BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Dwarves in E'ahna

Dwarves of E'ahna usually hail from one of four major mountain kingdoms: Uladun in north-central Arna, Khorez in southern Arna, Azan in central Kharza, and Dren'Mordenaz in southern Kharza. There are also the small kindgoms of Khuzzud within the Coastal Range of eastern Arna, and Khuzen Gorah in the northern Andun Mountains (Central Arna) but these dwarves don't often range far from their home. Outside of their homelands they are most often found in the cultural mixing bowl that in Namiza or the artisan cities of Luxumu. In Namiza they tend to hang around large trade towns, especially Leyline and the towns between there and the Ulad Mountains. Many Dwelves are born in this area as a result. Some join the Eastern Tribes in northern Dakoro, even interbreeding with orcs to produce Dworgs. In the western continent of Kharza they also sometimes join the Western or Southern Tribes as well. Azanian dwarves with a strong interest in the arcane will also sometimes end up in Va'Sehir to study at the university or mingle with like-minded individuals.   For stat/trait information on Mithril Dwarves, Half Dwarves (Dwelves), Dworgs, and Daoves See Campaign Specific Subraces & Half-Bloods.  

Uladian Dwarves

  Uladian mountain dwarves come from a staunchly traditional society within the Ulad Mountains. It is the oldest of the dwarven strongholds and it is said that all other dwaven kingdoms sprang from this one. The royal hall, called Ulad'hela, is likely the largest dwarven fortress in the world with the oldest historical archives. Despite the grandeur, it is not a perfect society. For most of history these dwarves were deeply isolationist, highly xenophobic, and would not even trade withoutsiders. They take their religion extremely seriously and in the past punished "heretics" in very draconian ways. Nowadays a simple banishment will suffice. The kingdom is run in an extremely orderly fashion with black and white rules and regulations which leave little room for subjective views and innovative ideas. More and more this has led to dwarves leaving the kingdom and seeking a future somewhere with more freedom and less judgement. Uladian dwarves are considered the best blacksmiths in the world and Uladian steel is considered the most superior in make. It is said that Uladian Steel can rival adamantine in strength. They sell and trade it at a ludicrous price to outsiders. They do not allow non-dwarves to live permanently or set up shops within their strongholds- this includes "Dworgs", "Dwelves", "Daoves" or any other dwarven half-bloods, who they see as a perversion of their proud race.    

Khorezian Dwarves

  Khorezian hill dwarves are a unique bunch- far more acclimated to living among other races and the surface in general. Though they have mountain strongholds within the Khorez Mountains, many earthquakes and lost halls over the centuries have driven them to keep surface towns operational just in case they should need to flee. Maintaining these surface settlements has resulted in a great number of hill dwarves who prefer the open air. Many of them are farmers, fishermen, huntsmen, and lumberjacks. They have been joined over the centuries by a number of humans and halflings who live among them and their valley is the safest area in this dangerous region. Just as the Uladian dwarves are known for their steel, so are Khorezian dwarves known for their brews. Their ale is shipped and traded worldwide and there is a huge industry conspiracy about what their secret ingredient might be that gives it such a unique flavor and powerful potency. Also within their mountains is a large monastery run by Earth Genasi- The Keepers of the Chasmal Earth. They are on very friendly terms with these genasi and some dwarves train with them as monks so they can better protect their kingdom. A number of "Daoves", or offspring of dwarves and earth genasi, have been born over the years as a result.      

Azanian Dwarves

  Azanian dwarves are a controversial group in the world of dwarves- most other major kingdoms look upon them with a special kind of disdain. This is because the Azanian dwarves happened to settle in mountains with an arcane leyline running through it that sparked the formation of a great number of magical ores like mithril and adamantine. With these magical ores the Azanian dwarves became the worlds most prominent artificers, mastering the art of forging these metals and enchanting them with unique spells and protections. Dwarves from places like Uladun or Dren'mordenaz see the arcane arts as something "Elvish" or at the very least "un-dwarvish", and not something their people have any business meddling with. While they may accept the divine magic of clerics or the natural magic of druids- learned arcane magic is considered both dangerous and frivolous to a traditionalist dwarf. The Azanian dwarves near-worship the arcane and they often work with the human wizards of Va'Sehir to perfect their enchantments and learn more. Over the past few centuries (post event) a number of these dwarves have been born that were... different. Altered or changed in some way to become extremely resilient to physical damage (though they lack the dwarven resistances to poison). Most think there is an arcane cause and that these dwarves are the "magical ores" of their kind. They are referred to as Mithril Dwarves and they generally receive a modest celebrity status when their true nature is discovered. The only other places in the world where magical ores have been found are the southern Andun Mountains, currently inhabited by duergar and a red dragon, and the former (now fallen) stronghold of Mordenaz Dulath (now inhabited by fire elementals). As a result, Azan has become the only place that is safe to mine for these magical ores and they make a pretty penny off of them worldwide.      

Mordenazi Dwarves

  Mordenazi dwarves hail from a society that is experiencing a slow, painful cultural death. Their old main stronghold, called Mordenaz Dulath, fell during The Event when a rift into the plane of fire opened up right in the middle of it, destroying their treasuries, archives, and most of the royal clan. They fled south and built a new hall in the only region they were able to find any ore- Dren'mordenaz- but the riches are still extremely scarce and their mines have gone deeper and deeper in their desperation. Many have simply left as a result. Those stubborn that remain fight over everything- the good mines that are still producing and who should actually be in charge. All records of lineages were lost so many claim royal ties as a means of increasing their political station. The few that remain with confirmed royal blood are either unwilling or unfit to rule. Before the great fall, Mordenazi dwarves were much like Uladian dwarves- traditionalist, religious, and somewhat isolationist. Now their culture is crumbling and the unrest leads to higher levels of crime and disorder, desperate worship of outsider gods, and the adoption of other "un-dwarvish" past times as being a simple miner is not enough to put food on the table anymore. The big questions that lie in every Mordenazi dwarf's mind are- what happens when the ore runs out completely and how deep do they dare to dig? When is it okay to forsake your homeland and give in? Are you still a real dwarf if you admit defeat? Most of all, what did we do to deserve this?    

Halamorian Dwarves

  Halamorian Dwarves hail from a long fallen kingdom now ruled by Giant conquerors in the rugged frozen land of Vaskir. Most living descendants from this ancient kingdom live among the fishing villages along the coast, co-existing among humans. Many have lost all recollection of the old ways and their heritage and most work as fishermen and not blacksmiths or miners. Some proud families have held on to the dwarven language, the old traditions and worship of the dwarven gods but with each generation they lose a little more of their history and simply blend in with the human culture of the region.   Those who never left the mountains still work in their ancestral mines but for the benefit of their Giant overlords, the king of which is known as the Cloud King of Isekalta. They have worked as slaves for generations now, and though they remember that these halls were once their own, most have come to accept their fate as the only way to keep some semblance of ownership of their prestigious halls. Some do run away in hopes of coming back with more manpower and taking back the homeland. Others attempt to stir up small rebellions every few years but none have been anything close to successful.      

Khuzzudian Dwarves

The Dwarves of Khuzzud are a mysterious group. They are not really so different from Duergar in their temperament, extremely hostile towards outsiders. They have lain hidden below the mountains of Ostkuste in Belstrad long before humans ever even set foot here, ancestors of the Andunian Dwarves, but they rarely breach the surface world. They have not been in contact with their cousins for thousands of years and their culture has evolved into something very different but extremely religious- and its not the typical dwarven gods that they worship anymore either. Some do still worship the "old gods" but they must do so in secret. Their architecture and even their style of blacksmithing is unique. They are also very pale for dwarves and the majority have blond hair and pale eyes. They don't generally abide visitors and on the occasion that nearby human miners mine into one of their caverns they react with extreme prejudice. This is so rare that they are almost considered local cryptids or scary bedtime stories. Khuzzudian dwarves do not simply leave and go traveling on their own. This would not even be permitted. It would be considered a betrayal to even consider such an option. Dwarves of Khuzzud who break their laws are put to death- not banishment.

Comments

Please Login in order to comment!