Dwarves

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#### **Rarity**

Clan dwarves vary in rarity amongst Clans to find on the surface world, yet are all still extremely rare, however, ‘City’ dwarves are just uncommon

#### **Glossary**

* Landsmeet - where the Kings and Queens of the Dwarven lands used to meet with the High King once a year, bringing noble families to secure alliances through marriage, show off feats and creations, discuss intricate and disclosed political matters, and have great feasts and celebrations, as well as settle any disputes through brawls and contests.
* Clans - ‘Clan’ is an umbrella term meaning land, king, city and might of a band of dwarves. Current clans and their Rulers…
	+ Obsidian Clan - Sarboc Coalhelm
	+ Moonstone Clan - Duririua Bloodstone
	+ Cornelian Clan - Bhavruna and Vokhini Wraithcloak
* Angrium - Ominous and deadly crystals that, while very rare, are awfully potent in corruptive magic, causing everything and anything near these crystals to become nefariously warped.
	+ Angra’s Curse - everything exposed to Angrium will become infected with what is dubbed as Angra’s Curse. There is no known cure for this Curse. Symptoms in stages include…
		- Revenant - a demon created by Angra’s Curse. All current Revenants are believed to be the former dwarves the Inquisition fought against hundreds of years ago.
* The Inquisition - an organisation that existed 300 years ago that sought to purge the clans of Angra’s Curse that had spread like a plague, committing horrific acts that have shaped the Clans today. They were ‘disbanded’ into two new organisations…
	+ The Asclepius Foundation - rulers of the Cornelian Clan, they are healers and alchemists first and foremost, however, rumours have warped their perfect reputation.
	+ The Venetores  - Venetores - an organisation of elite anti-magic warriors whose morals are tied only to the Divine Gods, there is nothing they won’t do to meet their ends. Venetores Elders are three in number and jointly lead.
		- Aznaelin Dragonhorn
		- Thromic Coalhelm
		- Dhomus Redforged

#### **History**

Dwarves were one of the first mortal races created by the Gods, made for the purpose of mining. As such, since the Great Awakening they have spread far and wide into the crust of the Aether. Their original tunnels even still exist today, spreading from Aramoor to the Regis Caeli and all the way to the land of the Jarlhoods.

They remained as exclusively as miners for the first 600 years, crafting Themegas currency for the surface. Back then, the Dwarves were but one clan, the Maldevite Clan.

But through years of internal strife and hundreds of ruling families laying waste to eachother, the clan was splintered into 5 sometime in the 6th century:

* Selenite Clan, supreme artificers.
* Obsidian Clan, warriors and battlemages.
* Moonstone Clan, record keepers and observers.
* Cornelian Clan, healers, apothecaries, and witches.
* Maldevite Clan, loyalists, builders, nobles.

However, much history was burned, buried and lost during the age of the Inquisition, what is known of the hundreds of missing years is the following:

* Selenites created masterful machinery, were steadfast allies of the Maldevites and are suspected to have created sentient machines.
* Obsidian Clan was fraught with internal war, they also lived the deepest underground and are believed to have engaged in hunts deep into the crust, though what for has been lost and is now rumoured to be Hrana. They were masterful warriors, trackers and hunters.
* Moonstones were the last to splinter and turned the tide for the Maldevites by supporting them after years of playing neutral, they had a library believed to have been the largest in the world before it was lost. Some expeditions hope to one day find this library again.
* Cornelians were known to experiment on their own kind nefariously, having great distrust from the other clans, they crafted a device that could bring the recent dead back to life in body and soul or even without said soul, and were the main opposition to the Maldevites before agreeing to a surrender deal.
* The Maldevites were the ruling nobles, backed by the support of the other clans it was agreed that they would host a High King or Queen, a totally neutral family that would ensure the clans keep peace.

In the year 904, High King Jorsik Stormhold was presented with an ominous gift from the Selenite Clan during a Landsmeet, coming in the form of a newly discovered Crystal, pulled from the earth merely a day before the Landsmeet was due.

The Selenite King, Thagnous Axearm, a decorated, respected, old war chief, saw an opportunity to earn more favour and power with the High King.

He ordered chunks of the newly discovered crystal to be crafted with gold into four large and lavish beard beads and with it, set off with his company of nobles and warlords to the gathering.

However, when King Thagnous arrived, other clans noted how “skittish, paranoid and angry” he had become. A far cry from his former wise and noble reputation. Other clans also noted how the entire company with the Selenite Clan behaved much the same, turning the Landsmeet into a hotpot for gossip.

The beads were presented by Thagnous abruptly during a dinner, during which his company started many a vicious fight and refused to regain control until the beads were presented.

Records of the Landsmeet at the time noted how thick with tension and apprehension the air was, how “...Selenite heads stared like deer before an arrow, one could see the red behind their pupils and how their faces turned to a haunting stone. It was as though they were witnessing the departure of a loved one…”

The Selenites departed hastily after the presentation, despite how much Jorsik adored the gift and granted them favour, they refused to stay for supper, disappearing into the tunnels without ever making it back to their Clan…

The Oushivians found almost 200 years later that, while examining the undead flesh of a physical demon they caught in the depths, they found the creature had DNA matching that of a Selenite Dwarven noble family, one that records show had attended the fateful Landsmeet. Leading, inevitably, to the theory that all the physical, ‘Revenant’ demons of the Aetherian Depths can be linked back to the Dwarves corrupted by the Curse.

High King Jorsik had been in the process of writing a Saxunomicron, a book of the earth, the crystals, mining methods, tools, advanced engineering and more, and nothing shows the High King's descent into madness quite like this Saxunomicron…

The first 400 pages are clean, ordered, informative, and show technical marvels never seen again on Aether, yet on page 466 the book is interrupted, going from knowledge on advanced mining machinery to babbling about a crystal with ‘chunks of Vesix trapped within’.

The pages become cluttered and messy, with repeated passages and frantic writing with pleas for help littered within, as though he knew something was wrong and was alone in the failing fight against it. With each turn of the page the evidence of the High King’s madness grows more troubling with each sentence.

Descriptions of demons, monsters and visions, ravings about a chamber glowing in red and flooded with this new crystal, his visions of this place and how he was filled with terror thinking about it, yet on the next page it brings him comfort and marks a development in the curse.

The book becomes a journal, with every intrusive thought splattered onto the pages.

On the last page, the words are incoherent, with only a few words being scratched into the paper with bloody fingernails screaming about Angra and hailing the new coming of the Lord before coming to a dramatic halt…

Other records of the High King from this time corroborate with the belief he had become corrupted, with half his council facing the same fate and even many more of the nobles, whom passed this madness further down the chain of class.

Jorsik quickly earned the title of ‘The Mad King’ and stories of him are rampant today throughout the Aether, ranging from injustice in his court, streaking across town and stealing bread, shouting so loud all could hear within the castle walls, to a dramatic increase in the number of bloody executions ordered.

The remaining unscathed from the council came together in secret desperation, eager to form a solution, and said solution was found in the form of the Dwarven Inquisition.

This Inquisition was placed into the hands of one of these nobles trained in demonic magic, Sadaeg Nightfury, who charged the Inquisition with the ruthless purging of all corruption and magic (from his own personal prejudice, he sowed seeds of fury against mages during this time), starting with the believed slaying of the Mad King and raising an army.

With the slaying of the Mad King - which some dispute did not happen due to a lack of evidence, many Dwarven warriors unscathed sought to aid this Inquisition out of desperation to fix the rapidly deteriorating situation, those who did not join were forced through various ruthless means.

Over the next 3 months, the Inquisition was deep into all clan territories, purging every man, woman and child they suspected of carrying the Curse, destroying homes, land, creatures, even purging the rock that had become corrupted.

However, this Inquisition was doomed to fail from the start as they threw every abled body person at this cause, subsequently also feeding the Curse they sought to destroy.

Even with the immense loans from and fighting aid from Silia, their technical marvels, their alchemy, their crafts, they dwindled, succumbing to the very thing they tried so hard to fight against, but it was akin to swimming against the tide.

Only a twelfth of the population remained and the Maldevites completely eradicated, the Inquisition was destroyed under its own weight and even Nightfury fell to the Curse, splitting into two: The Venetores, and the Asclepius Foundation.

The Venetores sought to uphold the principles and goals of the Dwarven Inquisition, taking to the surface with their loyalists and heading straight for Silia.

The Asclepius were more charitable, taking as many as they could to the surface to flee the danger in hopes of one day being able to return to their home once the Curse had nothing left to feed upon.

With such vast debt they could not repay, Silia offered but one solution: Tourmefar, The District of Mining.

Granting them a slice of land to mine within the capitol, watched over like hawks by the Venetores who were granted more power and reach, and leaving the Asclepius Foundation alone to deal their charity amongst their people.

All technical wonders had been lost, and with so many Dwarven masters falling to the Curse, there was none who could replicate their creations, leaving the Clans to be but a shell of their former majesty.

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#### **General Overview**

Dwarves are often viewed upon in two castes: City Dwarves and Clan Dwarves.

##### Clan Dwarves

Situated within the borders of Silia de la Notre lays the District of Tourmafar, a district so polluted from their mining of marble and other ores that its skies are a musky yellow, a thin layer of black coats every surface, and from outside the district the view of the it becomes clouded and swallowed in smoke, the air is acrid and burns the throat and food always tastes… off.

With a population of only a couple hundred, clan dwarves have never recovered their impressive population or technical skills they once held in high esteem back in the times where they lived underground.

This once highly technologically advanced species is now reduced to ill health, superstition and clinging to what traditions remain.

Tourmefar is split into three sectors, with each sector being granted to a clan. However, these invisible and unofficial borders are argued and nearly fought over regularly, with Silia tightening its chokehold of control of the district with each spat through the use of the Venetores, a devoutly religious and ruthless sect of Dwarves that operate largely out of Obsidian Clan land, and seek to spread their cause far and wide into the Aether…

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###### Obsidian Clan

The Obsidian Clan is the most hostile and violent band of Dwarves, especially towards outsiders and are devoutly religious to the Divine - or at least, Unorthodox Viothism Gods adopted and extreme-ified by Silia.

Formerly, their clan used to be the deepest dwelling of all the Dwarves, with stout bodies and large bones to cope with the pressure and lack of oxygen. They even had ties to the Ironforged.

The Obsidian Clan had a bloody history of coups and wars for control and power, with the current ‘governing’ family being the Coalhelm family after Befrolir, grandfather to the current King Sarboc, led the Venetores he was a Magister of in a swift but dramatic war that lasted twenty minutes, with the belief that the previous King Mabak Alebelly lived up to his family name too much and was proving an obstacle for Silia.

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###### Moonstone Clan

The Moonstone Clan is a very quiet clan, becoming elusive and secretive. They also hold the smallest population and smallest land, and are often the target for rumours, bullying and harassment when the other clans seek someone to blame.

The one thing between the clan and annexing is their governing heritage being the only bloodline - the Bloodstones - to have remained intact for centuries, gaining the dwarves some semblance of peace through the tradition of the importance of blood lines. The current King is Duririua Bloodstone.

However, among the common folk, this is also a source for preposterous rumour, with many blaming the Moonstones for the creation of Angrium and harbouring mages.

In truth, the Moonstone’s are governed by the Oushivia Tower from the shadows, whose goals lay in the mysterious and dangerous Angrium crystals that warp and corrupt everything and anything around them, named aptly after the God they are believed to be related to.

Oushivia have only held great influence since the days of the Inquisition where the Moonstone Clan was almost completely wiped out, desperation making them easy targets for manipulation as the Oushivia swooped in as their ‘saviours’.

Only the King knows of Oushivia’s masterful influence, in return, the King is to aid the Kingdom in their efforts to study and experiment with Angrium.

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###### Cornelian Clan

Cornelian Clans history has been largely lost to time, being record keepers in paper and scholars. They were the seat of education and creation for the Clans underground, but beyond this not much has remained of their past.

They are now the main host of the Asclepius Foundation, turning to alchemy and alchemy to try and keep their people as healthy as can be in such awful conditions.

They also are loud about their desire to return underground, and protest against the debt they hold to Silia. They are held with the same suspicion as the Moonstones, having known sympathies for mages and magic.

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##### TRADITIONS

*Prejudices*

Many traditions have strong prejudices underlying them, fuelled by the Venetores and Asclepius as well as their Clan folk history.

They’re prejudices and negative views are:

* Obsidian folk are seen as violent brutes and hypocrites.
* Cornelian are unethical traitors.
* Moonstones are weak.
* City folk are also traitors.
* City folk and Clan folk despite each other for being ‘lofty’ and each believing they are better than the other and then being resentful for said belief from the other.
* Magic (unless holy and healing in nature) is seen as a bad omen with the magically gifted being stripped from their homes - or given - by the Venetores and never heard from again, and said families facing lashings for bringing a curse into the world.
* Outsiders, or ‘Aliena’ is their language, are viewed with resent and distrust. Many clan folk will try their best to alienate any outsiders who enter Tourmefar.

Paying homage to ancestors is a near daily tradition, with ancient pieces of armour and weapons passed down the family tree being held aloft, usually on a mannequin and against a wall, with chanting the bloodline’s quotes and sayings that have also been passed down, honouring the ancestors that came before, thanking them for the chance at life, lighting candles, incense and laying valuable offerings, such as jewels, every once a month to be added to a ‘lockbox’, or chest, which contains priceless gifts of whatever that family can offer spanning generations back. This chest is believed to be a gateway to the afterlife, to Silia, where their ancestors are believed to be.

These homage rooms will often take up an entire room of the dwelling, and it is regarded as a blighted omen to intentionally interrupt or incite violence within these rooms. This can lead these homage rooms to be safe havens for those seeking refuge from the Venetores, a trick used by the Asclepius as they turn their entire main hall into such a homage room for everyone to enter, should they not have rooms spare of their own, and hence preventing the Venetores from behaving aggressively within.

Another regular tradition is for the ruling family to host feasts once a month, where they are expected to feed everyone. However, these feasts have become less about food due to the lack thereof, and more about drink and just merry dancing, celebrating and one of the only peaceful days of the year where all woes, fights, and disputes can be forgotten for a short time.

Even the Venetores and Asclepius are known to share ale during this time, although resentfully and will prefer to avoid eachother.

Drinking is a sign of adulthood and maturity, and to reject an alcoholic beverage is an insult to the family of the one who offered said drink, this had led to a heavy drinking problem within Tourmefar, as such a tradition has only been founded and promoted by the Asclpius in the last 100 years, as a way to bring people some joy. A joy they regret, due to the increase in liver and kidney problems thrown at their door as a result.

Beards grow on both male and female Dwarves, and to shave one’s beard is a sign of heresy and akin to murder in severity. Therefore, shaved Dwarves are almost always City folk, who are not held to this tradition.

The length, tensile strength and puffiness of one's beard is heralded as a sign of that individual's healthiness; the bigger, the better. Jewels, beads and tassels will hang from these beards, and are often as well kept and orantely styled as the hair on their heads.

In this, men and women are also not seen as so different, there is no great divide between genders, so long as said Dwarf is loyal.

Clan folk who leave, for whatever reason, Tourmefar must go with blessings and permission from their family and their Clan King, with the agreement of returning every few years, or returning for good once what they have sought has been found.

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##### ANGRIUM

Angrium is the term given to the crystals discovered by the Selenites by the Dwarven Inquisition hundreds of years ago. A gemstone so rare that only three nodes have ever been found, with two being buried rashly by said Inquisition, and the last having been mined, it was said to have warm colours from violet to vermillion, appearing to contain worlds and portals trapped within that moved and grow like roots upwards from thing deep, deep below.

Angrium is considered one of the most valuable gems for its rarity and supposed beauty, and yet completely unwanted due to it’s destructive ability to corrupt every fibre of everything around it, down to the very atoms. Angrium has no prejudice, it will cause flesh to bubble and melt, bones to duplicate and form new limbs, bodies to become monstrous masses of flesh, plants to wilt and become more dangerous than Wolfsbane, even gain sentience, rock to crumble and float, Angrium’s corruption knows no bounds as is often referred to as Angriums Curse.

A warning is oft given to most heading deep into the depths of Aether, that they should hear unintelligible deep speak in the rock, to not be lured and head the opposite direction immediately, for this warbling sound can be heard for ten miles near a source of Angrium.

Stages of Angriums Curse upon the infected are:

* Stage One

Paranoia, hallucinations, invasive violent thoughts, increased death drive, subconscious scratching at hands, lack of awareness of surroundings, lack of adequate self-care. Flesh will begin to bubble and boil as the days pass, with immense pain, bones can be heard beginning to break on the final day before Stage Two.

This stage lasts a few days at most.

After the first 24 hours the Curse becomes extremely contagious, with anything coming within 10ft of the cursed becoming infected immediately.

* Stage Two

Sudden social withdrawal, mumbling, night terrors, dissociation, unprovoked and wild aggression, sudden screaming fits. The body with rapidly begin to distort and warp, bones are regularly breaking, immense pain, blood will seep from every orifice and internal bleeding will be found throughout the whole body. Stage three bgins when organs shut down.

Lasts a day or two at most.

* Stage Three

Organs rapidly shut down, the brain and some others may remain, zero cognitive awareness and speech, completely hostile with the intent to maim and harm, a foul stench will arise that cannot be masked.

Lasts less than 24 hours before Curse has completed its corruption.

Upon the Curse completing its corruption, the being is then known as a Revenant and the abilities of the Revenant before their turning will be distorted and highly potent versions of what was once held before.

There is currently no known cure for Angrium’s Curse but it is believed Silia and Oushivia are both working on separate cures. It is often considered a mercy to be put to a quick death and the body must be destroyed by any means, for this Curse does not stop its work upon death.

The beads given to the former Mad King were never found, neither was his body, and the veins of ore once found have been lost. Some scholars debate that Angrium is more linked to the Trickster God’s corruptive energies due to the upwards roots, and their Viothistic lore.

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##### VENETORES

From the remains of the Dwarven Inquisition 300 years ago, come the pious and extremely ardent Venetores, an organisation that holds policing and militaristic power amongst the Obsidian folk of Tourmefar and has unofficial backing from some influential citizens of Silia de la Notre.

They hold within their hearts a fiery passion that does not dwindle and have been known to be some of the hardest folk to get information from.

These beliefs include:

* All magic bar holy and healing is evil, corruptive and draining the Titans of their life force, slowly killing mortals, immortals and Aether itself. Some of their most aggressive devout also believe magic use amongst mortals to be a curse and plague in itself, spreading false information that it is linked to Angrium.
* The Fae, Nithusants and other races with affinities or links to the Gods and their spawn for that matter, are to be purged, having been corrupted by evil gods in their eyes and are now an insult to their venerated Gods.
* Frequent repenting is the only way to save one's soul from Vesix.
* Themega is a Dwarven Goddess and their idol. They worship her above all for she judges their souls and birthed them into the world, she is the only thing good left in Aether and they believe her to still roam the land, living in the capital of Silia and watching them, guiding them. At least, this is their belief…

Venetores members are often referred to as the ‘Devout’, with their leaders being ‘Elders’ and three in power. These Elders then issue commands through their ‘Fathers’ and ‘Mothers’ who oversee the Devout.

The Venetores will pray to the ground beneath them for they believe the gods to have allowed them such grace, lash themselves if they believe they have even had a single thought that strayed, ruthlessly hunt their own with shocking success, pray before doing almost anything and pray loudly at that, preach in the city and more.

While Silia does not outright support the Venetores, they allow them to exist for their aid in policing the Dwarves of Tourmefar and due to their core beliefs of the divine and the gods, as well as the core beliefs of the Venetores being viewed with sympathy, and even adopted by some with great power and official standing within Silia.

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##### ASCLEPIUS

The Asclepius Foundation are more akin to monks. They are pacifist by nature and oversee much conflict amongst Dwarves who are desperate to avoid the Venetores interference. They dispense free healthcare to Dwarves only and try their best with what little resources they have. Unlike the Venetores, their reach does not extend out of Tourmefar, though they do have wealthy backers in Silia that keep them afloat with donations and gifts, their hearts won by the Asclepius’ masterful pulling of heart strings and stories of pity and despair.

Their fliers and pamphlets are regularly spread through the capital of Silia, with beggars putting on shows for money on busy streets. Backers of the Asclepius are believed to be given gifts of their own in return to try and keep their support, though these gifts remain a tightly sealed secret.

The Asclepius are known to be desperate for aid, and this has given rise to rumours of Cornelian folk returning to their old ways of experiments and unethical acts to complete their task of helping their own kind.

They have a prejudice against other races, despise willingly snatching their aid if offered, believing that outsiders are bad news and resentful of their willingness to let their people suffer in debt and ill-health.

The Asclepius view the Venetores as extremists, and overall bad for the Dwarves of Tourmefar, holding them back from returning home and focusing too much on religion. While the Ventores view the Asclepius as altruistic, sympathisers to sinners, idealistic, whimsical and weak. The aid that the Asclepius provide for the Dwarves of Tourmefar, and the protection the Venetores inevitably bring no matter how harsh, are the only thin lines between outright fighting and chaos.

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##### City Dwarves

City dwarves are those that hold no sentimental connection to the traditions of old, and dwell within the steadings of other races with large quantities of their population being found in places such as Aramoor and with the Sun Elves.

They are not tied to any Clan, but rather to themselves and their own families, with their ancestors having fled both the Venetoress and the Asclepius and Tourmefar long ago to make lives for themselves.

The Sun Elves welcomed the Dwarves for their skills, finding a trade off in that the Elves would home them, and the Dwarves would mine and craft in return. Meanwhile, the Dwarves that fled to Aramoor have more freedom in independent choice, being one of the only dwarves to not hold any debt to anyone.

However, they are not immune to the common insult of ‘Dwarven Debt’, which among them is considered foul.

City Dwarves and Clan Dwarves tend to have negative views of one another.

Clan folk view City folk as abandoners of their kind and tradition, akin to traitors and selfish upstart. City folk view Clan folk as uptight and old fashioned, tired of being looked down upon and judged.

As such, the two sorts rarely get along and most peace is known when they do not meet. Fortunately, a lack of interaction is easy, for Clan folk rarely ever leave Tourmefar, and City folk rarely ever go to Tourmefar.

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##### LANGUAGE

The Dwarven language is an old one, one of the few languages that have remained largely independent of other languages for hundreds of years, and as such, some Dwarves can be fiercely protective over it.

It is classed as a romantic language, and also considered a dead one outside of Tourmefar, even many City folk wont know the language.

*(In this case, Latin is the Dwarven language)*

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##### TRADE

Tourmefar trade is entirely dependent on Silia paying the district workers for their mining of marble within the sector, making marble almost exclusively their trade to the outside world.

However, within Tourmefar, the Clan folk enjoy trading of crafted items amongst eachother, and gifts to signify peace and loyalty between families.

Dwarven trinkets are rare outside of Tourmefar, being held close to home as though their lives depended on it. Even City folk tend to stray from the typical dwarven designs, adapting to their new homes amongst other races, making their trade dependent on whomever they establish themselves with.

The Dwarves of the Sun Elves are in a very similar situation to the Clan folk, in that their trade is entirely dependant on the Sun Elven families, and almost entirely revolving around mining.

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##### STEREOTYPES AND THEIR ORIGINS

* Dwarven Alcoholism

Stemming from Clan folk in the last 100 years, the tradition of drinking regularly was promoted by Asclepius to bring some joy to the folk in Tourmefar. It also just so happens that Dwarves have a naturally high threshold for getting drunk.

This has led to the stereotype that all Dwarves are drunken fools.

* Ignorant and stupid

Dwarves are far from ignorant or stupid, however, the prejudices of Clan folk have warped this image as their bigotry is well known, as well as their loss of all their own technology, the destruction of their homes 300 years ago, their debt, and City folk being taken advantage off by other races in their desperation for a home. Unfortunately, all Dwarven folk now fall to this stereotype.

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#### **Race Alignment**

Clan folk: Usually lawful neutral, or lawful evil. City folk: Usually any neutral.

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#### **Natural Race Abilities/Affinities**

* Blunt force

Dwarves are highly resistant to blunt force damage, being able to withstand thrice as much force as an average human could, with dense bones and tough skin, this also means they can withstand greater pressures - such as those found underground - than other races. This does not mean they can tank high speed impact blows from steel maces without damage, but take less than a human would.

* Survivability

Dwarves are remarkable as they adapt to certain harsh environments. They can breathe with minor difficulty in environments that contain half as much oxygen as normal surface air, likewise they can breathe in environments that contain more of either nitrogen, sulfur or carbon dioxide in the air than any other race, making them the best candidate for deep digs.

* Heat

They are resistant to heat, or more the effects of it. Heat does not burn the skin or singed hair quite so easily, though they will still sweat and direct fire damage from spells will do normal damage.

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#### **Appearances**

All Dwarves grow beards, regardless of gender, and are known to be quite hairy. Their hair does not stop growing at any point, anywhere on their body and as such needs regular maintenance.

Vivid ginger hair and freckles are extremely common amongst Dwarves, city or clan, followed by blondes and brunettes. With black hair being extremely rare. Skin colours are very human-like, but the odd blue hues have been known to very rarely appear.

Dwarves of Tourmefar are known to have a sickly ash look to their skin, though this can be taken away easily with good healthcare, food and clean air.

They can grow between 4’ to 5’5 min and max in their prime, and have stoutly bodies with large bones, muscles and strong features.

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**Created by Impy**

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