S,T,X,Y ) - One day I may create full languages for the Oxdaran languages)

Common Taboos

The main major taboo in Dwarven culture, is shaving another persons beard. The beard is a symbol of a Dwarves status and strength, so to shave someone else's is considers a major disrespect.

History

Strained Relationship with the Humans

The Humans and Dwarves have always had a strained relationship, especially along their border. The two kingdoms would constantly be at war in some regard with each other, until the Last War. Starting in the 57th year of Rularia's 4th era, was the bloodiest either had seen, the causalities on both sides causing the Ixmorian council of Lords and Dragontide's King to sign a treaty. This treaty between the two races allow neither to raise a large military and that they would fight wars together and never against again, choosing to remain neutral if necessary. Independently neither nation could amas a large enough standing army to defend themselves, which ultimately paved the way for Rosalind and her Dark Wing Empire to take over Dragontide.   In the wake of the Dark Wing Empire, and the unification of Rularia, the treaty of the Last War was waved, the Human's of Dragontide are still rebuilding their population this day, and the Dwarven population of Ixmoria make up the largest part of the Rularian Council's military force.

Interspecies Relations and Assumptions

The Dwarves of Ixmoria hold long grudges, but are also intelligent enough to know when a disliking of someone shouldn't lead to miss trust. Or becoming an enemy of them. It's not uncommon for Dwarves to have children with other races, namely Humans, their southern neighbour, but also Halflings and Gnomes who live in Ixmorian cities and towns.  

Humans

Their strained history with the Humans of Dragontide have left the relationship between the two nations, tenuous at best. However, since the war against the Darkwing empire, when the Dwarves came to the aid of the Humans, and the Rularian council established, the relationship between the two people has improved. Now the only tension between the two being oceanic borders, and trade, especially through the border city of Undara.  

Orcs

The relationship with the Dwarves other neighbour, historically speaking, the Orc's has always been stronger. Before the fracturing and splitting of the Thaltical ruins, when the Orcs did live North of the Dwarves, the two people had very little conflict between them. The mountain border providing very little passages between the two nations, unlike the valley between Dragontide and Ixmoria. This natural defence stopped either nation sending armies to escalate conflict. Ever since the Orc's were relocated to New New Blackstone and the New Thaltical Republic, the relationship between the two nations has developed more, with Ixmoria being the largest contributor to the Orc's rebuilding, the Dragonborn of Polantia following closely behind.  

Elves

Relations with the Elves is the least developed out of the rest of the nations of Rularia, geographically the furthest kingdom, and before the Rularian council was founded, the nation that traded with the others the least. Whilst the treacherous Trindual and his lineage has long been removed from rule in Erandule, there are some Dwarves, especially those who's parents or grandparents fought in the war, that cast mistrust over all Elves due to the betrayal during the war against the Darkwing empire.  

Dragonborn and Dragons

The Dragonborn of Polantia and the Dwarves of Ixmoria have, since the coronation of Mifeath, a long standing alliance. The two have never been at war, open or cold, and have been seen as the superpowers of Rularia, especially since the War against the Darkwing Empire; since they are the two largest powers, with the largest armies, and the most technologically advanced. Because of this the Dwarves have always respected the Dragonborn, even if their ancestry leaves a bitter taste in the mouths of the common Dwarves. However, there was a point of tension between the two longstanding allies when, in the 3rd era, Lord Thorston 'Wyrm Blade' Dragonsbreath continued the expansion of his ancestral castle in Lakeside, using remains of Dragons, like his forefather did centuries prior.   Whilst never happy with the prospect of Dragon remains being used in Ixmorian construction, the Polantian - especially the Dragon residents - saw it as a matter long passed, and that no one would do it now Dragon's had become a large part of the Polantian population. However, after learning about Lord Thorston's newest action of aggression and disrespect, the Polantian's nigh on forced the Dwarves into an agreement, that no one would ever use Dragon remains in construction efforts again. The Dragon's orginally called for all Ixmorian constructions that had used Dragon remains to be torn down, however the Dwarves denied that request, the most vocal against being the son of Lord Thorston, Roriton Dragonsbreath. Eventually, the accord was signed, with the compromise definitely falling in the Dwarves favour.
Details about the Dwarf species, their place in Oxdara, and details about them. Specific features can be found in the Player's Handbook.
Scientific Name
Talis Dwarvi
Origin/Ancestry
The Tal
Lifespan
340-360 Years
Average Height
4' - 5'
Average Weight
150-190lbs
Body Tint, Colouring and Marking
Dwarves tend to have fair skin, being underground most their lives, with a rosy complexation. But Hill Dwarves are known to have a wide variety of tanned tones, from a tawny yellowish-brown to a darker terracotta and russet-brown skin tones.   Their hair tones tending to be dark blacks or browns, though ginger and red heads are also common; more common than red headed humans or elves. Their hair is very coarse and wiry, and many high born Dwarves will use oils and pomades to make their hair smoother. A visibly coarse beard being a showcase of lower or working class.
Geographic Distribution
Related Ethnicities
Related Myths
Related Technologies

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