Dwarven holds are walled mini-cities, frequently located within other cities though occasionally isolated. Once wealthy and powerful due to their famed craftsman, Dwarven Holds have fallen onto hard times. Much of their traditional artisan works are now produced in factories, and few are willing to pay for high-quality dwarven goods. Dwarven culture is inward facing, and non-dwarves are not allowed to live within a dwarven hold though they are allowed to visit for shopping. The secret to the creation of runes is carefully maintained by dwarves, and it is the only thing preserving them from fading into obsolescence. A series of dwarves who agreed to sell their knowledge to the highest bidder alongside reverse engineering by researchers at the University of Elvania has demonstrated that even this may be unsustainable. Dwarven culture has thus trended towards bitterness with the outside world that they increasingly have no place in. Meanwhile they look down on those that leave the traditions of the hold behind, viewing them as traitors. Dwarven culture is focused on artisanry and industriousness, with clan affiliation being highly important to a dwarves life. While traveling outside of the hold, even for extended periods of time, is acceptable, settling down is sacrilege. The only exceptions are those in service of the church, who are permitted to leave and do their service, though they are still expected to return to a hold if they decide to truly settle. Punishment for violations is usually exile. Dwarves typically use Norwegian or Icelandic names.