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{{Info races
{{Info races
|image = Dwarf.png
|image = Dwarfsplash.png
|pronunciation = Dwoh-rf
|pronunciation = Dwoh-rf
|classification = [[Human]]
|classification = [[Human]]
|subraces = Mithorrin, Aldor, and Urdweld
|nicknames =  
|nicknames = Stout Folk, Mountain Men, Deep Folk
*Stout Folk (endearing)
|languages = [[Common]], [[Dwarven]]
*Fallen Folk (derogatory)
|naming = Scandinavian, and Fantasy Dwarven names.
*Forge Fathers (praising)
|languages = [[Common]], [[Dwarvish]]
|naming = Old Norse
|distinction = Stout, mountain-dwelling people who show unerring perseverance and skill with crafting
|maxage = 200 years
|eye = brown, gray, green, and blue.
|hair = Blond, brown, black, red, and (when older) gray or white.
|skin =
[[File:Skin1.png]]
 
[[File:Skin2.png]]
 
[[File:Skin4.png]]
 
[[File:Skin3.png]]


|distinction = Stout, compact humans with exaggerated facial features and incredibly effective mining, smithing, and battle techniques
|maxage = 130 years
|height = 4’0” - 4’11”
|weight = Varies based on Subrace
|eye = Varies based on Subrace
|hair = Varies based on Subrace
|skin = Varies based on Subrace
|}}
|}}


The Dwarves of [[Aloria]] are a people defined by adversity in the face of great tragedy. Dwarves are said to have originated from the very mountains themselves, and some scholars still debate just how far back the existence of the Race goes, a difficult task given the majority of their time has been spent living underground. Dwarven Kingdoms once occupied great and awe-inspiring caverns of stonework and glittering gemstones, and the mightiest of surface and subterranean fortresses whose ruins yet litter [[Ellador]]. A suspicious people, they have been forced to immigrate into Ailor society in order to survive deadly encounters with [[Dakkar]], [[Isldar]] and the greed of their own people. Up until a few short years ago, it seemed to many like their people risked dying entirely. But with newfound wealth and hope spawning from the depths of Ellador, the Dwarven people are beginning to find a real foothold in all corners of the world, spurred on by the uncovering of a third split of Dwarven society in the Urdweld. Along with the Aldor and Mithorrin, who are still greatly divided peoples within the same Race, the Dwarves are united by their adaptive personalities, hardy bodies, and shrewd tactical minds. They are a people defined by their Clans, their Kings, and their almost unilateral faith in Duindin and his teachings.  
==Origins==
The Dwarves are a mysterious [[Race]] hailing from the subterranean depth of [[Ellador]]. Before the arrival of the [[Dregodarians]] or [[Allorn Empire]] to the region, the Dwarves lived below the Elladorian mountains in a grand empire, ruled over by the High Kings of the Great Holds. Eventually, contact was made between Dwarves and Altalar, but these relationships would eventually spell doom to the Great Holds. Tricked into going to war over vast riches, the [[Dwarven Empire]] was shaken to its core when the [[Isldar]] came to be, turning Ellador into a frozen wasteland and forcing the Dwarves underground once more. In their isolation, the Dwarves unleashed a terror from the depths, the [[Dakkar]], which resulted in the fall of half of their Great Holds, and the collapse of the Dwarven Empire. Since then, the Dwarves have spread out across wider [[Aloria]] in the Dwarven Diaspora, with pockets of them settling in the various nations of others, offering their skills to benefit the societies they live in. While many are quick to declare the Dwarves a dying Race whose golden age has decayed beyond repair, others have seen the Dwarves for who they truly are: a proud people forged in hardship, and tempered to resist even the greatest of challenges, always persevering to live another day and ensure the legacy of their ancestors does not fade away into obscurity.


==Physical Characteristics==
==Core Identity==
Dwarves can generally be described as very short humanoids, though upon closer inspection their proportional differences become apparent. Dwarves are broader than their Ailor cousins by a considerable margin; though to make them have a comparable weight despite their lacking height. Dwarves do not grow above five feet in height, with the smallest of their folk coming in at four feet tall. Females tend to be a few inches shorter and a little less broad than the males, though they remain thicker and stickier than most other Human Races. A Dwarf’s lifespan is about 130 years, but earlier deaths are common. While Dwarves reach maturity at a comparable speed to [[Humans]], they will begin to show grey in their beards shortly after their one hundredth birthday, and will only begin to show dehabilitagine effects of aging one year prior to their death. Dwarves will usually sprout brown, red, and black hair, and very rarely golden hair. Dwarven eye colors tend to stay around black, brown, or grey. All Dwarves can very occasionally have blue eyes, and this is thought to be a child who has received a blessing from [[Duindin]].  
===Introduction===
To be a Dwarf is to be resilient in the face of adversity, persevering where others would falter, and looking ever forwards when the past has taken everything. The Dwarves are master smiths, miners, mathematicians, and general craftsmen, having a knack for making the most mundane of creations appear like a work of art. With an unmatched ethos of integrity and hard work, the Dwarves have proven to wider Aloria that their kinsmen are not one to be discounted, even with its population lower than any other Race, even that of the [[Maraya]]. Dwarves are aware that they are seen by many as a dying Race whose glory days have frozen over, and now suffer a low decline. Yet to the Dwarves, this present reality is one hardly given passive thought or consideration. They have learned to make do with their lot in life and finding the proverbial diamonds in the rough.


All Dwarves have three interesting traits owed to their stocky bodies and the hardy lifestyle of their ancestors. Their respiratory systems are incredibly adaptive after evolving to suit the harsh conditions their ancestors endured. This means that Dwarves can extract oxygen from heavily contaminated or dirty air. They’re capable of breathing smoke with only minor discomfort, and poison gasses have dramatically reduced effects on them. For example, gas potent enough to knock out an Ailor will only make a Dwarf feel very fatigued. Dwarves are incredibly resistant to poisons entering their bodies through other means as well, taking roughly thrice the dosage of the other Races for any effects to begin to show. Dwarves have a curiously accelerated healing rate when compared to other Human Races. As a general rule, a Dwarf will spend half as much time in a healing house than an Ailor will with identical injuries, and their bones will be twice as unlikely to break. A Dwarf’s wounds will clot fairly quickly, blood forming into thick, protective scabs to shelter open injuries. Dwarves take in a very demanding diet to keep up with these abilities, needing twice as much food to feast upon as even the hardiest of humans. Famine is a constant concern for the Dwarven people, making them ideal trading partners for those lands with plenty of agricultural gains. Dwarves who live very average physical lifestyles will garner enough exercise to maintain a “chiseled” physique, resulting in the stout but powerful people. This varies a little when dealing with Urdweld who have a skinnier, slightly hunched build. Dwarves who do not engage themselves physically will earn a most impressive beer gut, and become more fat than stocky within a few short years. Dwarven magic users tend to suffer this most of all, as do scholars. Half-Dwarves will take on a Dwarven appearance over whatever the other parent was, though they do inherit the above quirks at lessened effectiveness. As a final note, a half-Dwarf will ''always'' age at the same speed as an Ailor, with an identical lifespan, regardless of parent Races. Aldor tend to have slightly tanned skin. Finally, female dwarves are technically capable of growing beards, but it takes dwarven women five years to grow a full beard.
===Clans===
[[File:UrdweldDwarfSkin.png|200px|thumb|right|An example of an Urdweld Dwarf Minecraft Skin.]]
So long as there are at least two Dwarves in a population, they will never feel lonely. Whereas Races such as the Ailor have a history of internal strife and bloodshed, Dwarves have never found strife among each other. Instead, Dwarves have a natural affinity for seeking out other Dwarves to form communities with, even if they are complete strangers. These communities are known as Clans, which can best be described as an extended family of friends and acquaintances. Whereas another Race may be more hesitant to let a stranger enter their home and eat dinner with them, this is completely natural for Dwarves, who are known to be hospitable to their guests and treat each other as if they were blood relatives. Clans can be as small as two Dwarves or as large as an entire neighborhood. It is even possible for two Clans to come together as one, or remain separate entities, yet intermingling as if they are one. Ultimately, the central focus of Clans is to ensure that no Dwarf is left alone or abandoned, as their Race cannot afford to be so careless with each other. This also means that homelessness does not exist in Dwarven communities, as a Clan will immediately offer shelter to a Dwarf they see in need. While there are instances of hermit Dwarves that do avoid Clans altogether, they still feel a sense of belonging to the wider Dwarven identity, as all they need to do is knock on a door to be welcomed in for a brief meal or chat with their people.
===Mithorrin===
Mithorrin can best be described as “traditional” Dwarves. Up until the year 26 AC, they were the only species of Dwarf known to exist. Mithorrin tend to have very pale skin.  Their facial features are large and dramatic, if not a little bloated. Their brow, nose, ears, and jaw tend to stick out away from their face. Mithorrin will style themselves very aggressively to reflect their culture and personality, with braided or wildly-cut hair. Braids, mohawks, shaved heads, or grown out long hair are all very common among the Mithorrin, and males are also fond of growing out and styling their beards with equal dramatism. The more elaborate a beard the more potential for trouble however, as it is common all dwarven cultures for one dwarf to tug on another’s beard, usually as a sign of dominance or disrespect. Mithorrin lie on the more extreme end of the physical spectrum for Human species and are capable of carrying around twice their body weight on their backs. Males and females aren’t entirely similar, but they’re certainly not diverse, with universally broad, strong builds. With origins in the Elladorian Holds, their skin is always on the paler side and their hair is often light, with blondes, reds, and lighter browns as the vastly dominant colors. Black and darker hair colors aren't as common among the Mithorrin. Common eye colors are greys, blues, and occasional greens. Mithorrin Clans tend to be centered around Duindin and can be considered more traditional, and Dwarf-centric.
===Aldor===
Aldor have undergone centuries of inbreeding with Ailor cultures, and as a result look far more approachable and pleasant to the Ailor eye than their Mithorrin counterparts. They have very similar faces to the Ailor, but mostly maintain a stocky, Dwarven build (Though, naturally, they aren't as wide as the Mithorrin). Gender diversity has also been wildly enhanced by mixed genetics. Male Aldor tend to have broader, rather masculine frames, while female Aldor tend to have smaller (but still broad by Ailor standards), rather feminine frames. Physically, Aldor are less impressive than their cousins, and while they can hold more weight than an Ailor, they tend to lose out in shoving matches due to their short limbs. Perhaps the most notable trait of the Aldor is their diversity. Centuries of blending with Ailor culture has spread the Aldor far and wide. They can be found as far as [[Daendroc]] or [[Ithania]], and their skin, hair, and eye color vary as much as the natives of these lands. An Aldor from Daendroc can be darkly tanned with brown hair and eyes, for example. Aldor do not tend to identify themselves by Clans, being far more prone to ingratiate themselves in Ailor society. Aldor tend to be very adventurous, and when Dwarven remains are found within ruins, it is more often an adventurous Aldor than an elusive, unburied Mithorrin. Aldor tend to die young due to their adventurous and glory-driven lifestyle.


Songaskia and Qadir have produced their own variants of Aldor, known as the Desert-Aldor and the Brown-Dwarves respectively. While their Proficiencies remain the same as "normal" Aldor, their cultural background tends to favor the particular background of their non-Dwarf parent. Desert-Aldor are particularly known to be very self-aggrandizing, seeing themselves as both protectors and inheritors of Dragon Culture, and in keeping with the Dwarven ideals of Duindin. They tend to be incredibly confident and at times lack the reverence seen from other Dwarves. Brown-Dwarves are known to be the most intelligent of the Dwarves, rivaling if not outright being more clever than even the Urdweld. They are also supremely skilled in goldsmithing and fine craft works, though half Qadir Aldor do tend to be very rare. Both groups are almost always ostracized by Dwarven society, as they are a perceived betrayal of various Dwarf tenants and traditions. These Desert-Aldor always have dark skin tones, and possess the same visuals as half Ailor Aldor in terms of body shape. As for hair and eye color, they can either take after Dwarven or Qadir/Songaskian colorations.
==Design==
===Mental Characteristics===
Dwarves are resilient yet adaptable, stubborn yet empathetic, and hardworking yet playful. These contradictions all come together to create the Dwarven mentality of life. Having suffered betrayals and warfare against an assortment of enemies, even to the point where their once-great empire has crumbled to a few remaining Great Holds, Dwarves have an uncanny ability to take whatever is being thrown at them and launch it right back with greater ferocity. Dwarves as such have a very strong survival instinct and look to find ways to maintain their footing in Aloria, lest their Race slip into irrelevance and squander what their ancestors had accomplished. Dwarves are known to stick to their plans and see them carried out, but also know when a plan needs to change for the greater good and can abandon them with a sense of accomplishment and understanding. With this sense of perseverance, many would expect the Dwarves to be as cold and hard as the stones they mine under. However, the Dwarves are often hearty and inviting, as well as are known to be the bringers of merriment to any social event. Even while working in their trades, Dwarves are known to jest with one another or sing a communal song, all while ensuring that their labor is being carried out competently.


===Urdweld===
===Physical Characteristics===
Said to be so ugly that they sought gold to afford good looks, the Urdweld are considered eyesores among the Mithorrin and Aldor. This is cultural bias at its greatest, as the main difference between the Urdweld and their brethren kin is the large red noses and pronounced brow ridges that give off the impression of an eternally angry expression. They have a very similar physical size and build to the other splits of dwarfkin, but they are typically a few inches shorter and less muscular. A remarkable trait of the Urdweld is their hair, which grows an inch every week, six times as fast as any other Race. It is very common to find Urdweld Dwarves with hair sticking out almost every part of their skin. Not even their women are spared from this freakish growth, as they too are known to grow hair in every place a man could expect. Their skin ranges from a sickly pale to ashen grey and even darker shades of black, as hundreds of years with very little contact with the outside world has kept them away from the sun. The Urweld split enjoys a slighter longer lifespan of 150 years of age. Urdweld hair, of note, is near always black but appears in a bizarrely wide variety of styles, cuts, and textures. A dark blue hair color is a rarity among their people. Somewhat more common is a sickly dark blue eye color, though about half maintain the usual dwarven eye colors.
[[File:Newdwarf.png|200px|thumb|right|The stocky appearance of Dwarves gives them a reputation of hardiness and strength.]]
True to their name, Dwarves are known to be the shortest Race in Aloria, with all of their members being shorter than five feet tall. Often mistaken for shorter [[Ailor]], Dwarves tend to have wider frames if they were scaled up to the size of an Ailor, and also have greater development of muscle mass in comparison. Their skin is known to be tougher than others, with their hands and feet often remarked to have a leathery texture to them, almost as if they are callused, yet lacking the hardness that is associated with them in Ailor. Dwarves are also known to have strong skeletons, allowing them to carry heavier loads which can appear somewhat amusing to others, yet is completely normal to Dwarves.


==Mental Characteristics==
Many Dwarves often have semi-exaggerated facial features, such as more pronounced noses, brows, ears, and jaws, though it is also just as common to have very Ailor-like features. Dwarves also grow their hair faster than other Races, with the men often fastening various ornaments to them as a cultural fashion. Besides these differences, Dwarves can be compared to Ailor quite accurately. Dwarves feature the same sets of hair, eye, and skin color as the Ailor, with the same sort of diversity found across all populations (meaning an African-coded Dwarf can be the blood-related sibling of an East-Asian-coded Dwarf, who has a blood-relative nephew that is Caucasian-coded).
All Dwarves will have a unifying tactical, enduring, and intensely stubborn view of the world.  Given the many tragedies inflicted on their people, all Dwarves possess a hardy mental fortitude to match their physical constitution. While capable of being “merry” with all sorts of folks, all Dwarves are also inherently distrustful of other Races, and thus are prone to intense loyalties and bitter grudges. Additionally, Dwarves of all sorts value competency and strength, though each of the Dwarven peoples has a different perspective on what it means to truly be strong in the face of adversity.


The Mithorrin, being the most traditional of the Dwarven species, greatly value loyalty and the honoring of their ancestors. Unity is a strong trait within these Dwarves; they will gather a close-knit circle of friends and neighbors whenever possible. Mithorrin consider the safety and advances of the Dwarven people paramount above all, and worship Duindin more intensely than their brothers. While this circle will usually remain among Dwarves, the Mithorrin will occasionally befriend a non-Dwarf. This is a great honor to Dwarven society, with these few friends of the Dwarven people being christened “Ørbrodir”, or “Brother of Stone“. Mithorrin will go out of their way to be “Merry” with all, using that word to differentiate between those they consider true friends and those they will drink and sing and do business with. Mithorrin have slow-burning tempers, but when they boil over they are capable of an intense display of fury.  
Half-Dwarves often retain the height of their Dwarven parent, while appearing like a stockier version of their non-Dwarf parent. For example, a [[Qadir]]-Dwarf child would appear like a short, stocky Qadir while still having sandstone-colored eyes and mandalas.


Aldor, being the product of Ailor and Mithorrin relationships over several centuries, are greatly opposed to the traditionalistic practices of the Mithorrin. Like the Mithorrin they possess an intense mental fortitude, but they see this trait as proof Dwarves are meant to be free and act as individuals, rather than remain in the “stuffy” clans of the Mithorrin. Aldor are more suited to inventor and tinkerer work, with some preferring to study with other Races to advance their chosen technology. A Mithorrin Dwarf may see an obstacle as something to be endured and fought directly, but an Aldor is more likely to manipulate others to solve the problem at hand. Their thought process is immediate, bordering on the impulsive, a stark contrast from the usually patient Mithorrin. Aldor are not quite as disciplined as their Dwarven brothers and are more susceptible to addiction and vices. That said, they are usually very empathetic to non-Dwarves, and make for fine merchants and workers within Ailor societies.  
===Racial Abilities & Specials===
Racial Abilities are generally a set of unique powers and effects that all peoples of that race all innately have, while Specials are more passive, aesthetic focused capabilities. Specials are defined per-page, while Abilities can be searched on the [[Ability List]] page to determine their generic function. Dwarves have a mix of Abilities and Specials themed around stones, gems, and the earth. Half Dwarves also get access to the Racial Abilities, but none of the Racial Specials.


When it comes to engineering and finance there is only one Race that stands without a rival, and those would be the Urdweld. As much as the Mithorrin and Aldor hate to admit it, it was the Urdweld who truly made the Dwarves masters of the mines, with their astute, calculative minds set on efficiency and hoarding. Urdweld have begin to typically wear jewelry from other races to flaunt their influence. The Urdweld’s greed is a point of contention among the Dwarves, it having driven hundreds of conflicts between both their people and outsiders. If there anyone who would sell their mother, it would be an Urdweld, and as it happens they are actually known to do so. Unhinged capitalism aside, the Urdweld are quite fond of spending their hard-earned wealth. The indulgent waste of Urdweld nobility can cause economic booms for entire cities in Aloria, and even the lowborn of Urdweld are able to throw away money that would make the average [[Regalian]] merchant sweat.
====Abilities====
===Dwarven Soul===
{| class="wikitable"  
Dwarven Soul is an ability inherent in all three splits of the Dwarven people. While the particular abilities of all three manifest in slightly different ways, all Dwarves are able to call upon a primal force within them to enhance their abilities and to manipulate the world around them and themselves. The exact source of this power is a closely guarded secret and is even unknown to the vast majority of the Dwarven people themselves. The common view of these abilities is that they are given by the Dwarven spirit Duindin and the only known ways for these abilities to be lost to a Dwarf is through particular afflictions such as [[Vampirism]], [[Phantasma]], etc. or through isolation from their kind for a period of more than a week. Dwarven Soul manifests in six particular “Souls”, with each soul granting a particular power, usually for the duration of a week. The names of each Soul come from Dwarven folk heroes who were said to be alive during Duindin’s initial lifespan and were his trusted companions and advisors. The Dwarven Soul is chosen when a Dwarf awakes in the morning on the day they are able to change to a new soul. The decision is based on whatever they most desire to accomplish, create, or manipulate in the world in that moment of waking. The choice can come from foreknowledge of that day’s work, but more often than not is the true desire of the Dwarf upon their first waking moments. Dwarven Soul cannot be interrupted, cancelled, or blocked by any other Power besides the Maraya Race-Weave. Once a Soul has been taken on by a Dwarf, they are unable to change it for a full week.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
{| class="wikitable"
! Ability Name
! style="font-weight:bold; background-color:#c0c0c0;" | The Dwarven Souls
! Ability Type
! style="font-weight:bold; background-color:#c0c0c0;" | Effect / Ability
! Ability Range
! Ability Description
! Modifiers
|-
|-
| Soul of Halsörn (Health)
| style="background-color:#D6C0A0;" | Weapon Summon
| The Soul of Halsörn allows a Dwarf to soldier through wounds that would fell most others. This ability allows a Dwarf to focus their willpower to such an extent that they are briefly, for 15 seconds, completely impervious to all pain. While still traditionally hardy, this does not make them immune to the physical harm that will follow, nor the pain from wounds that will be felt after the 15 seconds have gone by. In addition, after the 15 seconds have elapsed, the Dwarf will become unable to engage in further combat from exhaustion and requires a full night's sleep to fully recover.
| Summon Power
| Self
| Grants the user {{#simple-tooltip: Weapon Summon | The user can summon any type of weapon from Melee Weapon Point Buy, or Ranged Weapon Point Buy made out of Magic. This weapon functions like a normal weapon would, has the same durability, but does not use any ammunition to fire if ranged. While using a Summoned Weapon, all Mundane Techniques used with it are instead classified as Abilities of Magical nature. A destroyed Summoned Weapon cannot be Summoned again for 12 IRL Hours.
}}
| {{#simple-tooltip: Dwarf Modifier | Any Weapon Summoned by a Dwarf is not magically summoned, but ‘crafted’ instantaneously from metals or objects they have on or near them. This weapon is not classified as Magical, and is completely mundane, still using Mundane Techniques. The Weapon appears to be made of cobbled together and quickly welded metals.}}
|-
|-
| Soul of Lågna (Calm)
| style="background-color:#D6C0A0;" | Control Immune
| The Soul of Lågna allows a Dwarf to channel their will to a complete desire for calm. They take on a stoic nature that does not allow for them to be emotionally compromised, maintaining a slightly welcoming, but largely stoic demeanor that cannot be broken by any emotional or physical abuse or temptation. This Soul is only useable by Urdweld, who desire complete control of their emotions so that the efficient accruement of wealth can be prioritized.
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Control Immune | The user is immune to any Control Abilities that would be applied to them. They can however choose to permit the Control Ability to work if they are aware it is being used on them beforehand and want the effect to apply.
}}
| {{#simple-tooltip: Dwarf Modifier | The Dwarf is additionally immune to any Abilities (even non-Control Powers) that would alter or remove their Memories in any way, shape, or form. }}
|-
|-
| Soul of Hånfverk (Creation)
| The Soul of Hånfverk allows a Dwarf to make a singular item of extraordinary value, their [[Metallurgy Arts]] [[Proficiency]] raising by 10 points for the purpose duration of the item creation. Through a long forging process that involves the sacrifice of their own blood and a full day spent forging that one singular item, they are able to create this extraordinary object. This process can only be done once every two weeks, as when the item has been created, the Dwarf loses the ability to take on a new Soul for a fortnight. The physical and emotional drain that comes when invoking the Soul of Hånfverk is said to take five years off a Dwarf’s lifespan and appearance, ensuring it is only used as the mightiest gift a Dwarf can bestow to another. Only Mithorrin can take this Soul.
|-
| Soul of Bråverk (Truth)
| Those who believe in any of the [[Dragon]] related faiths are able to use the Will of Denial to create an area of effect in which [[Void]] or [[Exist]] based Magic simply does not work. This is done by crushing a bone-bangle on a traditional Dragon Worship armband (which may have up to 3 bone bangles on it at any given time for balance). When such a bone bangle is crushed, it quickly spreads out white [[Soul Essence]] dust in a radius of 10x10 blocks around the Dragon Worshiper, in which Magic cannot be cast from, or cast into for at least 10 minutes. However, it has no effect on already cast Magic or Magic that has already taken hold inside the area. The area also cannot move post-cast.
|-
| Soul of Torvakt (Protect)
| The Soul of Torvakt, usually only used by Dwarves trained in shielding, allows an individual to enter a state of chillingly calm defense. They are able to hold their ground and deflect or parry a blow, and stop the attacker in their tracks. The attacker will be unable to pass by the dwarf or move out of melee range of the dwarf, and can only attack the dwarf before them. This can only be upheld for 30 seconds and can only be done to protect one particular individual, that the dwarf in question decided upon when they took the Soul, whether it be to allow them time to run or recover. It is broken if any other individual attempts to harm the attacker, or if the Dwarf in question attempts to harm the attacker.
|-
| Soul of Hämnd (Revenge)
| The Soul of Hämnd is seen as something of a taboo in Dwarven society and is very rarely used as a result. The Soul of Hämnd allows a Dwarf to brand an enemy as a “Gravemarked”, which, upon physical contact, will mark the individual in the eyes of all Dwarves as such, resulting in a dark, smokey aura that can only be seen by other Dwarves, indicating the person is not to be trusted. This is only ever done against an individual who commits a grievous slight or atrocity against the Dwarven people and can only be lifted by the Dwarf who marked them, or if a full month has passed since the marking. If the Dwarf who marked them is to die, the Gravemark will be lifted. The Gravemarked will feel or perceive nothing at all.
|}
|}


==History==
====Specials====
Dwarves are scarcely found in the texts of other Races due to their self-imposed xenophobia and isolation throughout most of their ancient history. Dwarves appeared to simply sprout up from the mountains, a myth the Dwarves seem more than happy to spread. In the days before the oldest written records of Ølovomm, the days the “Ancient Holds” were rumored to exist, but very few records of these exist into the present day. Rumors of such Ancient Holds existing as far north as Jorrhildr have spread into the current day, adding to the number of dead adventurers littering the frozen wastes of Jorrhildr. Rumors of ancient subterranean Holds connected to vast and fortunate cave systems keep adventurers coming to Ellador and Jorrhildr both. The first “modern” Dwarven Hold was the [[Ølovomm]] Hold, established somewhere around 700 BC by a group of a dozen or so Dwarven colonies who--in a rare moment of Mithorrin innovation--observed the changing world around them and sought to unite themselves in order to remain relevant and successful in the developing world. Each Hold’s Kings came together to form the Hold’s council, or “Mountain Council.” To this day, Holds operate on an Mountain Council of exactly seven Kings. Even though this was never intended to be a permanent system, the fierce traditionalism of the Mithorrin has set the method in stone for good.
=====Masters of the Anvil=====
Dwarves have a natural and cultural inclination towards metals and are the undisputed masters of the forge. All Dwarves may choose one Crafting Point Buy Pack for free without Proficiency Point investment. Additionally, a Dwarf can identify by sight and touch alone what metals an object is made of, even if it is just small engravings or plating, and even without that Point Buy Pack.
 
=====Unparalleled Quality=====
Crafting and the material arts are generational and communal for Dwarves, with each family having tips and tricks of the trade that they pass down and share. Dwarves are usually perpetually honing their craft, and skills, eager to learn and improve from others to make it better, and then some past that. Anything a Dwarf makes with Metallurgy will always be of a higher quality. Weapons and Armor are more resistant to natural degradation, sharper, and more expertly crafted. In addition, nothing a Dwarf makes is ever truly broken, as long as it was made by their hands and returned to them for repairs.
 
=====Utilitarian Handiness=====
A Dwarf is never without tools and can, with any nearby materials, compile them into a small non-combat tool in their hands, like a hammer, pencil, chisel, etc. This ‘crafting’ is almost instantaneous, and while the tool looks cobbled together, they are completely functional and made of the equivalent of steel. The Dwarf can make as many of these tools as they would like, or as many as their surroundings would reasonably allow. The Dwarf can also hand these off to others, but 5 minutes after leaving Emote Distance of the Dwarf who created it, these tools will break instantly.


Dwarven population skyrocketed due to Ølovomm’s success, and as the centuries went on, more Dwarves broke off from Ølovomm to form their own Holds in Ellador’s many mountain ranges. The Holds [[Skorr]], [[Østrey]], [[Tehl-Humm]], and [[Æthrammar]] were all born over the next few centuries and operated on a disturbingly identical system to their father-hold. In fact, every Hold functioned so similarly that a Dwarf could be placed in any of them and live their life with near-complete familiarity, minus that with the populous. Years of prosperity tempted fate, and eventually the Dwarves had their first hostile encounter with another Race. The Dwarves were not unfamiliar with the other Races of Aloria, but certainly treated them with distrust. The Dregodar had been long-time neighbors of the early Dwarves, but contact was sparse. Traditionally, the Dregodar constructed their temples atop the tallest mountains in the region, which often sat them right atop the Dwarven Holds. The Mithorrin only considered their lands to be subterranean, but somewhere around 170 BC, Altalar spies discovered a scheme devised by the Kings of the Hold of Østrey. The Mountain Council of this Hold had been secretly hoarding a mass of treasure for their own benefit, including a small but beyond valuable collection of [[Starris]]. To avoid a civil war, these Østrey Kings made a deal with the Nelfin agents, organizing an attack against the nearby Dregodar. The other Holds followed suit, and the Dregodar people were quickly massacred; their temples destroyed, their people slaughtered, their [[Dragons]] butchered and their remains hoarded by the Dwarves, quickly casting any hopes of an alliance to the winds.  
=====Natural Affinity=====
The Dwarven Race is naturally resistant to unwanted Planar infection, being an exceptionally hardy peoples. While the Dwarf is not Aberrant or Occult, they are completely Immune to Blood Sickness, Soul Sickness, or any Sickness inflicted from failed affliction infection. If the Dwarf is an Aberrant or Occult instead, they gain no bonus from this Special at all.


By 56 BC, the fleeting alliance had dissolved due to the latter party’s growing distrust. Alone, the Dwarves continued their offense on the Dregodar and alone killed the last of the [[Black Scale Mountain Dragons]]. However, the beast's reincarnation as the [[Great Ice Dragon]] spelled disaster for the Dwarves. Hundreds, if not thousands of lives were lost to the Dragon’s magic. Though the Dregodar vanished from Aloria after this event, the Dwarves took this loss heavily as it was their first substantial loss of life in war. After this event the Østrey Kings moved their secretive treasury and departed the Hold with a small band of followers, retreating south. Dwarven history leveled for the next few decades, remaining steady and predictable just as its inhabitants demanded. Throughout and after the war with the Dregodar, Holds had continued to sprout up, with the famous Holds [[Brohl]], [[Grebor]], and [[Aldruin]] being formed around this time along with a few others. The Dwarves kept their doors sealed throughout the [[Cataclysm]], still fearful of interaction with the other Races. Despite their best efforts, doom eventually came from within to shake the Dwarven people.
=====Unbroken Kinship=====
The Dwarf has a naturally strong body and an even stronger stomach. The Dwarf is immune to any negative or detrimental effects from ingested poisons, rotten or out of date food, or otherwise corrupted and inedible materials. This includes alcohol, but only to the point that the Dwarf cannot pass out or become sick from excessive intoxication (they can still get drunk normally). In addition, the Dwarf can lift objects their strength may not usually allow, able to hold up fallen structures, or lift massive boulders. This cannot be used in any Combat RP or competitive RP. They are also resistant to naturally occurring extreme temperatures, both hot and cold.


The [[Dakkar]] were uncovered in 26 AC in the Hold of Skorr, which had grown famous for its bountiful and astronomically deep mines. The Dwarves of the Hold were treated to immediate hostilities, and after years without conflict and no specialized weapons, the Hold only held out against the Dakkar horde for three days before the populous was routed and slaughtered. The Hold of Skorr became the first of any Dwarven Hold to fall. A year later, a second Hold, Fummd, was overrun. Dwarven refugees became common in surrounding Ailor settlements. These would become the Aldor over the course of time, but in these early days, they were treated with the same distrust their ancestors had shown the Ailor. The Dwarves and the Dakkar remained locked in a subterranean war for centuries. The next Hold to fall was the first to rise, the Hold of Ølovomm, resulting in a massive crash in Dwarven morale.
==Language==
The Dwarf language is known simply as [[Dwarvish]] which has a real-life equivalent to Old Norse. Dwarven is a difficult language to learn for many, as it lacks the more familiar [[Altalar]] alphabet, instead using its own runic letters instead (based on IRL Younger Furthark). These runes are featured in everything made by Dwarves, such as the heads of axes, the stone columns of buildings, or engravings on jewelry. Dwarven names feature a personal first name, a middle name to honor an ancestor, and a last name.


In the years following, the two remaining Holds of Grebor and Aldruin would make many attempts to recover the strength of their people but fail as many Dwarves, particular the Aldor Clans, flocked to Regalia to assist them in the many wars following 300 AC.  A brief alliance was made with Regalia, along with [[Orcish]] smiths, to construct the Great Dredge Fleet of 302 AC, a mobile force fueled by Regalian coal, Dwarven engineering and Orc explosives. This was a decisive alliance Regalia’s ultimate victory in the conflict. With the announcement of the 11th Creed, hope for a renewed Dwarven Empire was made possible, with many Dwarves attempting to create a lasting alliance with the Empire, but each ultimately failed. In 304 AC, with the assistance of Regalian Black Powder, the Dwarves were able to find a curious gas deep below their remaining Holds. With this technology, Airships were soon flying across Aloria, and the Regalian Empire paid the Dwarves considerably for this advancement in technology. This Loftoren Gas would make airships more readily available and became a crucial part of Dwarven metallurgy practices moving forward. Then, in 305 AC, an illness spread like wildfire across Aloria. The Dakkar were forced to retreat to the very lowest depths of Ellador, confined there and leaving the grand majority of the Dwarven Holds uninhabited. Tragically, the Dwarven people had suffered too many losses and simply did not have the numbers to retake all of their Holds. However, in the spring of 305 AC, after a little over a year of Isldar forces slowly advancing on the Dwarven Holds, the Isldar attacked and ultimately took Aldruin. Most of the populace was led off in chains, and with Grebor alone standing, ready to blow themselves up, the Dwarven people reached their lowest point.
Example list of Dwarven First Names:
'''Male''': Arni, Danr, Gunni, Hrolfr, Magni, Steinn, Vigi
'''Female''': Asta, Dagny, Edda, Hildr, Katla, Unnr
'''Non-Gendered''': Audr, Kanan, Thea, Pavi, Rudra, Navi


A year later, the misery and woe of the Dwarven people were finally answered. Andinn Blackhammer, himself a minor King in the Hold of Grebor, set off into the depths of their Hold. He emerged many months later, along with a veritable army of Urdweld, a Dwarven split-species that had been removed from surface life for generations. With them they brought riches untold from the depths of the world, and Andinn himself with a one-handed Starris Warhammer, the likes of which the world had never seen. He rode out from Grebor within a week and charged the Isldar forces who had been besieging Aldruin. As luck would have it, the Isldar had already begun their retreat to centralize their hold on Ellador, but Aldruin met with a small band of Isldar and for the first time in their history, scored a resounding victory for the Dwarven people over the Isldar. In short order, he was named “Lord of the Dwarven Kingdoms”, with some whispering him to be the second coming of Duindin himself. Whatever the case, what was undeniable was the influx of Urdweld and Mithorrin into Human settlements. Many went sent by King Blackhammer himself to make lasting ties with the Regalian Empire and other world powers, as many Holds were left in ruin and unrecovered. With Grebor and Aldruin back under Dwarven control, and many Dwarves being sent out abroad to make lasting ties, the fate of the Dwarven people finally seemed to be looking up.
As well as a first, middle, and last name, Dwarves also have a Hold Name from which they trace their ancestral lineage to. Each of the Hold Names is named after a Founder God, and are summarized below:
*Dwarves from Ølovhamm have the Hold Name Ølovhammin
*Dwarves from Ruin-Khuuramman have the Hold Name Ruin-Khuur
*Dwarves from Grebor have the Hold Name Greborrin
*Dwarves from Aldruin have the Hold Name Aldor


==Society==
==Religion==
Aldor society does not formally exist, instead adapting to whatever society they are born into. Mithorrin society has a very strong, flat structure. A Clan of Dwarves tends to share the same surname, or similarly styled surname, being led by a King, recognized as the ruler of said Clan. Being centered around the idea that all within the Clan are equals (so long as they pull their weight), kindness and decency is expected among most Dwarves. Kings are chosen by bloodline by their respective Clans and while respected, their word is more suggestion than law. A King will generally pass on the title of King to their eldest son, but in times of great strife, it is best assumed that the most competent Dwarf will lead a Clan as their King. Chosen Kings have exactly the same rights as other Mithorrin, but are generally treated with more respect and gratitude. Mithorrin society is so strong that those who leave it generally struggle to identify superiors and inferiors. A fresh trainee may be given a newly-forged Warhammer, while a hardened veteran may content himself to a simple club. Mithorrin women, like Urdweld, tend to be more fierce and ambitious than women in many Ailor cultures, but the majority will focus this efficiency on “keeping the hearth strong”, which can range from cooking to metalworking to the defense of a Hold. Female Dwarves never become Kings, instead preferring to serve as engravers, homemakers, merchants, or Forge-Sisters (a priestess) of Duindin. Male Dwarves tend to be far more humbled. They’re happy to be smiths, soldiers, mining workers, and other less refined jobs. Urdweld will organize themselves by age, with the eldest having the final say in matters of business on behalf of the Urdweld within their Clans. Urdweld have a curious fascination with Duindin, and seem to think of him as more of a mighty and demanding god than a kind, just one, and this reflects in Urdweld’s high expectations of excellence and business savvy amongst each other.  
Dwarves follow the Faith of the Founder Gods, or the Dogma of Duindin. This religion is focused only on the Dwarves, and the other Races are completely ignored in their religious beliefs. This does not bother the Dwarves, who at one time never knew other Races existed, as they believe that they only need to know what Duindin has revealed to them and anything else does not require them to focus too much effort on. As a result, Dwarves are very indifferent about the creation of Aloria or other Races, viewing other faiths as a means for non-Dwarves to find their way in the world. Most curious of all is that Dwarves do not fully deny the possibility of Duindin being a sub-diety to some other divine being, though accept that such a question does not need to be answered unless Duindin reveals it himself.


===Politics===
According to the Dwarves, Duindin was the creator of the Dwarves, who took the materials of the earth and molded them into the shape of a Dwarf, before breathing life into them. In the beginning, the first Dwarves were completely helpless, as they lacked the understanding to survive in a subterranean environment. Having pity for his creation, Duindin chose to reveal himself to the Dwarves by taking on their form, instructing them whenever they met a hardship they could not overcome. As such, Duindin is known as a god that reincarnates into a mortal body every time the Dwarven people required his divine intervention, before dying and waiting for the next time he was needed. Each of Duindin’s incarnations is known as a Founder God, who created one of the Great Holds of Ellador. Below is a summary of each Founder God:
The Dwarven political system is a relatively simple one. Every Clan of Dwarves must have a King, running of a Monarchy system. Each King is seen as the nearest representation of Duindin among their people, that usually being the most battle hardened, wise, and hard working of their people. In each Hold, seven Kings form a “Mountain Council”, so named due to each Clan typically coming from a different section of mountainous caverns. Some Holds, such as the Battlehammer controlled Aldruin, prefer to let a prominent King take a leading position in the Hold, with an Duin Council acting beneath them. If a King is to die, they are replaced that very day by the Clan as a whole, typically coming down to a simple vote, and usually falling to the son of the former King, assuming they are of age and competent enough to handle the position. The Kings essentially serves as a ‘face’ for the Hold; they handle trade deals, immigration, negotiations, and inner-Hold disputes. With the recent ascension of the Blackhammer Clan, Kings are also expected to take constant leadership in military conflicts and expansion. Dwarven Holds are surprisingly huge, rivaling the size of Human Kingdoms. Clans and Kings may exist outside Dwarven Holds, with Andinn Blackhammer, in particular, professing a need for new Clans to be formed abroad, but they follow much the same political structure.


Aldor practically have no politics of their own, since they lack any sort of unity as a Race, other than their tendency to blend into Mithorrin Clans. Most are politically apathetic and carefree, with a fleeting, critical interest of politicians and their craft. Others may be straight up anarchistic, and work to disassemble or slander political movement simply because they disagree so vehemently with it. Urdweld, given their smaller numbers, are run by a small council of “Deep Ministers” that handle all matters of business and alliance brokering, and delegate particular tasks and “city-targeting” to smaller groups of Urdweld. Urdweld are encouraged to travel to Ailor and other such settlements to broker alliances, gather wealth and intelligence, and establish Clans.
*'''Ølovhamm''' was the first time Duindin took on mortal form, and thus gave the Dwarves a physical representation to note for future incarnations. Ølovhamm taught the Dwarves how to survive in a subterranean environment by teaching them how to mine, build, farm, forage, and develop families. Together with his creation, Ølovhamm created the first Great Hold, with himself as High King. When he saw his creation succeed in surviving, Ølovhamm died, and Duindin returned to watch over the Dwarves from beyond.
===Culture===
Aldor do not follow any particular culture at all, much like their societal and political practices. They are free spirits above all and will either assimilate into Mithrodin culture or Ailor depending on their birthplace.


Urdwelder Culture is a harsh way of life. Compassion and empathy are foreign concepts to the Urdweld. The closest thing one comes to sympathies in Urdwelder diasporas is to assist those whose downfall hurts their interests. It isn’t uncommon for Urdweld of the same blood to offer one another favors in times of need, so long as the debts can be repaid in due time.
*'''Ruin-Kuuramman''' was the second time Duindin took on mortal form after he saw Ølovhamm Hold stagnate and grow overpopulated, causing strife among the Dwarves. Ruin-Khuuramman taught the Dwarves how to build a civilization, such as setting up government, bureaucracies, mathematics, schooling, and Clans. A second Great Hold was constructed with help from Ruin-Khuramman, creating the Dwarven Empire in the process. Communication networks were created between Ruin Kurhamman and Ølovhamm, and the Dwarves entered their golden age under the mountains of Ellador, where the Halls of the High King were lined with Gold and gems of all varieties, and technological advancements such as the creation of mining explosives were made. When he saw his creation succeed in empire-building, Ruin-Khuuramman died, and Duindin returned once more to watch the Dwarves from beyond.
To be in the debt, for an Urdweld, is a great shame for themselves and their clan. The market decides everything after all, and if a Dwarf isn’t able to keep up then they had this coming. Debts are an awfully integral part of Urdweld culture, as clans are renowned to keep close accounting of every minute detail of every debt and grudge they possess. The grudges of the Urdweld have been the undoing for countless figures and societies throughout the eons they have dwelled under mountains or in the great cities of Aloria. While they may not possess empathy, they certainly respect the debts and grudges of their kinsmen, and will do everything in their power to strike a name out of their tomes, even generations after the death of the author.


Mithorrin Culture is incredibly pragmatic and rigid. Indecision is looked down upon, with a Mithorrin Dwarf generally being expected to take to a trade at maturity and stick with it for life. This culture-ingrained lifelong dedication makes the Mithorrin natural masters at their crafts, if not a little jaded or uninspired. Some Mithorrin will take to their craft with flying colors, while others will find it unfulfilling and exasperating. Both are expected to follow their choice to the grave. In Mithorrin culture, beauty is functionality, so only the most functional, critical, and integral items are embellished with the Dwarven Alphabet and script the people consider appealing. Cornerstones of bridges, for example, are often ornately decorated, as might be the central pillar of the King’s chamber. The Mithorrin also practice blocky, squared-off tattooing. Traditional Mithorrin tattoos always originate from the chest over the heart, as it’s seen as the integral piece of the Dwarf’s body. Proud or successful Dwarves may have their tattoos stretch to their fingertips or knees, but the design will always originate at the heart.
*'''Grebor''' was the third time Duindin took on mortal form, after a group of Dwarves tunneled to the surface of Ellador, and found an unknown wilderness waiting for them, alongside strange beings of notable height (which would later be revealed to be the Dregodarian Altalar). Grebor taught the Dwarves how to conduct diplomacy with strangers, how to trade with foreigners, and how to wage war against enemies. A third Great Hold was constructed with help from Grebor, which became the first Great Hold to have an entrance on the surface of Ellador, serving as a trading station, but also a vanguard outpost for the Dwarven military. Grebor was High King when the Allorn Empire first contacted the Dwarven Empire, and established good relations with the [[Nelfin]]. When he saw his creation succeed in establishing first contact, Grebor died, and Duindin returned once more to watch the Dwarves from beyond.


Pipe-smoking is of crucial importance to Dwarven life. A Dwarf crafts his own pipe when they reach adulthood, and carry it with them as a treasured possession. Typically this pipe is inscribed with the Dwarf's name and the names of their mother; a reminder that home is not far when the proper time is taken. The pipeweed used by Dwarves often are underground fungi and plants, with a particular strain, “Duindin’s Draft”, is rumored to have magical properties, but this is met with merry laughter from the Mithorrin, who proclaim it to simply be “the finest smoke one will find away from Duindin’s realm”.  
*'''Aldruin''' was the fourth and last time Duindin has taken on mortal form, after two notable events destroyed the Dwarven Empire. First, the [[Battle of Udillin’s Foot]] plunged the surface of Ellador into a frozen hellscape, cutting off the Dwarven Empire from contact with the outside world, alongside a hostile Isldar force on their doorstep. Secondly, and more damning, the Dwarves of Ølovhamm Hold dug too deep in pursuit of riches and unleashed the Dakkar. Within months, Ølovhamm was overrun and the Dwarven population eradicated, with Ruin-Khuuramman soon to fall, signaling the end of the Dwarven Empire. Aldruin taught the Dwarves to persevere, and to venture out into wider Aloria in order to prevent the fall of Duindin’s creation. Aldruin as such is the Founder God of the Dwarven Diaspora, which saw large communities of Dwarves spread out around Aloria, settling into new settlements and serving under the local states as master craftsmen. Aldruin also taught the Dwarves to find hope even in the most desperate hour, and that they know all they need to weather the storm. Aldruin aided in the construction of the fourth Great Hold, which replaced Grebor as the communication line between the Dwarven remnants and the Diaspora across Aloria. When he received word that the first settlements of the Diaspora has been established, Aldruin went to Ruin-Khuuramman to wage war against the Dakkar, where he died in combat against an innumerable host of Dakkar, and Duindin returned once more to watch the Dwarves from beyond.


===Religion===
Like [[Unionism]], Dwarves can pray to Duindin directly or through one of his Founder God incarnations. As the Founder Gods represent aspects found in everyday life, they are often prayed to the most and are often the patron deity of a certain trade (Ølovhamm for farmers and miners, Ruin-Khuuramman for teachers and scribes, Grebor for soldiers and diplomats, and Aldruin for sailors and doctors, to name a few associations). Prayers to Duindin or the Founder Gods are often a more personal experience, except for one communal show of worship which takes place during the night of a New Moon. During this time, Dwarves will come together to offer up some of their belongings to a massive open fire pit, while chanting the Song of Duindin. It is believed that these offerings are given directly to Dundin, who will distribute them to the Dwarves who exist in the afterlife.
Most Aldor nowadays are [[Unionists]], [[Old Gods]] worshippers, or agnostic. Mithorrin, however, keep to their old ways as always, with continued worship to the Dogma of Duindin. This obscure religion is loosely comparable to ancestor worship, though the particular focus is on Duindin himself. Duindin was a Dwarf of great renown, who ruled over the Hold of Ølovomm as the one and only “Underking”. At this time, there were the Holds of Ølovomm in the Northern Mountains, the Skorr and Østrey to the East, the Tehl-Humm to the West and the hold of Æthrammar in the South. The only reason these Holds are known to exist is the above ground entrances or ruins each has. Many more are rumored to have secretive entrances dotting Ellador and Jorrhildr. In this age, Duindin was seen as a God walking among the early Dwarven Clans, capable of defeating any foe in combat with his magical, returning throwing hammer. Whether these tales are all hyperbole or based in some truth isn’t so important to his worshippers; the glory-filled stone tablets passed down through the Clans steel the resolves of many worshippers to this day. Priests and Priestesses of Duindin are referred to as the Forge-Brothers and Forge-Sisters, and tend to spread Duindin’s prime message to the Dwarven people. Duindin, as the father of all Dwarves and the only true creator and leader of their people, is to be honored by workmanship in smithing, stoneworking, fighting, and defending one’s clan. In the early days of Ølovomm, texts indicate followers of Duindin were capable of forging and bestowing magical boons, for both weapon and incantation alike. This age has long since past, whether true or not. Some theorize this is due to the loss of followers in Duindin’s faith. Duindin’s followers believe only by restoring the dwarven populace and those faithful to Duindin will such gifts be bestowed upon their people again.  


Worship to Duindin is only done once a month when the moon is full. Clans will gather outside, typically among the peaks of their mountains, and set up a great outdoor smithy. Manipulating steam and mirror technology to capture the light of the moon, they will begin a 24-hour chant, smithing and creating all the while. The very greatest works of the Dwarven people are forged during this time, chanting and singing all the while. The Urdweld also proclaim to worship Duindin once a month, though their rituals are secretive and never done in the open, the Urdweld preferring to retreat in solitude, or among what few of their clansman they truly trust, and chant towards their deity in a loud and impassioned prayer. An Urdweld among the group may cut themselves and bleed onto a piece of worked metal, to be worked and forged into a glorious weapon. Rather than use it, however, Urdweld are more likely to sell it to continue amassing wealth, an all-important facet of their relationship with Duindin. To an Urdweld, Duindin was the most successful of any Dwarf and brought about an age of prosperity they hope to achieve again.
In regards to death and the afterlife, Dwarves believe that when they die, their spirits travel to the Halls of Duindin, where they are reunited with all the Dwarves that have ever died, alongside Duindin in his full glory as High King of the Eternal Hold. The offerings given during the New Moon are used to provide the dead with the resources needed to thrive in the afterlife, such as hammers to work in the Halls of Duindin, or food to hold great feasts for all Dwarven-kind.


===Economy===
The Dwarves also have a prophecy that describes what happens when every Dwarf in Aloria dies off and the Race goes extinct. When the final Dwarf enters the Halls of Duindin, all the Dwarves will return once more to Aloria, where they shall defeat all who have ever made an enemy against the Dwarven Race, before establishing the Eternal Hold under Ellador, where all Alorians shall find a realm which has never occurred before. Due to this prophecy, the Dwarves are not as worried about recovering the fallen Holds of Ølovhomm and Ruin-Khuuramman, as Duindin will eventually re-establish them upon the return of the Dwarves. However, Dwarves also believe that continuing these efforts helps buy time for their ancestors in the afterlife, as more offerings are able to be delivered during the New Moon, as well as allowing more Dwarves to be born and die, in order to increase their numbers for the final conquest.
The Hold of Grebor has fully abandoned its ways of old and thrives on foreign trade. The Mithorrin remaining in the Holds use the Regal to promote foreign trade. Grebor’s main economic deals come from their contracting of steam and airship technology to the Regalian Empire. The Hold of Aldruin, having only just been reconquered, works off of a similar system, and is more open to outsiders living there than Grebor. Both Holds have deep and expansive mine systems they are in the midst of reconquering after the Dakkar Invasions. [[Steel]], [[Ferr-Iron]], and very rarely their own metals such as [[Metalitra]] will be sold to foreign traders and nations, themselves eager to get their hands in the profitable, if dangerous, markets of Ellador.  


Steam power was an invention of the Dwarven people. Their Holds were warmed using steam and thermal heat, and many of these systems are still functioning today in even the most damaged Holds, like Alum-Berghul. Stonework traps involving the usage of pressure plates dot many Dwarven Holds to ward off intruders and outsiders; a Dwarf will be able to feel the shift in the stone beneath their feet and walk through the traps when entering a Hold or important chamber. Cog-work is readily evident in Dwarven Holds, though of a slightly clunkier nature than the fine clockwork machnications of the Qadir.
==Families==
===Childhood===
Dwarven childhood is fairly comparable to other Races such as the Ailor, with children growing up in a nuclear household of two parents and a few siblings. For the first few years of life, Dwarves often stay at home where they play with handcrafted toys and help around the house with chores to build up working skills. Around the age of 10, Dwarves enter into schooling, where they focus on learning fundamental skills, with a strong focus on mathematics. It is said that Dwarves are some of the greatest mathematical minds in all of Aloria, with many other societies hiring a few Dwarves to handle the keeping of numerical records, or to double check the results of their non-Dwarf co-workers. Following their education at age 20, Dwarves tend to enter apprenticeships with whatever trade they desire to pursue in their life, which they do for another decade.


===Combat and Warfare===
===Adulthood===
Combat and conflict are as a part of Dwarven culture as their beards. Whether it’s splitting an opponent's kneecap into splinters, or resoundingly outmaneuvering a foe in business, every Dwarf is accustomed to and drawn to conflict and confrontation. In martial combat, shields are often used to bash and protect the Dwarves’ small frames. Axes and warhammers are of course favored by the Dwarven people, going along the matra of “A warhammer will shatter the kneecap, and the axe will shred the tendons behind it. Duindin may take care of the rest”. The Mithorrin’s compact size and furious strength makes them a true danger to any they can get their hands on. Generally, Aldor make up for their lack of combat ability by being great smooth-talkers, diplomats, or quick-thinkers.  
Dwarven adulthood revolves around contributing to Dwarven society as a whole, both in the defense of the remaining two Great Holds, but also in supporting the Dwarven Diaspora across wider Aloria. Dwarves live about twice as long as Ailor, which has allowed various Dwarven Clans to become well-known across several generations, thus making their reputation well-known in the areas they populate. As a result, many industrial areas across Aloria have notable Dwarven populations which ensure the continued operations of machinery, content in using their race’s abilities to benefit civilizations.


With the arrival of the Urdweld came the arrival of the [[Urdthogg]], a subrace of Bathogg that is uniquely capable of riding into tunnel systems. With it’s sleeker, jet-black mane and forward protruding tusks, the Urdthogg is capable of speeding its bearer along tunnel systems. It’s abnormal hind length strength allows it to climb steep walls for short bursts, making it a dangerous beast underground. These Urdthogg are being trained to work on the surface, but they have not yet been used, with smaller horses and war-ponies remaining in use by the surface clans. Dwarven mages are a true rarity among the Races, with most serving the Mountain Council of their Hold directly. Urdweld tend to have slightly more mages among their clans, with each clan typically having one Mage, who doubles as a sort of Priest to Duindin.
===Romance & Gender Norms===
Dwarves are considered to be committed lovers in relationships, as to be with another in Dwarven society is considered a sign of deep commitment and one which is not easily forgotten. Due to this emphasis on commitment, Dwarves are often hesitant to enter relationships until they get to know the other person, not wishing to commit to something which may not work out in the end. However, if two Dwarves do eventually end up together, their bond is one of the closest and most caring of any in Aloria, as Dwarves will go out of their way to ensure that their partner is provided for. In terms of gender norms, Dwarven society is egalitarian, believing that every Dwarf, regardless of gender identity, has the means to contribute to society. While Dwarves still recognize biological sense, and many Dwarves still identify as male or female, there is no societal pressure for Dwarves to accept a gender binary, and are free to live their lives as they wish. Ultimately, Dwarven society is focused on strengthening the whole of society, and causing grief to others based on their identity runs contrary to such goals.
 
==Politics==
Despite the collapse of the Dwarven Empire, the political hierarchy of the Dwarves has remained practically the same. At the top of society are the High Kings of Grebor and Aldruin, who are elected by the Holds upon the previous ruler’s death. The High Kings are responsible for cross-Hold communication and receiving word from the Diaspora communities abroad. Below the High Kings are various bureaucratic and administrative offices, all held by the most competent of Dwarves in society. Due to their emphasis on meritocracy and importance on aiding their fellow Dwarves, the concept of nobility is hard to grasp in Dwarven society. Even the Clan leaders who oversee various families in a Clan are not considered higher than anyone else, and mostly exist as a representative for the Clan as a whole, rather than its leader.
 
Outside of the Holds, the Dwarven Diaspora still acknowledges the importance of the High Kings, though most day-to-day politics are run by the Clan leaders, who often form small councils in the Diaspora communities to ensure the wellbeing of the Dwarves. These councils interface with the local governments to obtain contracts for mining or construction projects, providing aid to the Great Holds, or any other assortment of interfacing between the Dwarves and others.
 
In all foreign diplomacy, however, Dwarves tend to be seen as incredibly self-centered and unwilling to compromise. While initially, the Dwarves were far warmer in the negotiations with foreign powers, the betrayals by the Allorn Empire and the immense destruction inflicted by the Isldar has made Dwarves far more suspicious of open gestures of goodwill. This doesn’t mean that Dwarves are unwilling to enter negotiations with others; they just assume that they will be betrayed again, and so keep their cards close at hand until they can truly trust others.
 
===Grudges===
One of the most notable concepts of Dwarven politics to outsiders is the concept of the Grudge. Grudges can be compared to blood feuds, where a Dwarf will write down the name of someone who has immensely wronged them and then seek to avenge that wrong at a later point in time. Grudges are often held on an individual level, but it is possible for a Grudge to be shared by an entire Clan, or even the entire Race. This last instance is known as an Eternal Grudge, and it has only been declared twice in history: once against the Isldar, and the second against the Altalar. The Eternal Grudge against the Isldar was declared after the Battle of Udillin’s Foot when Elador froze over. Dwarves blame the Isldar for destroying their people’s way of life, and avenge the grudge by treating the Isldar as perpetual enemies by denying them respite whenever they encounter them and engaging in violent acts against Isldar businesses and communities wherever they are found. The Eternal Grudge against the Altalar is less severe, but is still shared among all Dwarves. As the Allorn Empire failed to assist the Dwarves against their war against the Dregodarians when it mattered most, the Dwarves believe that the ancestors of the Altalar deserve to be belittled and insured, something which never fails to irritate the lineage-obsessed Altalar.
 
When a Dwarf has a Grudge, they will seek out other like-minded Dwarves to help fill that Grudge with them. This can be seen as somewhat immature for outsiders when they see a band of Dwarves seeking to resolve Grudge over something which seems fairly trivial. However, those on the receiving end of a Grudge often learn quickly to seek amends with the Dwarf they slighted, lest they end up with their body bruised or broken, property damaged, or worse. Most Grudges can be solved by apologizing and making amends to the Dwarf who declared the Grudge, while some more serious Grudges can only be paid in blood (not necessarily resulting in death, however). Despite the potential for Grudges getting out of hand, they do demonstrate the unparalleled ability for Dwarves to unify against a common foe with immense dedication and commitment to their kinsmen.
 
==Fashion==
Dwarven fashion is often based on the environment they find themselves in, with flowing fabrics being worn in warmer areas such as Farah'deen, while pelts and thick tunics are worn in the Holds of Ellador. Regardless of climate, jewelry and decoration play a notable role in Dwarven fashion. Of special pride to the Dwarves are their ornately worked belts, often engraved with detailed metal embellishments meant to detail the achievements of the wearer’s ancestors and the symbolism of their lineage. Beard decorations are also a popular practice for men, who are known to grow their facial hair long in order to stylize it in various patterns with rings clasping the hair together. Other jewelry features necklaces, bracelets, and rings made of precious metals, with gemstones finishing off the look. Dwarves believe that these precious metals and stones are of immense importance to Duindin, and so make efforts to collect as much jewelry as possible, in order to offer it as an offering during the monthly ritual of the New Moon. This is where the stereotype of Dwarves being greedy comes from, as many outsiders just believe that the Dwarves are trying to hoard Aloria’s treasures from everyone else, without knowing the religious implications behind it (or even that said treasure is to be destroyed by fire).
 
==World View==
World View is optional content that helps give Dwarves flavor and depth.
*Dwarves are approving of [[Magic]], but mostly in a mundane, assisting role. For example, a Dwarven Fire-Mage is helpful for igniting the forges of a smithy or starting a boiler, but the internal heating systems found in Dwarven homes are completely mechanical in nature.
*Dwarves are extremely supportive of [[Engineering]], especially Steamtech, which they invented. Many modern inventions found in the [[Regalian Empire]], such as [[Airships]] and internal heating, were first invented by the Dwarves and have only recently been introduced to the Empire in recent decades.
*Dwarves have also contributed to the Regalian Military by improving cannon technology and siege architecture.
*Dwarves are mostly against slavery, as they are well aware that their own Race has been taken away by the Isldar to do harsh labor. Dwarves often go out of their way to liberate a Dwarf in slavery, even if it means the death of both the liberators and the slave, as the Dwarves believe that it is better to die free than in chains. However, this sympathy is not given to either Isldar or Altalar, who the Dwarves are likely to turn their backs on due to the Eternal Grudges against both of them.
*Dwarven warfare often involved heavily armored infantry equipped with heavy warhammers and axes. Their weapons are often seen as clunky and unwieldy by other Races, due to the fact that they are often sized to the Dwarf in question, and usually heavier than their larger counterparts used by other Races.
*Dwarves are heavily against Dragons and anything Dragon-related. It is not uncommon for a Dwarf to destroy the windows of a local Dragon Temple or attack those who are affiliated with the Dragons.
*Dwarves are against [[Mutations]] and [[Afflictions]], especially [[Vampirism]], given that the Great Holds are close to the [[Dorkarthi Desprinces]] in Ellador.
*Dwarves have a strong drinking culture, and often gather at taverns or pubs to celebrate the most arbitrary of occasions. It is said that Dwarves make the best drinking buddies, and are always eager to hear about the most mundane events over a mug of alcohol.
*Dwarven artwork is strongly linked to stonework and craftsmanship in tools and jewelry. While paintings are uncommon, Dwarven walls inside the Great Holds have ornately carved images on the walls with gems and metals adding color to them, with runic messages chiseled underneath to tell the story of whatever artwork is presented.
*Dwarves are very fond of stews, as they are great for communal dining and utilizing ingredients which can grow in subterranean environments, such as mushrooms.


==Trivia==
==Trivia==
*Dwarves are known by their most treasured creation, Metalitra, a heavy sort of metal that features dark swirls across whatever it is made of, ideally heavy weapons like axes, battle hammers, maces and rarely platemail. This is used by all Dwarves and is even used for walls and defenses in Dwarven Holds. The Metalitra Ore shines and twinkles in the ground beneath Ellador, and produces beautiful dark goldish/bronze appearing products. More expensive than even Blacksteel, Metalitra weapons of power exist into the present day.  
*The Ailor inventions of modern slippers and bathrobes have struck a certain chord with Dwarves, and it is not out of place to see a rugged, burly-chested armorsmith donning a pair of innocent bunny slippers in the comfortable confines of his home, as comical as it sounds.
*Andinn Blackhammer has professed a desire to discover a ranged weapon capable of combating the [[Frost Wyverns]] of the Isldar. Despite the efforts of their best smiths, neither the forges of Aldruin or Grebor have succeeded, leading to hopes that the Clans moving abroad will innovate and craft such a weapon.  
*The two largest Diaspora Clans are the Saendr Clan in the Qadir [[Confederated Hadrityas]], and the Dredger Clan which sails around the [[Windward Seas]].
*The Urdweld are rumored to have been hidden below the surface of Ellador, in the western tunnels, for centuries, hoarding a large mine of Mithrantine and potentially more. Whatever the exact wealth of the Urdweld, what can’t be denied is each Urdweld who leaves Ellador does so with a pocket full of coin and a checkbook ready to be filled.  
*According to Altalar sources, it is said that High King Grebor has purple irises. Dwarves reject this claim, as the Dogma of Duindin does not describe Duindin other than the Dwarves being made in his likeness. Dwarven statues also lack any colors beyond the gem and metalcraft of the person’s jewelry, adding to the uncertainty.
 
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{{Accreditation
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|Writers = LumosJared, Jonificus
|Writers = FireFan96
|Processors = HydraLana, Dosier, Hobblinghobbit, Katiesc
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[[Category:Races]] [[Category:Human Races]]
[[category:races]] [[category:Human Races]]

Revision as of 00:01, 5 May 2022

Dwarf
Dwarfsplash.png
Race
Pronunciation Dwoh-rf
Classification Human
Common Nicknames
  • Stout Folk (endearing)
  • Fallen Folk (derogatory)
  • Forge Fathers (praising)
Languages Common, Dwarvish
Naming Customs Old Norse
Racial Traits
Distinctions Stout, mountain-dwelling people who show unerring perseverance and skill with crafting
Maximum Age 200 years
Eye Colors brown, gray, green, and blue.
Hair Colors Blond, brown, black, red, and (when older) gray or white.
Skin Tones

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Origins

The Dwarves are a mysterious Race hailing from the subterranean depth of Ellador. Before the arrival of the Dregodarians or Allorn Empire to the region, the Dwarves lived below the Elladorian mountains in a grand empire, ruled over by the High Kings of the Great Holds. Eventually, contact was made between Dwarves and Altalar, but these relationships would eventually spell doom to the Great Holds. Tricked into going to war over vast riches, the Dwarven Empire was shaken to its core when the Isldar came to be, turning Ellador into a frozen wasteland and forcing the Dwarves underground once more. In their isolation, the Dwarves unleashed a terror from the depths, the Dakkar, which resulted in the fall of half of their Great Holds, and the collapse of the Dwarven Empire. Since then, the Dwarves have spread out across wider Aloria in the Dwarven Diaspora, with pockets of them settling in the various nations of others, offering their skills to benefit the societies they live in. While many are quick to declare the Dwarves a dying Race whose golden age has decayed beyond repair, others have seen the Dwarves for who they truly are: a proud people forged in hardship, and tempered to resist even the greatest of challenges, always persevering to live another day and ensure the legacy of their ancestors does not fade away into obscurity.

Core Identity

Introduction

To be a Dwarf is to be resilient in the face of adversity, persevering where others would falter, and looking ever forwards when the past has taken everything. The Dwarves are master smiths, miners, mathematicians, and general craftsmen, having a knack for making the most mundane of creations appear like a work of art. With an unmatched ethos of integrity and hard work, the Dwarves have proven to wider Aloria that their kinsmen are not one to be discounted, even with its population lower than any other Race, even that of the Maraya. Dwarves are aware that they are seen by many as a dying Race whose glory days have frozen over, and now suffer a low decline. Yet to the Dwarves, this present reality is one hardly given passive thought or consideration. They have learned to make do with their lot in life and finding the proverbial diamonds in the rough.

Clans

So long as there are at least two Dwarves in a population, they will never feel lonely. Whereas Races such as the Ailor have a history of internal strife and bloodshed, Dwarves have never found strife among each other. Instead, Dwarves have a natural affinity for seeking out other Dwarves to form communities with, even if they are complete strangers. These communities are known as Clans, which can best be described as an extended family of friends and acquaintances. Whereas another Race may be more hesitant to let a stranger enter their home and eat dinner with them, this is completely natural for Dwarves, who are known to be hospitable to their guests and treat each other as if they were blood relatives. Clans can be as small as two Dwarves or as large as an entire neighborhood. It is even possible for two Clans to come together as one, or remain separate entities, yet intermingling as if they are one. Ultimately, the central focus of Clans is to ensure that no Dwarf is left alone or abandoned, as their Race cannot afford to be so careless with each other. This also means that homelessness does not exist in Dwarven communities, as a Clan will immediately offer shelter to a Dwarf they see in need. While there are instances of hermit Dwarves that do avoid Clans altogether, they still feel a sense of belonging to the wider Dwarven identity, as all they need to do is knock on a door to be welcomed in for a brief meal or chat with their people.

Design

Mental Characteristics

Dwarves are resilient yet adaptable, stubborn yet empathetic, and hardworking yet playful. These contradictions all come together to create the Dwarven mentality of life. Having suffered betrayals and warfare against an assortment of enemies, even to the point where their once-great empire has crumbled to a few remaining Great Holds, Dwarves have an uncanny ability to take whatever is being thrown at them and launch it right back with greater ferocity. Dwarves as such have a very strong survival instinct and look to find ways to maintain their footing in Aloria, lest their Race slip into irrelevance and squander what their ancestors had accomplished. Dwarves are known to stick to their plans and see them carried out, but also know when a plan needs to change for the greater good and can abandon them with a sense of accomplishment and understanding. With this sense of perseverance, many would expect the Dwarves to be as cold and hard as the stones they mine under. However, the Dwarves are often hearty and inviting, as well as are known to be the bringers of merriment to any social event. Even while working in their trades, Dwarves are known to jest with one another or sing a communal song, all while ensuring that their labor is being carried out competently.

Physical Characteristics

The stocky appearance of Dwarves gives them a reputation of hardiness and strength.

True to their name, Dwarves are known to be the shortest Race in Aloria, with all of their members being shorter than five feet tall. Often mistaken for shorter Ailor, Dwarves tend to have wider frames if they were scaled up to the size of an Ailor, and also have greater development of muscle mass in comparison. Their skin is known to be tougher than others, with their hands and feet often remarked to have a leathery texture to them, almost as if they are callused, yet lacking the hardness that is associated with them in Ailor. Dwarves are also known to have strong skeletons, allowing them to carry heavier loads which can appear somewhat amusing to others, yet is completely normal to Dwarves.

Many Dwarves often have semi-exaggerated facial features, such as more pronounced noses, brows, ears, and jaws, though it is also just as common to have very Ailor-like features. Dwarves also grow their hair faster than other Races, with the men often fastening various ornaments to them as a cultural fashion. Besides these differences, Dwarves can be compared to Ailor quite accurately. Dwarves feature the same sets of hair, eye, and skin color as the Ailor, with the same sort of diversity found across all populations (meaning an African-coded Dwarf can be the blood-related sibling of an East-Asian-coded Dwarf, who has a blood-relative nephew that is Caucasian-coded).

Half-Dwarves often retain the height of their Dwarven parent, while appearing like a stockier version of their non-Dwarf parent. For example, a Qadir-Dwarf child would appear like a short, stocky Qadir while still having sandstone-colored eyes and mandalas.

Racial Abilities & Specials

Racial Abilities are generally a set of unique powers and effects that all peoples of that race all innately have, while Specials are more passive, aesthetic focused capabilities. Specials are defined per-page, while Abilities can be searched on the Ability List page to determine their generic function. Dwarves have a mix of Abilities and Specials themed around stones, gems, and the earth. Half Dwarves also get access to the Racial Abilities, but none of the Racial Specials.

Abilities

Ability Name Ability Type Ability Range Ability Description Modifiers
Weapon Summon Summon Power Self Grants the user Weapon Summon

Dwarf Modifier

Control Immune Constant Passive Self Grants the user Control Immune

Dwarf Modifier

Specials

Masters of the Anvil

Dwarves have a natural and cultural inclination towards metals and are the undisputed masters of the forge. All Dwarves may choose one Crafting Point Buy Pack for free without Proficiency Point investment. Additionally, a Dwarf can identify by sight and touch alone what metals an object is made of, even if it is just small engravings or plating, and even without that Point Buy Pack.

Unparalleled Quality

Crafting and the material arts are generational and communal for Dwarves, with each family having tips and tricks of the trade that they pass down and share. Dwarves are usually perpetually honing their craft, and skills, eager to learn and improve from others to make it better, and then some past that. Anything a Dwarf makes with Metallurgy will always be of a higher quality. Weapons and Armor are more resistant to natural degradation, sharper, and more expertly crafted. In addition, nothing a Dwarf makes is ever truly broken, as long as it was made by their hands and returned to them for repairs.

Utilitarian Handiness

A Dwarf is never without tools and can, with any nearby materials, compile them into a small non-combat tool in their hands, like a hammer, pencil, chisel, etc. This ‘crafting’ is almost instantaneous, and while the tool looks cobbled together, they are completely functional and made of the equivalent of steel. The Dwarf can make as many of these tools as they would like, or as many as their surroundings would reasonably allow. The Dwarf can also hand these off to others, but 5 minutes after leaving Emote Distance of the Dwarf who created it, these tools will break instantly.

Natural Affinity

The Dwarven Race is naturally resistant to unwanted Planar infection, being an exceptionally hardy peoples. While the Dwarf is not Aberrant or Occult, they are completely Immune to Blood Sickness, Soul Sickness, or any Sickness inflicted from failed affliction infection. If the Dwarf is an Aberrant or Occult instead, they gain no bonus from this Special at all.

Unbroken Kinship

The Dwarf has a naturally strong body and an even stronger stomach. The Dwarf is immune to any negative or detrimental effects from ingested poisons, rotten or out of date food, or otherwise corrupted and inedible materials. This includes alcohol, but only to the point that the Dwarf cannot pass out or become sick from excessive intoxication (they can still get drunk normally). In addition, the Dwarf can lift objects their strength may not usually allow, able to hold up fallen structures, or lift massive boulders. This cannot be used in any Combat RP or competitive RP. They are also resistant to naturally occurring extreme temperatures, both hot and cold.

Language

The Dwarf language is known simply as Dwarvish which has a real-life equivalent to Old Norse. Dwarven is a difficult language to learn for many, as it lacks the more familiar Altalar alphabet, instead using its own runic letters instead (based on IRL Younger Furthark). These runes are featured in everything made by Dwarves, such as the heads of axes, the stone columns of buildings, or engravings on jewelry. Dwarven names feature a personal first name, a middle name to honor an ancestor, and a last name.

Example list of Dwarven First Names: Male: Arni, Danr, Gunni, Hrolfr, Magni, Steinn, Vigi Female: Asta, Dagny, Edda, Hildr, Katla, Unnr Non-Gendered: Audr, Kanan, Thea, Pavi, Rudra, Navi

As well as a first, middle, and last name, Dwarves also have a Hold Name from which they trace their ancestral lineage to. Each of the Hold Names is named after a Founder God, and are summarized below:

  • Dwarves from Ølovhamm have the Hold Name Ølovhammin
  • Dwarves from Ruin-Khuuramman have the Hold Name Ruin-Khuur
  • Dwarves from Grebor have the Hold Name Greborrin
  • Dwarves from Aldruin have the Hold Name Aldor

Religion

Dwarves follow the Faith of the Founder Gods, or the Dogma of Duindin. This religion is focused only on the Dwarves, and the other Races are completely ignored in their religious beliefs. This does not bother the Dwarves, who at one time never knew other Races existed, as they believe that they only need to know what Duindin has revealed to them and anything else does not require them to focus too much effort on. As a result, Dwarves are very indifferent about the creation of Aloria or other Races, viewing other faiths as a means for non-Dwarves to find their way in the world. Most curious of all is that Dwarves do not fully deny the possibility of Duindin being a sub-diety to some other divine being, though accept that such a question does not need to be answered unless Duindin reveals it himself.

According to the Dwarves, Duindin was the creator of the Dwarves, who took the materials of the earth and molded them into the shape of a Dwarf, before breathing life into them. In the beginning, the first Dwarves were completely helpless, as they lacked the understanding to survive in a subterranean environment. Having pity for his creation, Duindin chose to reveal himself to the Dwarves by taking on their form, instructing them whenever they met a hardship they could not overcome. As such, Duindin is known as a god that reincarnates into a mortal body every time the Dwarven people required his divine intervention, before dying and waiting for the next time he was needed. Each of Duindin’s incarnations is known as a Founder God, who created one of the Great Holds of Ellador. Below is a summary of each Founder God:

  • Ølovhamm was the first time Duindin took on mortal form, and thus gave the Dwarves a physical representation to note for future incarnations. Ølovhamm taught the Dwarves how to survive in a subterranean environment by teaching them how to mine, build, farm, forage, and develop families. Together with his creation, Ølovhamm created the first Great Hold, with himself as High King. When he saw his creation succeed in surviving, Ølovhamm died, and Duindin returned to watch over the Dwarves from beyond.
  • Ruin-Kuuramman was the second time Duindin took on mortal form after he saw Ølovhamm Hold stagnate and grow overpopulated, causing strife among the Dwarves. Ruin-Khuuramman taught the Dwarves how to build a civilization, such as setting up government, bureaucracies, mathematics, schooling, and Clans. A second Great Hold was constructed with help from Ruin-Khuramman, creating the Dwarven Empire in the process. Communication networks were created between Ruin Kurhamman and Ølovhamm, and the Dwarves entered their golden age under the mountains of Ellador, where the Halls of the High King were lined with Gold and gems of all varieties, and technological advancements such as the creation of mining explosives were made. When he saw his creation succeed in empire-building, Ruin-Khuuramman died, and Duindin returned once more to watch the Dwarves from beyond.
  • Grebor was the third time Duindin took on mortal form, after a group of Dwarves tunneled to the surface of Ellador, and found an unknown wilderness waiting for them, alongside strange beings of notable height (which would later be revealed to be the Dregodarian Altalar). Grebor taught the Dwarves how to conduct diplomacy with strangers, how to trade with foreigners, and how to wage war against enemies. A third Great Hold was constructed with help from Grebor, which became the first Great Hold to have an entrance on the surface of Ellador, serving as a trading station, but also a vanguard outpost for the Dwarven military. Grebor was High King when the Allorn Empire first contacted the Dwarven Empire, and established good relations with the Nelfin. When he saw his creation succeed in establishing first contact, Grebor died, and Duindin returned once more to watch the Dwarves from beyond.
  • Aldruin was the fourth and last time Duindin has taken on mortal form, after two notable events destroyed the Dwarven Empire. First, the Battle of Udillin’s Foot plunged the surface of Ellador into a frozen hellscape, cutting off the Dwarven Empire from contact with the outside world, alongside a hostile Isldar force on their doorstep. Secondly, and more damning, the Dwarves of Ølovhamm Hold dug too deep in pursuit of riches and unleashed the Dakkar. Within months, Ølovhamm was overrun and the Dwarven population eradicated, with Ruin-Khuuramman soon to fall, signaling the end of the Dwarven Empire. Aldruin taught the Dwarves to persevere, and to venture out into wider Aloria in order to prevent the fall of Duindin’s creation. Aldruin as such is the Founder God of the Dwarven Diaspora, which saw large communities of Dwarves spread out around Aloria, settling into new settlements and serving under the local states as master craftsmen. Aldruin also taught the Dwarves to find hope even in the most desperate hour, and that they know all they need to weather the storm. Aldruin aided in the construction of the fourth Great Hold, which replaced Grebor as the communication line between the Dwarven remnants and the Diaspora across Aloria. When he received word that the first settlements of the Diaspora has been established, Aldruin went to Ruin-Khuuramman to wage war against the Dakkar, where he died in combat against an innumerable host of Dakkar, and Duindin returned once more to watch the Dwarves from beyond.

Like Unionism, Dwarves can pray to Duindin directly or through one of his Founder God incarnations. As the Founder Gods represent aspects found in everyday life, they are often prayed to the most and are often the patron deity of a certain trade (Ølovhamm for farmers and miners, Ruin-Khuuramman for teachers and scribes, Grebor for soldiers and diplomats, and Aldruin for sailors and doctors, to name a few associations). Prayers to Duindin or the Founder Gods are often a more personal experience, except for one communal show of worship which takes place during the night of a New Moon. During this time, Dwarves will come together to offer up some of their belongings to a massive open fire pit, while chanting the Song of Duindin. It is believed that these offerings are given directly to Dundin, who will distribute them to the Dwarves who exist in the afterlife.

In regards to death and the afterlife, Dwarves believe that when they die, their spirits travel to the Halls of Duindin, where they are reunited with all the Dwarves that have ever died, alongside Duindin in his full glory as High King of the Eternal Hold. The offerings given during the New Moon are used to provide the dead with the resources needed to thrive in the afterlife, such as hammers to work in the Halls of Duindin, or food to hold great feasts for all Dwarven-kind.

The Dwarves also have a prophecy that describes what happens when every Dwarf in Aloria dies off and the Race goes extinct. When the final Dwarf enters the Halls of Duindin, all the Dwarves will return once more to Aloria, where they shall defeat all who have ever made an enemy against the Dwarven Race, before establishing the Eternal Hold under Ellador, where all Alorians shall find a realm which has never occurred before. Due to this prophecy, the Dwarves are not as worried about recovering the fallen Holds of Ølovhomm and Ruin-Khuuramman, as Duindin will eventually re-establish them upon the return of the Dwarves. However, Dwarves also believe that continuing these efforts helps buy time for their ancestors in the afterlife, as more offerings are able to be delivered during the New Moon, as well as allowing more Dwarves to be born and die, in order to increase their numbers for the final conquest.

Families

Childhood

Dwarven childhood is fairly comparable to other Races such as the Ailor, with children growing up in a nuclear household of two parents and a few siblings. For the first few years of life, Dwarves often stay at home where they play with handcrafted toys and help around the house with chores to build up working skills. Around the age of 10, Dwarves enter into schooling, where they focus on learning fundamental skills, with a strong focus on mathematics. It is said that Dwarves are some of the greatest mathematical minds in all of Aloria, with many other societies hiring a few Dwarves to handle the keeping of numerical records, or to double check the results of their non-Dwarf co-workers. Following their education at age 20, Dwarves tend to enter apprenticeships with whatever trade they desire to pursue in their life, which they do for another decade.

Adulthood

Dwarven adulthood revolves around contributing to Dwarven society as a whole, both in the defense of the remaining two Great Holds, but also in supporting the Dwarven Diaspora across wider Aloria. Dwarves live about twice as long as Ailor, which has allowed various Dwarven Clans to become well-known across several generations, thus making their reputation well-known in the areas they populate. As a result, many industrial areas across Aloria have notable Dwarven populations which ensure the continued operations of machinery, content in using their race’s abilities to benefit civilizations.

Romance & Gender Norms

Dwarves are considered to be committed lovers in relationships, as to be with another in Dwarven society is considered a sign of deep commitment and one which is not easily forgotten. Due to this emphasis on commitment, Dwarves are often hesitant to enter relationships until they get to know the other person, not wishing to commit to something which may not work out in the end. However, if two Dwarves do eventually end up together, their bond is one of the closest and most caring of any in Aloria, as Dwarves will go out of their way to ensure that their partner is provided for. In terms of gender norms, Dwarven society is egalitarian, believing that every Dwarf, regardless of gender identity, has the means to contribute to society. While Dwarves still recognize biological sense, and many Dwarves still identify as male or female, there is no societal pressure for Dwarves to accept a gender binary, and are free to live their lives as they wish. Ultimately, Dwarven society is focused on strengthening the whole of society, and causing grief to others based on their identity runs contrary to such goals.

Politics

Despite the collapse of the Dwarven Empire, the political hierarchy of the Dwarves has remained practically the same. At the top of society are the High Kings of Grebor and Aldruin, who are elected by the Holds upon the previous ruler’s death. The High Kings are responsible for cross-Hold communication and receiving word from the Diaspora communities abroad. Below the High Kings are various bureaucratic and administrative offices, all held by the most competent of Dwarves in society. Due to their emphasis on meritocracy and importance on aiding their fellow Dwarves, the concept of nobility is hard to grasp in Dwarven society. Even the Clan leaders who oversee various families in a Clan are not considered higher than anyone else, and mostly exist as a representative for the Clan as a whole, rather than its leader.

Outside of the Holds, the Dwarven Diaspora still acknowledges the importance of the High Kings, though most day-to-day politics are run by the Clan leaders, who often form small councils in the Diaspora communities to ensure the wellbeing of the Dwarves. These councils interface with the local governments to obtain contracts for mining or construction projects, providing aid to the Great Holds, or any other assortment of interfacing between the Dwarves and others.

In all foreign diplomacy, however, Dwarves tend to be seen as incredibly self-centered and unwilling to compromise. While initially, the Dwarves were far warmer in the negotiations with foreign powers, the betrayals by the Allorn Empire and the immense destruction inflicted by the Isldar has made Dwarves far more suspicious of open gestures of goodwill. This doesn’t mean that Dwarves are unwilling to enter negotiations with others; they just assume that they will be betrayed again, and so keep their cards close at hand until they can truly trust others.

Grudges

One of the most notable concepts of Dwarven politics to outsiders is the concept of the Grudge. Grudges can be compared to blood feuds, where a Dwarf will write down the name of someone who has immensely wronged them and then seek to avenge that wrong at a later point in time. Grudges are often held on an individual level, but it is possible for a Grudge to be shared by an entire Clan, or even the entire Race. This last instance is known as an Eternal Grudge, and it has only been declared twice in history: once against the Isldar, and the second against the Altalar. The Eternal Grudge against the Isldar was declared after the Battle of Udillin’s Foot when Elador froze over. Dwarves blame the Isldar for destroying their people’s way of life, and avenge the grudge by treating the Isldar as perpetual enemies by denying them respite whenever they encounter them and engaging in violent acts against Isldar businesses and communities wherever they are found. The Eternal Grudge against the Altalar is less severe, but is still shared among all Dwarves. As the Allorn Empire failed to assist the Dwarves against their war against the Dregodarians when it mattered most, the Dwarves believe that the ancestors of the Altalar deserve to be belittled and insured, something which never fails to irritate the lineage-obsessed Altalar.

When a Dwarf has a Grudge, they will seek out other like-minded Dwarves to help fill that Grudge with them. This can be seen as somewhat immature for outsiders when they see a band of Dwarves seeking to resolve Grudge over something which seems fairly trivial. However, those on the receiving end of a Grudge often learn quickly to seek amends with the Dwarf they slighted, lest they end up with their body bruised or broken, property damaged, or worse. Most Grudges can be solved by apologizing and making amends to the Dwarf who declared the Grudge, while some more serious Grudges can only be paid in blood (not necessarily resulting in death, however). Despite the potential for Grudges getting out of hand, they do demonstrate the unparalleled ability for Dwarves to unify against a common foe with immense dedication and commitment to their kinsmen.

Fashion

Dwarven fashion is often based on the environment they find themselves in, with flowing fabrics being worn in warmer areas such as Farah'deen, while pelts and thick tunics are worn in the Holds of Ellador. Regardless of climate, jewelry and decoration play a notable role in Dwarven fashion. Of special pride to the Dwarves are their ornately worked belts, often engraved with detailed metal embellishments meant to detail the achievements of the wearer’s ancestors and the symbolism of their lineage. Beard decorations are also a popular practice for men, who are known to grow their facial hair long in order to stylize it in various patterns with rings clasping the hair together. Other jewelry features necklaces, bracelets, and rings made of precious metals, with gemstones finishing off the look. Dwarves believe that these precious metals and stones are of immense importance to Duindin, and so make efforts to collect as much jewelry as possible, in order to offer it as an offering during the monthly ritual of the New Moon. This is where the stereotype of Dwarves being greedy comes from, as many outsiders just believe that the Dwarves are trying to hoard Aloria’s treasures from everyone else, without knowing the religious implications behind it (or even that said treasure is to be destroyed by fire).

World View

World View is optional content that helps give Dwarves flavor and depth.

  • Dwarves are approving of Magic, but mostly in a mundane, assisting role. For example, a Dwarven Fire-Mage is helpful for igniting the forges of a smithy or starting a boiler, but the internal heating systems found in Dwarven homes are completely mechanical in nature.
  • Dwarves are extremely supportive of Engineering, especially Steamtech, which they invented. Many modern inventions found in the Regalian Empire, such as Airships and internal heating, were first invented by the Dwarves and have only recently been introduced to the Empire in recent decades.
  • Dwarves have also contributed to the Regalian Military by improving cannon technology and siege architecture.
  • Dwarves are mostly against slavery, as they are well aware that their own Race has been taken away by the Isldar to do harsh labor. Dwarves often go out of their way to liberate a Dwarf in slavery, even if it means the death of both the liberators and the slave, as the Dwarves believe that it is better to die free than in chains. However, this sympathy is not given to either Isldar or Altalar, who the Dwarves are likely to turn their backs on due to the Eternal Grudges against both of them.
  • Dwarven warfare often involved heavily armored infantry equipped with heavy warhammers and axes. Their weapons are often seen as clunky and unwieldy by other Races, due to the fact that they are often sized to the Dwarf in question, and usually heavier than their larger counterparts used by other Races.
  • Dwarves are heavily against Dragons and anything Dragon-related. It is not uncommon for a Dwarf to destroy the windows of a local Dragon Temple or attack those who are affiliated with the Dragons.
  • Dwarves are against Mutations and Afflictions, especially Vampirism, given that the Great Holds are close to the Dorkarthi Desprinces in Ellador.
  • Dwarves have a strong drinking culture, and often gather at taverns or pubs to celebrate the most arbitrary of occasions. It is said that Dwarves make the best drinking buddies, and are always eager to hear about the most mundane events over a mug of alcohol.
  • Dwarven artwork is strongly linked to stonework and craftsmanship in tools and jewelry. While paintings are uncommon, Dwarven walls inside the Great Holds have ornately carved images on the walls with gems and metals adding color to them, with runic messages chiseled underneath to tell the story of whatever artwork is presented.
  • Dwarves are very fond of stews, as they are great for communal dining and utilizing ingredients which can grow in subterranean environments, such as mushrooms.

Trivia

  • The Ailor inventions of modern slippers and bathrobes have struck a certain chord with Dwarves, and it is not out of place to see a rugged, burly-chested armorsmith donning a pair of innocent bunny slippers in the comfortable confines of his home, as comical as it sounds.
  • The two largest Diaspora Clans are the Saendr Clan in the Qadir Confederated Hadrityas, and the Dredger Clan which sails around the Windward Seas.
  • According to Altalar sources, it is said that High King Grebor has purple irises. Dwarves reject this claim, as the Dogma of Duindin does not describe Duindin other than the Dwarves being made in his likeness. Dwarven statues also lack any colors beyond the gem and metalcraft of the person’s jewelry, adding to the uncertainty.

Accreditation
Writers FireFan96
Processors MantaRey, Magivore, Jouster
Last Editor OkaDoka on 05/5/2022.

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