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Dwarf

Dwarves are short, stocky humanoids with large beards and tough skin. Living in the Deephollow Caverns, the dwarves have formed dozens of civilizations in the heart of the earth and rule the subterranian world they inhabit.

Basic Information

Ecology and Habitats

Dwarves are native to the Deephollow Caverns, and have made it to the top of their ecosystem. This is not to say nothing poses a threat to them, as there are plenty of dangers in the dark caves. But with their forged tools and humanoid intellect they have mastered the caverns they call home.

Additional Information

Facial characteristics

The most iconic facial feature of all dwarves is their beard. However, instead of simple facial hair, dwarven beards are highly efficient air filters. Working in deep caves leaves no where for all the dust kicked up by mining or the soot from fires to go, so dwarves developed thick hairs tight enough to keep these airborne pollutant out of their lungs. The importance of these beards led to them being symbols of status, with those of great means bedazzling their beard with jewels and gold and most dwarves styling and braiding their beards.

Civilization and Culture

Culture and Cultural Heritage

The heart of dwarven culture is the forge. Khazarag is a god of creation, and has imparted this ideal into his followers. While dwarves aspire to master many types of creation, the abundance of stone and metal in their underground homes means masonry and especially blacksmithing are top of the list. A large amount of dwarven effort is spent excavating ores from the earth, hauling them back to the forge, and smithing them into just about anything the dwarves need. There is also a large amount of effort spent shaping the caverns they live in to suit their needs. Plenty of dwarven architecture involves digging a hole into a wall, then expanding the hole to fit the needs of the carver. With all this work to be done, dwarves are very communal people. Each dwarf sees themself as a cog in a vast and intricate machine, small and unimpressive on their own, but when working with other dwarves they are able to do wonderous things. This can also easily lead to interdwarven conflicts. This loyalty to their nation can lead to other nations being seen as “other”, which makes villainizing them easier. Their shared religion can help mitigate this, as the church of Khazarag always stands as a neutral 3rd party. Dwarven warfare is also less destructive than conventional warfare. When two groups of dwarves have an issue with each other, they engage in Toru Mangor, which is Duel of Creation in dwarven. The two sides each build a stronghold, within firing distance of each other. The church of Khazarag oversees both the construction and the resulting battle to ensure fairness. Then, once both sides have finished their creations, they fight. The goal is to knock down the other side’s stronghold by any means necessary. Bombs, golems, cannons, even going at it with a pickaxe if you’re desperate. The church sets rules and regulations in an attempt to keep casualties low, but there are often still deaths on both sides. This is not to say more conventional types of warfare are unheard of, but these are both less common and are considered dishonorable. It also signals that your craftsmen are inferior since you resort to cheap shots instead of proving your might in the eyes of your god. These types of attacks must be done in secret, lest your nation earn the ire of both the church of Khazarag and any neighboring nations.

History

The history of the dwarves starts on the surface. Once, they and orcs were one species, named dworcs by later historians. These dworcs had a dual pantheon: the creator and the protector. When the dworcs were split, the future dwarves fled into a cave system that led into Deephollow Caverns. Now trapped in a strange and unfamiliar environment, they prayed to their gods for help. The creator, later known as Khazarag, gave them the tools to survive. Khazarag gave them pickaxes to shape the earth, fire to light up the dark, and most influential, he gave them a spark of invention. With these gifts, the dwarves thrived in their new subterranean home. Cut off from the rest of the world, they spread across the tunnels and formed many civilizations. They also rapidly advanced technologically, due to the plentiful materials and their cultural love of creation. The dwarves were the first ones to hit the industrial revolution, though their separation from the rest of the world meant that this technological advancement didn’t spread. Some dwarven holds did maintain one presence on the surface however. When dwarven cities were built into mountains, the high slopes of the mountains were often used for agriculture. They made sure to keep these gardens isolated, keeping their anonymity from the surface folk and their issues. The lush and mysterious gardens on remote peaks tended by an unknown species, however, had some legends about them. The dwarves tending them were seen as spirits, and consulted for wisdom by those brave or desperate enough to seek them out. Most dwarves treated this with surprised bemusement, and usually went along with this “mysterious spirit” routine. This was all the contact dwarves had with the surface until the Doombringer War. One of these “wise spirits”, a dwarf named Urimin Forgeheart, was asked for guidance on the war. Upon hearing of the nightmares currently ravaging their way across the surface world, Urimin could not stand by and let the demonic hordes destroy everything. He started a campaign to try and get his people involved, to lend support and push back the dire tide. At first, the dwarves were indifferent. Who cares about the surface? But eventually, Urimin managed to drum up enough support to get several dwarven cities involved in the war. Urimin acted as an ambassador, talking to the surface alliance trying to push back the demons. At a big battle, when the alliance was on the back foot and desperately trying to defend a strategic fortress, the dwarves undermined the demonic horde. A surprise attack from below, followed by the dwarven forces suddenly appearing in the middle of the demon’s leadership, caused the demonic forces to fall into disarray. The alliance took the opportunity and delivered a devastating strike. This event is known as The Rising, in recognition of the day the dwarves rose from the depths. From there, the dwarves proved invaluable allies, using their advanced magitech to turn the tide of the war and allowing for the alliance to triumph over the demons. While the world was saved, the power of dwarven machines sparked the other peoples of the world into a race to catch up.

Common Myths and Legends

Dwarven religion is centered around Khazarag, though he has created several lesser gods to aid him in guiding the dwarves. These other gods are secondary to Khazarag, but the church still gives them due respect. The church is the oldest dwarven organization, established alongside their first city. It has changed over the centuries but has remained the heart of dwarven culture. They have a presence in nearly every dwarven city, and remain a neutral force in Deephollow who work toward the betterment of all dwarves. Entering the church is difficult, and ascending is a rigorous process. Prospective priests are put through a series of trials, culminating with The Reforging. The would-be priest enters a specially prepared ritual flame and prays to Khazarag. If they are unworthy, they are horribly burned and must go through the trials again if they survive. If they are deemed worthy though, a ringing hammer blow fills the chamber and the dwarf’s skin takes on a metallic sheen, as though Khazarag himself turned their skin into metal.

According to dwarven legends, when the dwarves first went underground they were faced with a dangerous, alien world. Khazarag sought to tame these wilds, and did so by giving them form. Hammer in hand, Khazarag forged bodies for the various concepts, then conquered them and placed them in his creations. These would become the lesser gods of the dwarven pantheon, no longer frightening abstracts but personified children of their god.

Branti-The dwarven god of fire, sister of Carunga. She is close to Khazarag, keeping his forge lit and the shadows at bay with her light. This second duty is loved by the dwarves but hated by Scalath, who has an eternal rivalry with her. She is also known for her fiery temper, bringing the burning wrath of her father upon any he deems worthy of such punishment.

Carunga-The dwarven god of stone, sister of Branti. She is the slow, even temper to her sister’s passionate fits. Stone's role as a primary dwarven building material also gives her associations with construction and civilization.

Scalath-The dwarven god of the shadows, who is seen as a trickster. He is a sneak, a rogue and the most frightening of the dwarven gods. He is not malicious though. Just as shadows hide monsters, they can hide you from the monsters. While seen as lord of the horrors in the dark, he is also an ultimately benevolent protector.

Mavoda-The dwarven god of life and water. He is mostly seen as a god of life and the various creatures of the Deephollow Caverns. His water association comes from the fact that hydrothermal vents provide the base of Deephollow’s ecosystem. The vents feed various clams, shrimp, and other aquatic creatures, then those creatures feed the rest of the caverns.

Interspecies Relations and Assumptions

The dwarves in Deephollow Caverns don’t care about anything on the surface. They have a rich, complex world beneath the stone, why bother with that strange, alien world above ground? Deephollow dwarves instead focus on each other. The dwarves have set up dozens of empires and hundreds of kingdoms all across the underground, forming a political scene as varied and complex as that of the surface.

Those who live near the surface, however, have a more involved view of the surface world. While specific policies vary from mountain to mountain, dwarves generally have a “you don’t bother us, we won’t bother you” mentality. They do frequently engage in trade though, and dwarven metalwork is considered to be some of the finest craftmanship on Savinaru. Dwarves rarely allow outsiders in their hall. Routine interactions are made in specialized towns on the doorstep of the mountain, and outsiders must get permission from a dwarf of influence to enter a dwarven stronghold. Once a person has proved themselves to be a friend of the city however, they are free to come and go as they please.

Geographic Distribution

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