Dwarves

## Basic Information

Dwarves (or Khuzad in their speech) are a stocky people, short in statue, but stronger than might be believed for their size. One of the original Godborn races at the dawn of the world, Dwarves were created by Fion some millions of years before the current age. Though they are now scattered and few in number, the Dwarves once held a nearly unbreakable dominion over much of the Lesician Continent.

## Physiology and appearance

Dwarves are an invariably small people, at the most 5 feet in height. They possess very short legs, but their arms are quite thick and naturally muscular. All dwarves have thick, coarse hair, which is often styled in flamboyant ways to give the individual a larger appearance. This hair is most commonly Red to Brown in hue, fading to white with age, but warriors have been known to dye their hair flamboyant colors to distinguish themselves. Dwarven men are always bearded to some degree, with a more prominent beard being a point of social distinction. Dwarven women may also possess a beard, though it often shaved as a point of style, with the most common variant being bushy sideburns. Dwarven skin tones can vary depending on locale, but are most often quite pale in recent times, due to living underground for most, if not all of their lives. Dwarven clothing in the modern age is a simple and efficient affair; leather and thick canvas being the most common basic materials, though often accented with expertly crafted trinkets of the individual's Clan. Dwarves prefer earth tones or hues of red in their fabrics, though individual Clan colors be any variety of commonly available pigments. A Dwarven lifespan is somewhat comparable to that of Humans, with the very oldest living to approximately 120 years.

## History

From the dawn of their birth, the Dwarves have been prolific miners and craftsmen. The great Dwarven mines of the ancient world rivaled some entire cities with their size and complexity, providing their builders with a nearly endless supply of materials from which to craft masterworks of metal and stone. It is from this toil the Dwarves constructed their empire, spanning the whole of Lesicia for many thousands of years. Runesmiths, master artificers of the Khuzad, created wonders of magic and technology which scoured the lands for every trace of valuable minerals and fuel, to feed the ever-burning forges. So great was their power, that the Dwarves grew indifferent to the plight of the other races, having no regard for the devastation they wrought in pursuit of ever greater machines of industry. When the greed of Dwarves could no longer be endured, the races of Lesicia rose up against them in a loose alliance, driven by desperation, to destroy all the Dwarves had built and cast them down once and for all. The Great Dwarven War lasted for decades, with the Dwarves superior technology being ground down by the sheer force of numbers of the Alliance. Until at last, in the final battle, at the ancient Dwarven capitol of Asgard, Helma, the living embodiment of Humanity's defiance and faith, cast down the last Dwarven King, Odin, and rose to godhood, and took Odin's antler mantle, wearing it upon her head before she ascended to godhood.

With Odin's defeat, the remaining dwarves fought losing battles on every front, buried amongst the rubble of their many creations. In these final days, a desperate group of the last Dwarven Runesmiths activated a powerful Astral Gateway in a last attempt to save what they could of their dying race. With the powerful Gateway activated, it carved a hole through space and time, piercing the ancient Crosswinds which had separated the world since the ancient War of the Dragons. On this new Dark Continent, the Khuzad would attempt to restore their race, and undue the damage that the War had dealt them. For nearly 300 years, the Dwarves toiled to remake what they had lost, delving deep into the earth to draw out it's many treasures. Great mines fueled the forges once again, though a pale shadow of the underground cities of the old world. There was hope in their hearts once again, but it was not to last.

In all their fervor to construct and rebuild, the Dwarves woke a sleeping terror from beneath the rock of this new land. The Dark Dragon Fafnir, cast to this land in exile at the end of The War of the Dragons some millions of years ago, stirred once again from her self-imposed slumber, and with her awakening came death and destruction unimaginable to the entirety of the continent. The Dwarves had experienced the cunning of the Elves, the fervor and faith of the Humans, and the claws and fury of the Beastkin, but nothing could prepare them for Fafnir's boundless fury. With a single pass, entire towns were reduced to smouldering glass, as her breath melted flesh and stone alike. Her wings created whirling firestorms that carried embers across the whole of the land, burning forests to ashes. Powerless in their attempts to save what lay above, the Dwarves instead fled below. All that could be saved fled deep into the mines of the Sorongi Canyon, sealing the door behind them with ancient runespells. When the Dark Dragon could burn no more, she once again slept, crawling back into the earth from whence she came.

## Society

In the 1100 years since the last Awakening, Dwarven society has deteriorated into a fraction of what it once was. Much of their written history has been lost, with only small fragments of it passed down by the oldest of their kind. With nearly all of the Runesmiths lost to the Dragon's ire, much of the technology that once gave the Dwarves dominion over the other races has dwindled into dust. While ancient rune constructs still dot the sands, there are none now who know how they operate, much less how they could be repaired. With their technology reduced to a level somewhat comparable to the humans, though far fewer in number, the Dwarves of the modern age focus mainly on practical pursuits, favoring to creates machines to sustain their populace over tools of war. The exact population of the Sorongi Mines city is unknown, but likely somewhere between 10-15000, mainly laborers and craftsmen, with a small cadre of warriors to protect the entrance topside, or provide defense to scouting parties. Those that venture out of the city are typically scouts or foragers, looking for whatever materials are needed to assist those who remain below.

Dwarves are divided into Clans, which are typically named after the trade or craft they are most known for. For example the Coalbrew Clan, which are prolific miners of their namesake, and feed the forges of the city. Other examples might be the Axebeard Clan, known for...well large axes, and even larger beards. Clans are fiercely loyal to their kin, and will defend them at any opportunity or cost, real or imagined. A half-hearted insult said in drunken jest, could lead to a full-on conflict between Clans without intervention. The Elders of each clan rule over the city in a joint council, who passes down both law and judgment to all of the population. The power of an Elder is proportionate to the size of the Clan they represent. Currently, the Hammerflame Clan is considered to be the most powerful among them, and are responsible for much of the city's public utility works.

Dwarves of all standing are prolific drinkers, with whole clans feeding the society's unquenchable thirst for alcohol. Recipes for brews are guarded fiercely, and miniature wars have been started over them on several occasions. the most popular drink presently is an Ale made primarily from fermented Snowberries, and several secret ingredients. Dwarven food is a simple, but hearty affair. Meat is the primary staple, with mushrooms and other plants harvested underground or foraged topside forming the rest of the nutrition base. Bread is nearly unheard of, as they lack the land to grow grain. The closest approximation would be seedcakes, made of toasted wild grains and nuts, held together with harvested plant saps. For voyages topside, where meat would be hard to keep, scouts often carry bars made from pounded dried meat, mixed with rendered fat and berries, and pressed into blocks.

Dwarves have little in the way of religion, though there are those who still follow the ancient worship of Fion. Most reverence is to their ancestors, or the spirits of the stones. The spirits of the stones is more of an abstract concept however, being a manifestation of luck a Dwarf may call upon to bless his endeavors, be it in mining or love.

Dwarven Courtship is a rough and simple process. Often to show interest, a female will simply walk up to her intended love interest and punch him in the face. Depending on the strike, the male will either accept, and fight her back, which signifies the beginning of romantic involvement, or will laugh it off, rejecting her advance. After a short courtship process, the female will bring her intended before the Clan Elder, and ask for hir admittance. After this, he will assume her Clan Name, and leave his old Clan behind. Though Dwarves have been known to be quite promiscuous, Dwarven women are rarely in a fertile cycle. Dwarven gestation periods are very long, often more than a year and a half, and only bear one child. Twins have been documented, but both children rarely survive birth. Those that do, are considered a good omen, and a blessing from the spirits of the stones to their Clan.

## Warfare and Military

Dwarven warriors are few in number, and most stay behind within the city to protect the entrance, and quell civil disputes. Those that do venture out with scouting parties are typically armed with Greataxes and Hammers, and clad in heavy plate. Firearms production in the modern age is low, thus such weapons are reserved for those in most need of them, or with a high societal standing. Scouts may carry a pistol with them, as their need to carry supplies would be hindered by heavier weapons. Organized warbands are largely unheard of, as contributing a sizable force of warriors to form such a band would leave the city with reduced defenses. Dwarves favor strength over finesse in combat, and will always charge headlong at an opponent to deliver a powerful blow. Dwarves are most likely to be Fighters, Warriors, or Gunners. A Paladin or Cleric could fight with fervor in the name of their clan. Acolytes and Priests are uncommon, and more likely to be traditional healers than magical ones. Archers are a rarity, and Rogues are nearly unheard of. Dwarves have little talent for traditional magical pursuits, and a Sorcerer, Mage, or Warlock would be an outcast at best.