Dwarfs Species in Veska (Scrapbook) | World Anvil
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Dwarfs

Always working, always toiling. The Dwarfs of Marei are never found off their feet, and when they are, it's during the few minute hours they have to sleep, before waking to toil, work, and labor away once more. Dwarfs are an industrious people, renown for their great appreciation of progress, the Dwarves of Marei are known for being somewhat reclusive due to their incredible leaps of technology being so dangerous outside of their hands that it could threaten to elevate other civilizations to heights unimaginable. The Dwarfs however, choose not to abuse their knowledge, and instead keep it among themselves in the seclusion of their mountain home of Marei.   Gruff and always looking for an opportunity to occupy their time, Dwarfs lead the world in technology. They're incredible inventors, being the first to revolutionize warfare with gunpowder, and perhaps recently, the creation of their legendary Drakefire technology.

Basic Information

Anatomy

Dwarfs are short and stout folk, packed tightly with muscular sinew that leaves them often looking far more muscular than most. Where Dwarfs lack in height, they make up for in girth and muscle. A fully grown Dwarf's forearm grows nearly twice as thick as a grown man's.    The stereotype of 'All Dwarfs have Beards' is not true; but an idea bred from the fact that they greatly respect both the hair on their heads and face, seeing it as another thing to decorate or cover with ornate decorations. Women, though not all capable of growing facial hair, often do with very little discrimination due to it just being yet another part of their body to flaunt with jewels and rings.

Growth Rate & Stages

Dwarfs age slightly slower than humans. Though this means they achieve true adulthood later in life, it also means their lifespans are generally much longer. A Dwarf can live to be around 140 before they expire from old age, but is not considered an adult until they reach 25. Men are not considered men until they grow the first bit of facial hair upon their face.   Children: Children are usually coddled and spoiled. True 'Children' are generally considered anyone beneath 16 years of Age. Unfortunately, Dwarfs, with their very industrious and working-stiff lifestyle, generally have very little time to interact with their children. Huge nurseries are thus established in Dwarven communities. These enormous nurseries serve as temporary homes until the Dwarf is young enough to safely live at home with their parents, where they are then often expected to help contribute to their people by joining one of the labors that run their home.

Ecology and Habitats

The Dwarven homeland of Marei. Dwarves seldom leave this small island, but make use of every last bit of earth, from the land above, to the vast tunnels below...

Marei

The Dwarfs make their home on the island of Marei. On the surface, Marei is a relatively small island with very little activity. The center of it is taken up by enormous mountainsides, fractured by vast stretching crags and canyons that leave very little room to be built upon. The little space outside of this perilous zone is claimed by dense jungles and forests. Rather than clear cut, the Dwarfs keep these forests as a natural barrier. They prefer fashioning things out of stone or iron rather than wood anyway.

Dietary Needs and Habits

The Dwarven diet is almost no different from a human's; they're omnivorous, and eat a healthy balance of just about everything. Dwarfs eat a lot more than humans however. No less than five square meals a day are found throughout a common Dwarf's daily life, with any less considered too meager to help fuel their active lifestyle. This is partially due to their high activity, but mostly due to the fact that Dwarfs require very, very little sleep to function.   It's very rare for a Dwarf to not be busy bodied. To Dwarfs, the 'day' is measured in 20 hours, with the four remaining hours generally being sleep and rest. Even so, Dwarfs will sometimes resume their lives after less than that. They're hard working, constantly moving, and seldom find themselves time to rest.  

Dwarven Cuisine

  Jört: Jört, also called 'Saltstalks', is a common plant found growing underground. They're tubers that develop fleshy stalks over time, and are popular due to the stalk's ability to regrow. The stalk is somewhat starchy and can be dried and ground into a seasoning that preserves foods, hence the name. The actual tuber itself is referred to as the 'Heart', and is typically not harvested until the stalks stop growing near the beginning of winter. Jört hearts also develop a hard, crust-like skin that must be cracked open, but the unique, soft, and buttery texture make it a very popular food for higher-class Dwarfs.   Wheat & Barley: The most common grains found in Dwarven cuisine. Wheat and Barley are the most important grains to the Dwarven people; the outside farms are often described as 'rolling fields of gold'. Wheat is frequently used for a variety of purposes; from flours, to breads, biscuits, and all manner of different products. Barley is used for making ale, but is a popular grain to grow for livestock as well.   Beer: If a Dwarf isn't drinking fermented milk or water, then they're definitely drinking beer or ale. Dwarfs are very fond of this drink; it is easily the most popular among their people.   Dairy Products: Just about anything with milk. Sour milk is a very common beverage among the Dwarfs, and cheese is found in just about every important recipe you can find. 

Livestock

Förmamöls: Förmamöls, also called 'Great Moles', are enormous, tunneling mammals found native to the mountains of Marei. They are coveted by the Dwarven people and widely regarded as an important part of their culture; myth has it that it was the Förmamöls that taught the ancient Dwarfs how to shape out their mountain homes. They're incredibly intelligent and often utilized as beasts of burden, and are especially popular in mining operations thanks to their ability to tunnel almost as efficiently as Dwarven machinery. Förmamöls are so valued that they're generally never eaten; Dwarfs bury them in crypts and tombs much like they'd bury themselves.   Chickens: Dwarven Chickens are different from normal chickens. They're often called 'Silkies' for the plumage that glows long, thick and soft over their bodies. Their heads are covered in fluff, to the point that only the beak protrudes from their face. Silkies grow to an obscene size compared to other chickens, capable of reaching up to five feet in height. Roosters are typically slaughtered by the time they reach three feet; though hens are kept until they no longer lay eggs. Silkies are generally kept in the mountains of Aragzar.   Mountain Oxen: Oxen are very common outside of the mountains of Marei. It is a common tradition among Dwarven 'Outworlders' to raise a bull for slaughter starting each spring. Cows are generally kept alive until they can no longer produce milk.

Additional Information

Social Structure

Dwarven society is a strict Monarchy. The elected Dwarven King generally has a say in everything, with the only exception being when a majority of the Guilds refuse his word.   The King: (Official title: Untiirkonen or 'Underking): Is the single most powerful Dwarf on the island. The King's word is effectively law, with very little capable of actually stifling his demands outside of the guild castes choosing to deny him. The Guild Castes were created for the sole purpose of keeping the King in check.    The position of King is usually inherited; though in cases where there is no capable heir, a Guild Prince is instead voted in to take over the mantle as the next King. In honor of the Underking, Dwarfs rename their capital city to match whoever happens to be ruling at the time. (King Ragzar has it named 'Aragzar', while former king Yargral had it named 'Yargralin.')   The Guild Princes: (Official Title: Versiprins, or 'Trade Prince'): One may argue that the Guild Princes rule all of Marei itself; while the King is generally respected as the single most powerful man, the Guild Princes as a collective are what shape and determine the laws, and how things flow throughout the kingdom of Marei. Dwarven society is absolutely ran by guilds; with each guild pertaining to a very specific need within Dwarven society. While the smaller, minuscule guilds are still respected, they usually aren't included among the Guild Princes.   Guild leaders become Guild Princes when their guild exceeds a population of 100 or more people. Each guild is closely tallied and tracked to ensure how many people serve within that guild. The more people within the guild, the more the Guild Prince holds sway in meetings.    (E.G: The Miner's guild is notorious for being so large that it's generally considered the single most powerful organization within Marei. If the Prince of the Miner's Guild were to place his vote upon the table during council meetings, it'd count as a vote from roughly 400 Dwarfs, because that is how many Dwarfs are part of the guild. So long as 51% Of the total agrees upon something, then that law passes.)   The Stoneguard Legion: The Stoneguard Legion is a special branch of Dwarven warriors that are hand picked from military training to become the greatest warriors in all of Marei. To call yourself Stoneguard is to garner respect from the higher castes, as well as place yourself in a higher position of power than the common citizen.

Civilization and Culture

Naming Traditions

Male Names: Thorgrim, Androlin, Gornom, Strussick, Hardreth, Ludnum   Female Names: Martrude, Stromhilde, Vadebelle, Jalma, Halmotaine, Yonma, Galmemora     Last Names: Last names are generally given based upon their appearance and/or accomplishments. Example:   Bloodbeard, Gorecrest, Steelstorm, Warbreaker   Last names are also passed on to each generation; though it is very easy to wind up inheriting, or even changing one's last name in Dwarven society.

Major Organizations

Storsveit: Greater Guilds; The 'Greater Guilds' refer to any Guild that has a grand total of 100 or more people within its population. The leaders of these guilds are allowed to participate in actual Dwarven political games, and are considered the most important members among Dwarven society.   Leigraveit: Lesser Guilds; The 'Lesser Guilds' refers to the opposite; any Guild with less than 100 heads is considered a 'Lesser Guild'. These guilds still hold power, and generally swear fealty to other Guilds until they manage to accrue a total of 100 memberships.   The Stoneguard Legion: The Stoneguard Legion is a group of staunch defenders that patrol the deep mountain city of Aragzar. They are seldom found anywhere else, but are assigned to keep watch over stray tunnels, and often sent on expeditions to scout out and prepare deeper tunnels for colonization. They earn their name from their trademark armour; thick, heavy plates resembling solid slabs of rock strapped to the body. To those without training, its weight alone would leave them still and unmoving.

Beauty Ideals

Dwarfs value their hair. A lot. A male Dwarf without a beard is either considered a child, or outright insane. Though rare among Dwarven kind, the few women capable of growing facial hair often choose not to remove it. Dwarfs are fond of braiding and knotting their hair with jewelry and decorations.    Traditionally, hair tells a lot of stories in Dwarven culture. Though modern times have lead to the Dwarfs simply choosing to decorate their hair on a whim, there are some that value tradition over others.   --Beads are fastened into the hair to honour a battle they enjoyed -- but not necessarily won.    --Braids are placed into the hair to honour each loved on that died in their life time. Dwarven soldiers actually frequently cut long, braided locks of their hair from place to give to their families as tokens to hold onto until they return home.

Courtship Ideals

Dwarves work. A lot. If a Dwarf isn't working, chances are they've either somehow injured themselves enough to get off the job, or wound up ill and sick. With that in mind, it takes time for Dwarfs to form romantic relationships, but when they do, it's very often somebody else that they worked alongside with. A member of the Miner's guild is much more likely to marry a man or woman from the miner's guild than somebody from the merchant's guild.   Despite that, Dwarfs usually have a tradition of creating their own wedding ring -- not in a literal sense, but a 'wedding gift.' They create a tool of romance to honour whoever they're smitten with, and propose with that gift presented. Should it be accepted, then a wedding is arranged. Weddings are very frequently done at the work place; though such an occasion is still greatly celebrated. It is customary for supervisors to provide an hour of revelry to celebrate this; and those that have not honored this occasion have swiftly lost their management position.

Average Technological Level

See: Drakefire Weapons and Flame Treaders for examples of Dwarven technology.   Dwarfs are incredibly advanced. To the point that many of the other races found around the world actually fear them. They're capable of manufacturing complex machinery, and when men still swung their swords, they were already blasting their enemies to bits with firearms. When men finally caught up and learned of Gunpowder (thanks to the Dwarfs, no less), Dwarfs were already creating powerful repeating firearms and Drakefire technology.   A lot of their equipment is ran through steam and pneumatic that supply electricity.

Common Taboos

Not accepting dinner: Whenever a Dwarf is a guest to an establishment, it's almost customary for the Dwarven guests to accept dinner when offered. While not necessarily a cardinal sin when life gets in the way, refusing one's cooking is often seen as refusing one's trust.   Slacking Off: Supervisors allowed to use physical means to persuade their workers into action should they ever be caught slacking off.

Historical Figures

King Yargral Blackblood: The King of Marei before the Blood Curse struck the Dwarven capital. Before his renaming to 'Blackblood', Yargral was a fairly respected King that was renown for being among the first Dwarfs to enter the throne from the Mage's guild, named 'Ironblood' for his ability to bend and shape iron at a whim. Unfortunately, when the curse swept through the Dwarven capital, King Yargral was among the first to become infected by the plague. He did not show the symptoms immediately however; and instead conspired to tear down the Dwarven people from the inside out. Dwarfs were lead into his throne room to be forced into imbibing in his blood, so that they may be plagued by his curse and carry out his will.   Countless tunnels were blown apart in order to cut the infected off, and in time, King Yargral was reluctantly put down by his son and current King, Ragzar.    King Ragzar Greatwall: The current famed Warrior-King of Marei. Once simply named 'The Wall', King Ragzar is known for wielding enormous shields woven with mystical enchantments; making them far lighter than they should be. Ragzar served as captain of the Stoneguard Legion and lead an entourage of his fellow Stoneguardsmen off in to search for his maddened father. With their combined efforts, they battled their way through the onslaught of beasts and found themselves finally bringing an end to the corrupted King.    To celebrate his bravery and valor, Ragzar was made into the next Dwarven King.   Guild Prince Naddith Goldwhisker: The Guild Prince of the Miner's guild; while a lot of Guild Princes should be notable, Naddith in particular is most renown due to how much importance the Miner's guild has to the Dwarven people. Naddith gets his name for the golden bells and beads that he uses to decorate his beard, creating a jingling ring that resonates through the cave walls.

Common Myths and Legends

The Shrew: Said to skulk around the cities at night, the Shrew is a strange enigmatic figure described to always be wearing thick and tattered robes that cover his body. He is often sighted in slums, but expeditions into abandoned tunnelways have frequently lead to encounters with him. The Shrew is said to stink of sweat because the rags he wears were worn since he was but a child, and his gnarled, warty hands are said to beckon towards those who are well off.   The Shrew requests gold from passersby. To those that provide him gold, he disappears. It's said that they will experience a moment of good fortune should they provide any gold to the Shrew.   The Ludeö: It is said that when it is pitch black, the Ludeö will come out to eat you. Dwarfs never describe what the Ludeö is like, and it is typically used to scare off newcomers to a job sight. It's a creature said to devour anyone that winds up wandering out into the tunnels during the dark, and is said to be warded away by the smallest of lights.   Lady Gristlegrin: Lady Gristlegrin; said to skulk and stalk the city of Aragzar at night, and to steal away any children that decide not to wander through. She is said to be a towering woman that stands twice the height of a Dwarf, with a permanent rictus smirk that oozes black blood. Her voice can mimic those she kills, and she uses it to lure children into a false sense of security, where she may then swallow them whole.   Lady Gristlegrin is frequently told to Dwarven children in order to keep them from wandering out at night; yet another innocent tale that speaks of foul strangers.

Interspecies Relations and Assumptions

Dwarfs find it very odd. Mostly due to the fact that interspecies relations come with the implication that they have had the time to leave Marei for such extravagance to begin with. Of course, human-Dwarf interspecies relationships are actually very common in the surface, and is not exactly frowned upon.
Lifespan
Up to 140 years.
Average Height
4'0~4'6
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Author's Notes

Dwarfs! Let me know what you think in the comments below if you desire to do so.


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