Azarblood Dwarrow
Dwarrow of the Mountains
With no exposure to the sun, their skin has turned dusty dark, almost ashen in appearance, and their hair and beards are dark as well. The lack of sun gives them thin hair which most Azarblood shave and replace with dark tattoos, and they decorate themselves with metals and jewellery. They have noble houses, unlike their Hillblood relatives.
Basic Information
Biological Traits
Azarblood's blood contains traces of a light metal, that according to achieved doctors across Alandor, can cure certain conditions. Some also believe that it will be the means to which Phantom Rot will be cured in the future.
Additional Information
Social Structure
Azarblood societies are gerontocratic democracies, where the eldest and wisest of each pillar rule through a council. The representatives are selected by their pillars, and rule in accordance with their needs. If a representative does not successfully bring forth the pillar's needs, and a majority of the pillar feels this way, they are replaced by another who is more fit.
There used to be a Azarblood Ruler, who had a hand in every city across all continents, but not for several centuries. The clans and cities became too distant and secluded. Now, it seems to be building towards a Ruler of all cities, but only of each continent.
The pillars are: Deepdwellers, Glamdealers, Whittlers, Smithies, Axebreakers, Roamers and Goldsmen.
Deepdwellers - the Miners
Azarblood society is built upon the mining of minerals and stone, and it is with this that the Azarblood make all of their trade and crafts. The Deepdwellers are highly thought of and the owners of the businesses that mine make up most of the nobility. The owners and the miners themselves are supposed to have equal voices in the Deepdwellers pillar.Glamdealers - the Tradesmen
The merchants trade anything and everything between the different pillars and clans of the cities. Usually located in big marketplaces, they are the owners of the very centre of most cities. Though most honor lies in mining and smithing, the Glamdealers are what makes the economy go around. They are the supervisors of all trade out of the cities as well, even though this is mostly rare. Only a few cities do this, but it is up to the Glamdealers to take care of it then.Whittlers - the Crafters
Smithies - the Blacksmiths
Axebreakers - the Militants
Roamers - the Providers
Goldsmen - the Bankers
Geographic Origin and Distribution
Azarbloods rule the large mountain ranges, mainly on Delnat and Vensea, and Azarblood cities can be found everywhere there is deep underground tunnels and high altitudes.
Civilization and Culture
Naming Traditions
Azarbloods form clans within their societies, and mix freely within. Clan names are taken to show their origins.
Examples: Balderk, Gorunn, Loderr, Rummaheim, Ungart
Female Names Examples: Bardryn, Dagnal, Flkunn, Vistra, Sakra
Male Names Examples: Baern, Bruenor, Darrak, Fargrim, Travok
Beauty Ideals
Azarbloods have darkened, almost ashen, skin and their hairs grow dark. It is common to shave the head, no matter the gender, and apply dark, strong tattoos instead. This is the general look of an Azarblood, but they place no value in beauty, only strength and strength of will.
Gender Ideals
All Azarblood grow beards, regardless of gender. Their culture is very free with gender expression, and it is not uncommon for an Azarblood to change pronouns in their lives. What matters is who one is inside; the body is simply to tool to interact with the world.
Relationship Ideals
Azarbloods do not marry to reproduce, as this is instead done without those limits. They marry only for love, whether that be romantic or platonic, and these are considered to be promises of ultimate loyalty.
One cannot "divorce" in the common way; the marriage is only broken if one part breaks that loyalty. If this happens, the other has the right to a duel to free themselves of the marriage. The one who broke the loyalty is given no weapons, while the offended party gets to pick their weapon of choice. The duel is over when one part surrenders.
Major Language Groups and Dialects
Azarblood speak the Azar dialect of Dwarvish, a harsher and shorter version of the language. This dialect changes uncommonly little between continents, because of their limited interaction with the other races outside the mountains.
Some clans have a basic understanding of Duregan, the language of the Dureg, as they are sometimes exposed to each other.
Common Dress Code
Despite their ashen and bleak looks, the Azarbloods dress in brilliant get-ups. Because of the importance of Clan, they wear their clans colours and symbols proudly. If one was to know of all Azarblood clans, they wouldn't need more than a second to understand which clan an Azarblood came from.
When in armour, the symbols of the clan take the upper hand, and the colours dim a little. Instead of a brilliant blue shirt with golden threads, a metal armour with a sheen of gold and a blue cloth around the wrist make take its place.
Common Customs, Traditions and Rituals
These dwarrows mine deep into the mountains and build amazing structures in the stone. Their trade and professions rely almost entirely on mining and exploration of the deeps. It is always considered honorary to be the first to see any part of the unexplored mountains.
Common Taboos
Azarbloods rarely interact with other races, and even less so with other cultures. The honor of the clan is important, and if an Azarblood was to leave the mountains and travel the world, they would have to have a very, very important mission, or they would surrender their clan name.
Origin/Ancestry
Dwarrow
Lifespan
ca 700 years (oldest 1173)
Average Height
1.3 - 1.5 m
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