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Overview

Dwarves are a stout and long-lived people, known for their masterwork crafts and architecture. Their love of industry and strong ale is almost as legendary as the sprawling underground cities they construct and the powerful artifacts they've forged.

History

The Great Departure

In the archives of *LINK*Zenespiros, the ancient murals depict a civil war between the dwarven houses of old. After years of fighting the war ended, and the survivors of the defeated houses were exiled from Domhelm. The rest of the story can be found carved into the walls of *LINK*Larian Tzir. The exiles crossed the *LINK*Amaranthine Ocean to *LINK*Landis using colossal tunnels, but further schisms occurred; some remained where they first reached Landisi ground, forming scattered clans amidst the plains and hillocks that would one day organize as Movizoc, while the rest continued eastwards and established Noc Brenk.

Description

The dwarves are a short, hardy, and industrious people, world renowned for their craftsdwarfship skills as metalworkers, architects, and engineers. They grow to between 3 to 5 feet tall, and often have broad hips and shoulders that give them a rather sturdy-looking silhouette. The majority of dwarves grow beards, regardless of gender, though the speed of growth and coarseness of an individual dwarf's beard can vary wildly; though rare, it is possible for a dwarf to be unable to grow any facial hair. Dwarves tend to have wide and flat noses, small eyes, . 

Anatomically, dwarves differ quite distinctly from elves and humans. They have an impressive resistance to poisonous substances thanks to a second liver, which grants them their notorious fortitude against alcohol. In addition, they have an oversized bladder that allows them to go for long stretches of time without water. As such, it can be common for dwarves to drink more booze than water, and urinate once every 1-2 days. Their bone structure is unique as well; dwarves have thick skulls, wide shoulder blades, 8 rib-plates, large kneecaps and elbowcaps, and surprisingly flexible bones and compressible limbs. It's believed these might be due to their subterranean nature, as such traits allow them to much better survive a cave-in.

Dwarven Ethnicities

Domhir

The Rozarrian mountain dwarves of Domhelm are primarily subterranean, tending to have pallid skin, light hair, and pale blue, pale purple, or pale red irises. They are usually taller than their brenkir cousins, and lean towards the plump side. They are known for their class-based society, with the privilege of one's family often dictating the path of one's life. These dwarves often wear their hair long, either in ponytails or braids, and divide their beards into distinct sections using thin metal rings.


Rathlir

Hill dwarves from Rozarria often come from the highlands in Jaorin or Redhills, tending to have tanned skin, medium auburn hair, and dark brown irises. They aren't quite as tall as domhir dwarves, and are usually quite stout. They are much more relaxed than their mountain brethren, having exchanged the rigorous order of clan-based tradition for small-scale, aleatorily elected councils. These dwarves have no particular affinity towards a given hairstyle, but have a fondness for lengthy, well-kempt moustaches.


Brenkir

These mountain dwarves possess a balanced spread of surface and underground settlements in Landis, and tend to have pallid or tanned skin, light or medium hair, and light brown irises. They are somewhat shorter than their domhir cousins, and usually have a wiry build (for a dwarf). Brenkir dwarves often keep the hair on top of their heads close-cropped or even completely shaved, wearing their beards long and tightly braided. Warriors entering battle will often cut off one of their braids and burn it for luck as an offering to the god Haela Brightaxe, the Beardless.


Jyrnir

Hailing from western Landis, these hill dwarves tend to have tanned or dark skin, medium or dark olive-green hair, and brown or green irises. They are about as tall as brenkir dwarves, but usually have a much stockier build. While they originated from the lowlands of Movizoc, in modern times these dwarves have integrated into existing countries and communities, and can be found throughout the known world. Their hair and beards are usually kept in the style of the region they inhabit, however the jyrnir usually keep their fast-growing sideburns braided and long.


Durgir

In some ancient tales, a grey-skinned clan of dwarves is said to dwell deep below the earth. Stories tell of their bone-white hair and their magical ability to grow in size, but no proof of their existence has ever been found.

Spoilers (Major)

The durgir dwarves, more correctly called the duergar, live below *LINK*the southern continent where they are more or less safe from the metamorphosing effects of *LINK*the Pall. They possess grey skin and hair, and pale eyes. Their hair is notably thin and many go bald at a young age, but most retain their facial hair. They are noteworthy for their pursuit of excellence without any frivolities; their creations are exclusively functional with no ornamental fluff, yet they persist through the centuries thanks to their perfection-driven design. They are also a godless people, believing they were betrayed long ago by the old dwarven gods as well as their dwarven kin.


Dwarven Society

For the most part, dwarves believe in productivity and tradition. The social structure is divided into clans, some organized by profession and others by heritage, which each wield their own political power. Decisions are undertaken for the good of the clan or for the good of the people, rarely for an individual's own gain. The vast majority of dwarves value law, structure, honor, and cohesion. Most dwarven settlements get along well with their neighbors and other races, encouraging trade and cooperation. However, a minority of dwarves posses an intense dislike of other races, in some part owing to their own drive for industry and productivity. These dwarves see other races as lazy and wasteful; they believe short-lived races like humans make no effort to accomplish anything of value with their short lives, while they also believe long-lived races like elves don't utilize their plethora of time effectively. This attitude is particularly prevalent in domhir-heavy populations outside of Domhelm, such as the dwarves of Windbreaker Harbor in Lorukai.

Domhelm

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See *LINK* Domhelm for more information.


Noc Brenk

The cities of Noc Brenk are an even mix of mountainhomes built deep under the earth and bustling hill towns and port cities. While well-trodden highways exist above the ground, connecting major and minor settlements, the mountainhomes benefit from the brenkir's affinity for subterranean tunneling; an extensive network of fortified tunnels called the Road Below lies beneath the rolling hills, allowing safe passage for those lucky enough to access it. There is evidence to suggest the Road Below once stretched into neighboring countries as well, but all known pathways have long since collapsed.
Noc Brenk boasts a clan-based society, with each clan dedicated to a specific aspect of the nation's preservation; soldiering, smithing, mining, farming, infrastructure, etc. Becoming part of a clan is considered a permanent bond, and much thought should be given as to which clan a prospective dwarf wants to join. After a dwarf has aligned themselves with a clan, they have the opportunity to gain an "earned name" from one of the clan's lords. This will normally take place after the dwarf has distinguished themselves in some way, earning a title that directly relates to their distinguishing moment. This earned name can change over time, should the dwarf perform even more notable feats. Take, for example, the brenkir mage Oztraxus Zoril. His first earned named was Weavetamer, owing to his rise as a sorcerer of some prominence; however, his earned name has changed to Ashmaker following the outbreak of the *LINK*War of the Witch Queen, as his powerful pyromancy has immolated tens of thousands of undead while defending his home.
In recent times the most popular clan has been the Sunderers, the warriors who act as Noc Brenk's army. This clan has suffered horrific losses day after day for almost 20 years, yet they have managed to hold the line at the Road Below, keeping the undead out of Larian Tzir. There is an expectation that all who join this clan will perish in the line of duty, yet many face the likely outcome of gruesome death with grim determination; for a Sunderer, their sacrifice will prevent the deaths of countless others, and there is no higher honor than selflessly defending one's fellow dwarf.
The Sunderers are uniquely outfitted with plate armor fashioned from the carapaces of cave fishers, white subterranean arachnids that the brenkir dwarves have raised and harvested for generations. Every part of the cave fisher has use; the meat is edible, the blood is alcoholic and potable, and the filament the fishers use to catch prey can be woven into silk. Cave fisher farms consist of large sealed-off caverns beneath settlements, allowing the creatures to hunt and multiply naturally while keeping them contained within a particular area. See *LINK* Noc Brenk for more information.


Notable Dwarves

  • *LINK* King Toroth Aluzan, Silverblood ; the last king of Noc Brenk
  • *LINK* Lord-Councilor Beyshra Unab, Twiceburied; current leader of Noc Brenk
  • *LINK* Oztraxus Zoril, Ashmaker; a brenkir mage
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