Dwarf

**Dwarves** (less commonly **Dwarfs**) are one of the five major races in Archaeus. Noted for their hardiness and height compared to the other races, they have an affinity for mining and trade, as well as for Runic magic.

## History

The first Dwarves emerged on Archaeus simultaneously with the Sylven, Elves, and Greenskins in Å-0 through the power of their respective realms of magic. They established several interlinked clans through family bonds, settling often near mountains. As well as sedentary miners, farmers, and crafters, a number of dwarves set out as merchants, selling goods to other clans and races, leading a number of dwarves to become part of other societies and cultures. They also welcomed on their lands semi-independent groups of halflings, gnomes, and hobbits, some integrating into the clan structure while others sought to live separately.

At some point in the distant past (claimed by some sources to be over a thousand years ago, in defiance of known history), many members of the Goldtip Dwarven clan were seemingly killed when the Mortuus Arvum expanded to engulf their village. These Dwarves lost their souls, which were placed in a cursed book, and would go on to become part of the undead army that fought in the Battle of Etalaan.

Having been the first race targeted by the Ninkilim, the various dwarven clans united with each other and the other races to fight in the Great War in Å-370, making use of their famous 'flying-wedge' arrow-shaped formations to break apart enemy defences. The war resulted in severe casualties for both sides and led to a more peaceful era, in which inter-clan conflicts were settled more often by trade and arranged marriages than conflict.

During the conflict between Dwarven clans Arbeth and Tegerron, a ritual masterminded by a group of halflings led to the awakening of a magical link between Dwarves (and related races) and runes, allowing them to be revived after death by a runesmith.

Recently, a dwarven clan granted permission for a group of Halflings to establish a nation of their own (provisionally named New Tealand) in Dwarven territory. The resultant effects on Dwarf-Halfling relations remain to be seen.

## Culture

Dwarven culture emphasises the value of hard work, family, and honesty, though specific teachings may vary from clan to clan. Dwarves are known to hold grudges for an extensive time (the Eastern Dwarves are known to keep a physical Book of Grudges), but are also capable of quickly resolving them if they feel past crimes have been answered for.

Dwarvish is the native tongue of the Dwarves, though many Dwarves, especially traders and their descendants, speak Common (which, thanks to the large Dwarven diaspora at the time of its formation, contains a significant number of dwarven words).

Dwarven society is arranged into clans, which vary in size but are all led by Tays (literally 'Great Mountains'), hereditary absolute leaders to whom the clan members owe fealty. Tays are responsible both for organisation of their clan and for diplomacy with outside groups, be they neighbouring clans or foreign trade partners. Inter-clan conflicts are usually settled by trade agreements or arranged marriages, which allow each side to feel they have gained, but occasional incidents of violence still occur, such as the conflict between clans Arbeth and Tegerron.

Sometimes, a Tay of great influence and wisdom may be declared a High Tay, granting them authority over all Dwarven clans, especially in times of war. The title of High Tay is not easily granted, and often requires the blessing of ancestral dwarven spirits.

Another unit of Dwarven society is trade caravans, such as the East Archaean Trade and Mercantile Enterprise, small groups of Dwarves that go out into the world to do business independently. Members of trade caravans are often more open to foreign customs and values; the EATME, despite initial miscommunication, has become an integral part of Queen Adalhard's mercenary caravan.

Dwarven folk religion, separate from other belief systems, includes gods for almost every concept imaginable, their names the same as the Dwarvish words for their domain. Dwarves may worship one or several of these gods, or pray to specific ones in time of need.

The art of Runic magic is passed down from parent to child within individual families, meaning that it remains primarily a Dwarven art and distinct even between Dwarves. However, some non-dwarves, after earning a runesmith's trust through great difficulty, have been taught the art.

Dwarven music, often sung in impromptu choirs during mine work, is revered the world over. Their strong percussion, originally the crack of pickaxes and hammers, interacts with and emphasises the lyrics in a unique style.

## Biology

Dwarves can live for decades, similar to many of the other major races. They are taller than the other major races as well as hairier, taking great pride in their facial hair, which can take several colours. They have a cultural and metaphysical link with the arts of scribing and calligraphy, causing a rune to appear on their body when they die, which can be used by a runesmith to resurrect them.

Dwarves are closely related with Halflings, Gnomes, and Hobbits, and no scholarly consensus exists on whether they are subgroups of the same race or separate. Regardless, all still benefit from an affinity with Runic magic and the technique of runic resurrection.