Dwarf

*"To face the realm that roils with fires brighter than any ever seen one must be strong of body and mind, able to afford themselves creations of thine own hand, and hide beneath the mountains of the world. Only surface when it is needed to survive." - Uund, creator of dwarves.*

Survival on the realm of Xaekla in its early days was not easy for those who did not have some trick up their sleeve, for the dwarves it was their naturally hardy bodies, their size which allowed them to live beneath the surface in relative comfort, and their skills in craftmenship that was taught to them by their creator, Uund of the forge. They called themselves garthdar or "stone-body" while in standard elvish they were called selsesar-yun or "tiny-ground-folk" (this was often seen as insulting though) and grud-yun or "stone-folk"; which is the prefered term.

## General Information

### Subspecies

* Stone
* Gold
* Steel
* Fire
* Adamantine

## Physical Information

### Resistance

* Poison
* Piercing and Slicing weapons

## Sociocultural Information

### Distinction(s)

* Stout bodies
* Metal or stone skin

## Description

Dwarves are short and sturdy with an average height of 3 feet. They were typically bulky from a life of labor as the standard dwarven citizen starts at a low-earning labor job until they prove their dedication and work ethic. They weighed between 330-500 lbs but the more weathy the dwarf, the more weight they put on as the sign of a rotund belly was a signifier of ones status and weath. If they are a standard dwarf they would have thick stone-coated skin ranging in color from pale white to dark black. Their bodies are hairless but on their heads they might have a jutting of rock or crystal. Male and female dwarves are identical in all things. Other dwarves besides the "standard" can come in all ranges of colors with some being made of metal rather stone or being entirely made of crystal.

Due to the natural darkness of their homes most dwarves enjoyed wearing brighter somewhat flamboyant clothing that is easier to see in the dim torch or lamplight they live within. In addition, almost all dwarves wear some form of armor, not always of metal but more commonly of leather or hide made from animals kept within their cities and they would carry some form of self-protection, so long as it was only 2 feet long it could be used legally; handaxes and daggers are the most common.

Dwarven lifespans outlive even elves, perhaps due to their sheltered nature, hearty bodies, or prowess in combat. Dwarves reached maturaity much slower than humans with a dwarf traditionally being considered an adult upon reaching 100 years of age. Though not being mature yet, a dwarf could expect to recieve their first job between ages 40-70, depending on demand. Most dwarves could expect to live to around 1400-1800 yrs. A dwarf was considered to be young until they reached the age of 200 and elderly at age 1200. Elderly dwarves were still quite sturdy, still working and crafting all the same though they do not fight if the city is attacked, rather they gather with the children and homemakers in shelters that are often scattered about a dwarvish city. In addition, elderly dwarves were seen as great guides to wisdom, acting as masters of apprentices through their final years so that they could teach the next generation how to properly hone their craft.

## Abilities

Though it is not hiereditary but rather passed down from generation to generation, dwarves are known for their skill in nearly every hands-on craft with the most prominent being forging and masonry, other common crafts are jewelry, weaving, stonecarving, enchantment, and pottery, but there are several others. Additionally, from a young age dwarves were taught to be keenly away of their surroundings as despite the cave networks being of their own creation, other creatures, dangerous and otherwise, occupied the space. In their first 50 years of life a dwarve is educated in history, social skills, fighting, and various crafts where they may decide which craft, if any, they wish to pursue as a career and be apprenticed for.

Dwarves could see in the dark roughly 60-80 feet away.

### Vulnerabilities and Resistances

In regards to resistantces they have immunity to all poisons and are resistant to most diseases as well as stabbing or slicing weapons like a sword or rapier due to their hard and thick skin.

## Society

### Culture

To a dwarf family was everything but family also had a number of different meanings. A family could be a group of individuals related by blood, individuals bonded through life experiances, individuals pursuing the same career, or individiuals within the same house. Dwarves were often non-monogomous, pursuing several relationships at a time but would only start a blood family with one or two so that they may have time for all. With their long-lifes a dwarve could foster a number of relations and take them at an easy pace without having to worry too much on the trouble of time.

Dwarven houses were typically started by a blood-family who invited their friends and other trust worthy, houseless individuals to join them. A house shared a set of values, a religion, monetary assets, servants (if they have any), and lived in a single fort called a fel-deka or "house-den". In a house one could expect the support of all around them, for instance, if a child's birth parents were to die the child would either be adopted by another within the house or simply raised by the entire house. If one was experiancing finacial trouble they could expect to be lent money from the house's stores, so long as they returned the money with intrest in a timely manner.

While crafting was the most common career pursuit, it was not unheard of nor frowned upon for one to go on a different path, dwarves understood the need for those who were willing to pursue labor, magic, and other worthy efforts that aided in keeping their society afloat.

Dwarves are hearty and hard-headed, they hate asking for help from outsiders but if it must be done it will be done, even if it displeases Uund deeply. The most longstanding alliance that dwarves have maintained is that with the sky elves and while not all dwarves nor elves abide by this alliance, the majority do, seeing the value in continued trade between the two groups especially since sky elves willingly enchant weapons and armor for the dwarves so long as money and weapons and armor are provided for them. Dwarves can enchant aswell but their magic is weaker simply from being a Xaekla-bound ancestry while the elves still have the latent flow of Neraida within them, enhancing their magics.

A dwarf typically wouldn't settle down to have a family (if they did at all) until their late 700s where they might have one or two bedmates and between 2-12 children. It was encouraged for a dwarf to have a larger number of children as the dwarven population has been on a steady decline over the years and even if the dwarf parents do not wish to raise the children themselves houses are always willing to take in and care for children as an easy way to grow their house.

### Houses

In each dwarven city there are a number of houses that hold sway politically and monetarily these house could be of blood relation but are typically not, at least not solely. Houses are often led by a small council of 3-5 who are nominated by the other members of the house but can also have their leadership revoked if over half the house deems they are no longer suitable. Dwarves valued loyalty above most other traits in regards to their kin, if one betrayed anothers trust they could expect swift vengence or even exile from their house which will make it significantly harder to be taken in by another house in the same city.

Though a dwarven city may be extensive, youths educated via the public system will occasionally be sent to other cities in order to learn different ways of the trade that could provide a new boon to the citys growth and knowledge. In a smaller scale fashion houses will often send their young to apprentice with another house in order to ensure stagnation does not occur and to help foster a sense of unity.

## Ancestries

**Stone Dwarf** - the "standard" most populous dwarven subancestry, they live underground in caves with skill in mining, forging, and masonry. Also called cave dwarves.

**Gold Dwarf** - surface-living dwarves with a reverence for the goddess Zafrielia, also called sun dwarves. They have metalic skin made of gold.

**Steel Dwarf** - a slightly taller and stronger type of dwarf that lives on fringes of society as ranchers and farmers but they will also commonly become adventurers or mercenaries. They have steel skin.

**Fire Dwarf** - also called magnesium dwarves, they were enfused with the element of fire after a mishap during the age of darkness and as a result the hair on their head is fire.

**Adamantine Dwarf** - strong cave rivals of silver dwarves they live further beneath the surface and are extremely xenophobic. Their skin is made of adamantine and, as a result, is impenetrable.