Dwarves

The dwarves are, according to myth, the first mortal beings created by the giants. The dwarves call themselves derwo, meaning the ‘fixed or firm ones,’ with the sense of being rooted and firm as an oak. Thus the symbol of the great oak was said to have been carved into the Kanlin’s throne room at Talamon. The dwarves consider themselves the foundation of the world, as well as the supporters of heaven, like the mighty oak they delve deep into the earth and stretch into the sky, immovable and everlasting. Kanlin was the first dwarf and ancestor of the race. He was tested by the giants along with his brother, Logha. Fearing that he would lose to his brother, Logha stole part of Kanlin's body, which meant that all of Kanlin's descendants would stand shorter than Logha's descendants. The dwarves do not think this is much cause for concern, as even after Kanlin lost part of himself, he was still more worthy of the giants' teachings than Logha, who fled into Erebus to escape judgement. 
With the guidance of the giants, whom the dwarves revere as the Ancient Fathers, Kanlin and the Hundred Clans forged the grand empire of Tir Urdun, the True House, which stretched across northern Altea. The empire flourished for centuries, but was undone at the end of the Night Wars, when the Azlan attacked their former dwarven allies and took Talamon, destroying Kanlin the process. Tir Urdun collapsed within a few generations, the dwarves pushed off the plains and coasts by the Great Passage from Alba. Of the original fifteen provinces of Tir Urdun, only two remained: Bawn Uxar in the Cloudthrone Mountains, and Bawn Arkanta in the Bright Mountains. Likewise, the Hundred Clans were reduced in number as well. Only 23 survived the upheavals that ended Age Zero, and of these 23 two came to dominate the remaining Bawns. Clan Stoneshield claimed Uxar, while Clan Silversmith claimed Arkanta. Neither clan recognized the others legitimacy, and considered all clans to be of lesser status. Thus, clans Silversmith and Stoneshield are often called overclans, for they claim authority over all the remaining members of the Hundred Clans. 
The overclans trace their authority to the Age of Giants. In Tir Urdun, the Hundred Clans met at the Hall of Colossi, carved by the giants themselves, to debate matters of import and decide on a direction for the empire. The two most important roles were that of Warmaster and Forgemaster, the chiefs of the empire’s military and economy, respectively. It was the Stoneshields who claimed the title of Warmaster in perpetuity after the fall of Tir Urdun. Likewise, the Silversmiths proclaimed themselves Forgemasters. Thus, the two ‘overclans’ took control of what remained of the True House, relegating other clans to servitor status. These ‘underclans’ were locked in caste-like service to the overclans, which constantly fought to control mountains of Heide and Avrasia. It was this intolerable situation which drove many dwarves to escape into the Worldspines where, under the guidance of Volund, they would form the Iron League of Dal Radha. Neither the Silversmiths nor the Stoneshields recognize the exiles as anything more than traitors and heretics. For to deny the overclans is to deny the chosen representatives of the giants themselves. 
Both overclans insist on their august heritage. Nemed the Stoneshield is First Ancestor of Clan Stoneshield. Nemed was Warmaster of Tir Urdun’s armies, and led them against Nyx upon the plains of Brax. Banba the Silversmith is First Ancestor of Clan Silversmith. She was renowned for her metallurgic arts, and produced many wondrous items that have since become legendary artifacts. It was Banba who first discovered how to work noxite into arms and armor to create adamantine. The other 23 clans have their renowned ancestors as well, though only a few are broadly recognized and honored by all dwarves. Of course, not all dwarves can trace their ancestry back to the Hundred Clans. Many in fact have 'lost their names,' either by being stripped of their clan membership or through the loss of records. Those dwarves that are 'nameless' are placed in the so-called Dust Clans. Each dwarven hold has its Dust Clan who perform all menial labor. Dust clan dwarves who win respect and honor might be adopted into a true clan, but many are trapped in their station for life, passing the status onto their children. Unlike Hundred Clan dwarves, Dust Clan dwarves have names that indicate expectations, such as Diligence, Toil or Service. It was in part to escape the Dust Clans that many disenfranchised dwarves joined the exodus to the Worldspines. 
Dwarves revere their ancestors, as well as the Outsiders, who are all considered dwarves. However, all deities are merely expressions and crystallizations of the First Music, first produced by the Pancreator. The Song is the chorus of the divine, and pious dwarves seek to join their voices to it. As dwarves were created by the giants to refine the world, the dwarves seek inward and outward perfection. This increases awareness of the Song, and brings a dwarf closer to the divine. Those dwarves that fully embody their purpose slowly transform into crystal. These diamond dwarves are living ancestors, revered as vessels of the First Music. In time, diamond dwarves become crystal ancestors. Each hold has its crystal ancestors, a vast, gemlike construct that is the fusion of all those dwarves who achieved perfection. Crystal ancestors contain the memory of a hold, and they are often consulted by clan mothers and fathers, as well as the hold's lord. 
Dwarven affinity for stone and crystal even extends to their diet. Dwarves can eat rocks, and their teeth are much stronger than a human’s. Most rocks are not every appetizing, but many dwarves do have a weakness for stewed land coral (imported from Helia at great expense.) They also drink quartz beer, a very fizzy beverage that tastes incredibly acidic and hits the gut like a lead weight. The stuff makes anyone but a dwarf regret their choices. Dwarves also have very strong bones, which rarely break, and incredibly tough finger nails. They can dig through all but the toughest rock with their bare hands, though they much prefer the elegance of tools and magic. Dwarves have a strong sense for noxite, and can hear it 'singing' long before they see it. They also are much less susceptible to glimmerscale, which makes them ideal miners, for dwarves will brave the terrors of Erebus far more easily than most. 
Many can find dwarves gruff and loud. Dwarves do not disagree, but they insist that their status as a chosen, holy people gives them the right to say whatever they want, as they speak with the voice of the Ancient Fathers. The only folk who have really accepted this argument are the Ilix, who for some time were the proteges and mediators for the overclans. 
Apart from the dwarves of Heide, Avrasia and the Worldspines, there are at least two other major dwarven populations. One group lives in the far south, in the Suhayl. These desert dwarves descend from armies sent to battle the Azlan during the Night Wars. When Tir Urdun fell, these dwarves were isolated, fleeing into the hinterlands to escape maedi reprisal and enslavement. When Zakhema fell, the desert dwarves emerged from hiding. They are quite different from their northern kin, living more freely among humans and travelling the Sunlands as agents of their particular guild, for these dwarves have long forgotten their clans, and organize around their family trade. 
Even more different are the copper dwarves, who dwell on distant Khel-Chan, an island in the Shadow Sea. Copper dwarves, who call themselves 'iwg' (pronounced eye-yoog), claim to have been placed on Khel-Chan by the giants and tasked with testing and examining Vala and its inhabitants. Iwg have access to strange devices, many constructed from the coppery 'evestrum,' or polymetal, that gives the dwarves their common name. The other dwarves do not trust them, and consider the iwg spies and troublemakers. Possibly they are not even dwarves. Iwg sometimes travel to Altea on some innocuous task that somehow becomes a nexus for all manner of strangeness and mayhem. Then the dwarf disappears without an apology, their 'observations' complete. Iwg are sometime found in Erebus, dwelling in outposts that seem to have ‘unfolded’ within their chosen cavern. They bring their mute and obedient slaves with them and are often incomprehensible in their desires. They will trade with anyone, and will often seek out slaves for their various experiments, some of them bizarre or cruel. When they have achieved their nebulous goals, all the dwarves will vanish through their folding portals. While northern dwarves at least aknowlege the kinship of desert dwarves, the copper dwarves are ignored as much as possible. It is simply too dangerous to pay them attention.
Category:Races