Dvergur Ethnicity in Náttúran | World Anvil
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Dvergur

(Ver-ger)

The term means dwarf in the native language. The Dvergur were one of the “less than perfect” group of humans originally cast out after settling on Yara 60,000 years ago. After separating from their Perian brethren, they moved north to the mountains. They are a stout group with a high resemblance to their Human ancestors. They are known to have a strong martial tradition and for their beautiful craftsmanship. Living in the mountains of Northern Yara has not been kind to them. Living in the elements, along with blending of bloodlines, greatly affected their physique. Others gave them their name of Dvergur due to their short stalky appearance; though many struggled to survive over the years, they are now vast in numbers.

Description- Dvergur are descendants of Humans and brethren to the Perian. They are considered a short stout race standing around 4’3” to 4’9” tall and weighing between 150-220 lbs, though females are lightly smaller. Dvergur have a great resemblance to Humans, so they can have hair of any color, though their eyes are most commonly hazel in color. They pride themselves on their facial hair, with the royal bloodlines using oils and decorative ornaments which quickly became a way of displaying social status. As in all races, their environment added to their appearance, with mountain Dvergur having a pale skin, the desert folk had a golden color and oftentimes had yellow eyes.

Lifespan- Dvergur have a longer life than Humans; maturing slightly later becoming adult at age 50. They hit middle age at 175; celebrating their prime around 250; at which they have a large celebration remembering their life. This usually happens as they know within a short time when their passing will be; usually around the age of 400.

Abilities- Dvergur are unusually tough for humanoids, in more ways than one. Dvergur stomachs, for instance, were resistant to virtually all poisons and it took less effort for a Dvergur to get back on their feet than other races. Dvergur also had dense bodies and were difficult to push around as a result, as well as having the capacity to bear loads that other races might find hindering with little ill effect. Dvergur also had a sense about them that few races did, with a preternatural awareness of their surroundings useful for a subterranean race as well as good judgment all-around in general.

The Dvergur have an affinity to their environment; the mountain Dvergurs have the ability to see in the dark and recognize subterranean material and desert Dvergur have heat endurance. Their lifestyles have taught them how to make use of stone and earth materials, becoming known around the world for their blacksmithing, masonry and glassworks.

Personality- The Dvergur are a race that is fixated on balance and harmony. They are obsessed with symmetry and strive to create equilibrium in all areas of life. The Dvergur are governed by love, beauty, and money, and adore high art, intellectualism, and connoisseur-ship. They do not see themselves as any less desirable as other races and need to surround themselves with stunning objects and create environments that reflect their exquisite tastes. Accordingly, this makes them excellent designers, decorators, art critics, and stylists; though their specialty is smithing. Others go to them for elaborate weapons and armor.

While most races are selfish the Dvergur search for a partner that will accent their own character flaws. Relationships are very important to those who find companionship comforting. They are gayly attracted to mates that attract attention whilst among others. They are regularly coupled, and when they are, they must be careful about seeking attention outside the agreed-upon boundaries of their relationships. Since they try to keep everyone happy and engaged, they may find themselves tempted to push the limits of their agreements with their partners. People-pleasing Dvergur must remember that the happiness of their loved ones and the health of their relationships are more important than maintaining the attention of distant admirers.

The Dvergur are especially great at launching new initiatives, because they consider multiple perspectives in all pursuits. They, however, struggle with indecision. Instead of constantly seeking outside perspectives, they would do well to develop (and trust) their own intuition. Their characteristic ambivalence aside, Dvergur can navigate virtually any social situation, effortlessly resolving conflicts by simply turning on the charm.

Society- The Dvergur valued their kin and those they have bonded to within their respected clan. Their elders were held in the utmost regard, with expectations of sound leadership and great wisdom passed down through the bloodlines. They carried their honor into relationship with other clans and respected the elders of other races like their own.

The Dvergur clans were formed by blood relations and allegiances with others with similar beliefs. The leaders of these clans passed their knowledge and guidance onto their descendants with the expectation to continue leadership in the same manner. They had a strong since of loyalty to their leaders and would side with their kin over any other. Though many of them also make use of ruins left behind by others; the Dvergur preferred to build their cities within the mountains where they could benefit from the resources mined from its walls.

Most Dvergur clans specialized in only two professions such as blacksmithing, jewel crafting, or stonework; passing their knowledge down to their descendants. When it came to their own craft, they took this skill very seriously, becoming proficient in it before they are even fully matured but it takes hundreds of years to fully master it.

The Dvergurs dedication to their skill is so great that they refrain from having multiple children, unless their skill is military expertise. In this case they would have 5-7 children rather than the normal 3 or 4. They also leave the children to be raised by the elders more so than raising them on their own. Though they had a large military force, a large portion of the city’s population consisted of civilians; most often children and elderly. The Dvergurs believe in heavy security, that which included a large number of female warriors added to its force.

  Royalty Structure:
  • King/Queen: The founder and chieftain of this clan.
  • Thane: Royal Advisor, keeps an eye on the Military side and discusses region matters with the royalties based on how the region is progressing.
  • Master/Mistress: Representative to the people between multiple regions.
  • Guilder: Master Guildsman that governs the livelihood of his/her people. This is achieved by use of consistent, excellent quality work and upstanding citizenship.
  • Journeyman: Veteran Warrior who has proven his/her loyalty and skills and is considered a trusted member.
  • Apprentice: Anyone who has not yet proven themselves, with all rights as citizens and taking great pride in working for a better skill.
  • Citizen: All other Dvergur
 

The Dvergur have no structural military. They are all honorable warriors and those willing to fight, follow the King into battle.

 

History- When the group left Úthaf 60,000 years ago, they traveled in many directions; not knowing where most of them went, many of them settled on the larger two continents. Once they landed on the desert coast of Yara and a settlement built; Eyðimörk became their home after which the evolution of life sent tribes in different directions. During times before monogamy was a consideration, or sleeping with one’s own family was a worry, and when a woman was a possession as opposed to a partner. They lived like this for thousands of years; eventually making their way to the mountains north and the foothills, south.

When Naralagon hit once again they began digging to increase the size of their home. It wasn’t too long after they broke into a much larger cavern; one that had already appeared to be inhabited, it was currently empty. Unable to yet return to the surface, they made this their home. Eventually they came across a wall. Written across the top of the wall was a single word; Heimskringla . Not knowing what to think if this, they continued working; making this room the center meeting area for all when suddenly the one working closest to the markings disappeared. Zenoch Steelheart, after seeing this happen inspected the wall and he himself disappeared. After some time away, Zenoch returned to his people and explained what he saw. This was a chance to survive. He negotiated with the people of Heimskringla and they lived there for thousands of years.

Around what is now known as 6000 BN Ragvaldur Steelheart decided he wanted to return to Náttúran and build a life there. When he took his knowledge with him, many followed. They finished building a settlement under the mountains of Yara where they made Gûndushar their new home and he was named King. The room where the gateway was found now holds a large temple, in the center a statue stands in the face of their dragon god, Lekier from Heimskringla. He was so honored by this; he would visit them regularly, and sent his son, to watch over them.

By 1357 BN they were known as the best craftsman in all Náttúran. Unfortunately, as word got out, they began disappearing, but by now they also had an army large enough to defend their people. After learning that it was the Dökkâlfur taking them, they began sealing up all the openings to Mordollwen, save one. This is where they attacked from. The battle went on for many years, back and forth, each one loosing thousands. Eventually it ended with an agreement that the Dvergur build a tunnel between North and South Mordollwen. They did not want to do this, though had no other choice. By 800 BN there were enough supplies to finally start working on the tunnel.

By the time Naralagon came, they had made great progress on the tunnel. During the transition they had decided to go back to Heimskringla for the duration. After Naralagon had ended they returned to find the tunnel had been destroyed during the rebirth. Their guardian followed, having fallen in love with the princess Mirev Steelheart. He asked for her hand, in return presenting them with a blue flame. The knowledge of the blue flame would burn their forge so hot it would create a material strong enough to withstand anything.

As life returned to normal, the Dvergur returned to Eyðimörk and rebuilt the city making it a large trade city for eastern Yara. By 1246 AN, the city was able to accept trade from areas across the water, unfortunately security was mild and a group of Bojovnik pirates made port and attacked the city. Destroying shops along the boardwalk and stealing livestock. By the time the Dvergur could recover and fight back, they were gone. The attack caused them to build up their military and walls around them. To this day all their cities have the strongest fortresses in the world.

In 2487 AN, an illness brought in through the port swept the streets of Eyðimörk killing 30% of the people. For 20 years, the illness spread across Yara . By the time it hit Lairelithoniel it had wiped out 23% of the worlds’ population. Some believed it to be a curse while others blamed it on their enemies. Those who remain were stronger for it. Either way, they all had to once again rebuild.

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