|Common Nicknames||Da-Allar, Rockhide|
The Dakkar were, for nearly 300 years, the greatest threat and most dangerous form of life the Dwarves of Ellador had ever encountered. The Dakkar destroyed the great Dwarven Empire, but following their near-total victory, shattered into several splinter groups who proceeded to the surface with different goals. They emerged and were considered a Race by many, but in 306 AC, they all left the surface and those that remained were turned to stone. As a result, most believe them to have somehow been magical in origin, but despite the many questions, none dare to delve into the deep dark paths that lead to their homeland miles beneath the surface of Aloria.
The Dakkar emerged into Aloria in 26 AC, when Dwarves of the Hold of Skorr tunneled into their homeland, known as Gana-Eeshtar. Little is actually known about this place, deep beneath Aloria, but its descriptions suggest a hellish landscape. Rivers of magma, burning gas vents, and exotic beasts moving around the landscape are all common traits of this miles-deep cave system, with the Dakkar on top. The Dakkar were a hostile species, constantly warring and feuding in Gana-Eeshtar, but the Dwarven mining efforts that had the honor of first contact had the misfortune of destroying one of the few neutral sites in all of the caves, that being the grandest temple to Hael, their multi-limbed and faced gender neutral god of war and peace. As a result of this, the Dakkar went into an unstoppable rage. Numbers of the species are truly unknown, but some guess at least 100,000 warriors surged up toward the surface intent on blotting out the Dwarves for their great sin. Indeed, by 200 AC, almost all Holds had fallen to the Dakkar and the Dwarven Race was reduced to scattered survivors, two remaining Holds, and ruins routinely tramped through by the Dakkar. However, then there came the Shift. Dakkar attacks on Dwarven settlements dropped off dramatically as across Aloria, Dakkar began to pop up, emerging from deep chasms and tunnels which seemed to connect back to their homeland. The Shift is seen by many as a dispute between the Dakkar leaders on what their next step should be, leaving a section of their species to war against the Dwarves in Ellador while the rest sought out the wider surface, perhaps convinced of its new role in their lives, or simply curious.
For the next hundred years, the Dakkar existed in Aloria. Their immense strength and power made them excellent workers and their thick armored bodies made them almost impervious to attack, and so some even entered into Alorian warfare. For a long time, the Dakkar were also classified as a Race for, despite their crude and strange nature, they appeared to be flesh and blood, and could be killed, though few ever were by Ailor. However, in 306 AC, that changed. The Dakkar began to mass retreat from the surface, though some among them, either too attached to their friends and lives on the surface, or somehow isolated and unable to reach the distant cracks and chasms that they had originally emerged from. In Ellador, the Dwarves watched stunned as Dakkar simply retreat enmass, back into Skorr, and then down into Gana-Eeshtar. Why this happened is barely known, but the Dakkar who remained slowly lost what little wits they had, fading in mental faculty, and speaking in gradually more jumbled terms of “The Voice” calling to them. Those few that remained on the surface by autumn of that year suddenly were turned to stone. Scholars now believe that the species was artificial from the beginning, amazing constructs of Magic and energy used to animate statues or carvings to life. But for what purpose is still largely unknown. Still, for the Dwarves it was a great victory, and while the Isldar have come to represent an even greater threat to the Dwarven people, their ancient Holds are now empty of what was once a highly volatile enemy.
The Dakkar resembled large, bulky Allar in many respects. Dakkar heights varied from 6 to 7 feet and their bodies were bulky, broad affairs. Their heads were adorned with various spikes and external plating, adding more weight to their already heavy frame, and giving off the impression of Zu-Allar. Their eyes were small with yellow irises and brown sclera, surrounded by thick wrinkled skin that often made seeing the sclera difficult. They also possess a prominent muzzle with nostrils and a small mouth. As for their bodies, they were covered in stone-like plates and rocky formations on their shoulders, neck, back and forearms. Their frame was massive compared to most Allar species, as their heavy muscular frame was even wider than that of an Orc. Unlike the Orcs, the Dakkar couldn’t take full advantage of their body build, as most of it was used to support their immense weight. This weight was often so tremendous that it caused them to appear hunched, with their chest pushed out forwards while their hips angled backward. Their heads were adorned with various spikes and external plating, adding more weight to their already heavy frame. Their chest and upper back are two large, solid plates with various spikes while their shoulders are encased in a large rocks adorned shield. Their forearms were massive and also had most of their body weight concentrated in them. In stark contrast to this, their hands were quite small, while their legs are almost laughable. Dakkar generally attempted to avoid falling over at all costs, as they had extreme difficulty getting back to their feet without help or some vertical object to climb back up with. Another peculiar physical trait the Dakkar possessed was their immense heat resistance. A Human will immediately suffer intense pain when exposed to fire, but Dakkar could comfortably resist a flame's direct touch for at least ten seconds before the heat starts hurting them. Prolonged exposure to lava and flames did still damage them though. Finally, and curiously enough, Dakkar had no sense of smell. While they had a conventional nose at the end of their muzzle through which they could breathe, they couldn’t smell anything, not even the most fragrant of odors.
The Dakkar were divided into five subtypes (also called Clans), the Firebrand, Collba, Sulptron, Benor and Ossol. Each had distinct physical colorations and minor physical differences, but all ultimately vanished from Aloria, with what few members remaining often turning entirely to stone. The members of the species also adapted to the surrounding environment when born and raised, so the terminology of “Clan” is often misleading, as Firebrand Dakkar could find themselves birthing a Collba based on where it was raised or grew up. As for gender diversity, male and female Dakkar looked identical though height was always a good tool to guess a Dakkar’s gender, as the females were usually shorter than the males. Below is a list of the five types of Dakkar.
- Firebrand Dakkar: The most common species of Dakkar was the Firebrand Dakkar, natively raised in Gana-Eeshtar. Their armor plates were dull red or grayish brown while their softer skin is reddish orange. Various other parts of their body were either dull or vibrant orange. The Firebrand Dakkar enjoyed greater protection to heat and fire, able to resist direct flame for three times as long as the other Clans (up to 30 seconds). They were the most single-minded of the Dakkar and the grunt laborers for all of the others, resulting in them being frontline attackers in the fall of the Dwarven Holds.
- Benor Dakkar:The Benor Dakkar were the next-most common group of Dakkar in Aloria. Their bodies featured light gray and white colorations, as Dakkar raised near Quartz and mineral water springs. The Benor Dakkar tended to be the most peaceful and passive Dakkar Clan, having a much more tender tone of voice and a demeanor to match. Their rocky formations and spikes also tended to be much softer and rounded, meaning they didn't scratch anything their shoulders touched. They were often collectors of Gana Moss and other food supplies for the other Dakkar types.
- Collba Dakkar:The Collba Dakkar were rare, and covered in blue/grayish plates with a similar skin tone, and grew up either surrounded by rare meteorite metals buried deep in the earth or precious minerals. They were commonly religious figures and advisors of the Dakkar people, and in Dwarven belief, mages, though the use of Magic by such or any Dakkar was almost unheard of when they emerged up onto the surface of wider Aloria.
- Sulptron Dakkar:A rare variety of Dakkar was the Sulptron Dakkar, natively raised close to Sulphur deposits. As a result, they always looked off-yellow with pale skin and armor tones. Sulptron Dakkar tended to be far more aggressive than the other Dakkar varieties, and seemed perpetually angry. They were often the most difficult to defeat opponents of the Dwarves, and saw use as shock troops in their interracial war.
- Ossol Dakkar:The final and rarest Dakkar variety were the Ossol Dakkar, a variety raised above the Gana-Eeshtar surface but still very much in the mountains of Ellador, mostly in Dwarven Holds that were abandoned during the war. Ossol Dakkar were also formed by living near Ferr-Iron ore deposits, and ultimately, these conditions turned their skin and plates a dark gray/greenish color. Their armor and rock formations tended to be a little bit stronger than those of the other varieties, while their plates could be polished to shine like actual metal. The Ossol were often the champions of the Dakkar during their war with the Dwarves due to their unique shiny bodies and stronger plates.
Life Span and Development
Dakkar appeared to have an extremely slow cycle of development. Like Allar, the Dakkar produced eggs (up to three in a clutch), which strangely grew in size over the six months required for their incubation from the size of fists to the size of one’s head. These eggs were colored black in their early stages, but as they developed, the colors changed to a pale speckled variation on what Clan of Dakkar the child was likely to be. After emerging, and based on the elements around them over the next five years of life, the newborn Dakkar developed into having the traits and characteristics of one of the Clans, and by ten, this was set in stone. However, the Dakkar were known to have the slowest maturing process of any known animal in Aloria, entering puberty around the age of ten and leaving it at the age of sixty. By all means, the Dakkar were full-grown by the age of ten, it is just that they behaved very aggressively and erratically until around the age of sixty. When aging, the Dakkar spikes and rock formations on their plating tended to grow longer, but often also breaking off after repeated damage, never to grow back. The Dakkar were thought to have a lifespan somewhere around 200 years, but no Dakkar ever revealed the age of themselves or other family members, or indeed their wider home community.
The Dakkar were in many ways a dualist species in addition to being the essence of sloth. They ate slowly, they moved slowly, they tended to avoid getting excited too quickly and they could speak eloquently. The majority of their explosive unpredictability comes from their religion, the chaotic faith of Hael, which in itself advocates violence. The Dakkar have an inherent herd mentality, meaning their people valiantly and selflessly defended others of the same species against non-Dakkar (unless the Dakkar in question is a member of an opposing sect of Hael). In battle, Dakkar could possess immense rage, akin to possession as noted by those who saw them go from gentle lumbering reptiles to madness-consumed murders. Outside of battle, Dakkar were very gentle creatures, speaking respectfully to others and remaining objective. They sought to resolve disputes and disagreements peacefully, but virtually all Dakkar have a bad temper. Dakkar were able to make fast friends with other Races, and had virtually no prejudice against other species, save for Dwarves. No matter what group they were a member of, all Dakkar had a burning hatred for the stout Race thanks to their transgressions against the faith of Hael and the destruction of the largest Dakkar holy site. In summary, Dakkar mentality can best be described as that of a gentle, slow giant, with the capacity of extreme religious zeal and rage.
Territory and Groupings
The Dakkar before the Dwarves appeared to have no real leadership structure and various groups simply fought, interacted, and survived in their hostile existence. But after the Dwarves, and in the Shift, four Oors emerged, a Dakkar word roughly meaning Belief. The four Oors were divided between Dakkar who wanted to continue the fight against the Dwarves and conquer all of their land, Dakkar who thought that the fight was done and the spoils of their victory needed consolidation, Dakkar who rejected the war and sought out the surface as their next homeland, and then Dakkar who largely saw all the others as mad, and remained solidly in the Gana-Eeshtar. The four Oors rarely fought each other, but internal divisions between the Oors formed groups and communities that could hold rather diverse beliefs about the central principle of the Oors, and thus, conflict could arise.
- Some have sought to protect the stone Dakkar remaining in Aloria, believing that they might somehow be revived one day. Others, however, have shattered the statues in an attempt to understand how the Magic that seemed to create them worked. Apparently, these efforts have not been successful.
- The Dakkar are curious to some as with the greater interaction between Dwarves and Ailor over the past half a decade in the wake of the Isldar’s actions and the emergence of the Urdweld, a unique tale has emerged. Dwarven lore states that it was the Dakkar who killed the Red Mountain Dragons, but some wonder if “The Voice” supposedly heard by the Dakkar calling them back to the Gana-Eeshtar could have belonged to one of these Dragons, still alive deep within the bowels of the world.
- The various tunnels and fissures across Aloria theorized to lead to the Gana-Eeshtar are now all sealed. As they left the surface, the most prominent of these travel tunnels collapsed behind the Dakkar, meaning that the only shafts for certain reaching down to the hellish firelands are located in the depths of Ellador.