Dwarf

A dwarven warrior

Dwarves are a highly resistant and industrious race in the *Legends of the Aether* universe. They are well regarded for their smithing and mining ability.

## *Anatomy*

Dwarfs, referred to as Dawi in their tongue, are a stalwart and hardened race of humanoids. Much shorter and bulkier than humans, Dwarfs tend to be reclusive when in unfamiliar environments. Although they tend to keep to themselves, Dwarfs often come across as brazen and brash in their interactions. They live longer than men, with the typical lifespan being 150 years old. This has been exceeded many times, but the oldest recorded lifespan was nearly 300, in a very rare case.

## *Psychology*

Dwarves are equally as intelligent as human beings, but they are also very stubborn and may hold onto a grudge for ages. Dwarfs, again, are a very prideful race that value their history & culture above other races which causes clashes with snooty races such as the elves. Though, some dwarves may differentiate from the rest regarding behavior.

## *Biology*

Dwarfs are amongst the smallest humanoids residing in Ludwag, outmatched only by Hobfolk. On average males stand at 4'3", with the females' average being a timid 4'1". Dwarfs are also bulkier in stature than humans, with the average weight of a male dwarf being 200lbs. Despite their weight, most of this weight resides in the muscles of the Dawi, given their natural affinity towards strength.

It's important to note that despite their many strengths, Dwarfs suffer from a major problem: low birth-rates. Given that for every one woman, there are three men, the Dwarfs have kept relatively low numbers regardless of the location. The fact of low birth-rates gives rise to much competition between the Dwarfen race; as the Dawi with the biggest beards and strongest arms tend to attract the mates.

## *Culture*

Modern Dwarfish culture has been around for millennia. The idea of beards, ale, and axes have dominated every inch of their philosophy. In Dwarfish culture, most things are a strict rite of wisdom. Dwarfs maintain an unconventional naming system for their kin. Newborns and toddlers are Carvings, until they reach the age of ten. From that point onwards, they are Greenbeards. Upon maturity, they are informally known as Beardlings. Only the wisest and oldest amongst the Dwarfs can be called Longbeards, on account of their beard reaching the floor at this age. Very few have the honor of being called Greatbeard, a title that is bestowed upon a Dwarf that surpasses 150.  Maturity for Dwarfs is different from that of humans. A Dwarf reaches adulthood at 35, in which they are deemed to have enough experience to no longer be considered a Greenbeard.

More important than ale or beard-grooming to a Dwarf is loyalty and honor. To break an oath or promise to a Dwarf is worse than downright killing them. Extremely driven by their camaraderie and inner morality, most Dwarfs would rather die than suffer the shame upon them. Several Dwarfs have been known to drive themselves into self-exile due to their shame. Although befriending a Dwarf is a hardship; they make the most loyal companion. To maintain honor and loyalty, one must be able to uphold those traditions. Going hand-in-hand with honor, Dwarfs hold a great love for grudges. If a violation or travesty is deemed worthy enough, it will enter the local Dwarfen grudge book. It details the perpetrated wrong and the parties involved. A grudge is a serious thing to a Dwarf, as it defines every slight ever done to them. A grudge can not be striked out until the right is wronged, or a worthy reprisal negotiated.

For language, Bralassan has served as the branch for all subsequent Dwarfish languages. The very old Dwarfs of the past spoke Old Bralassan, a harsh and guttural language. New Bralassan is the most recent unifying Dwarfen language, with many regional variations branching off of it, such as Khollik Bralassan. It is still a deep and guttural language, but it combines much more elegant words from their human allies.

Magic is a strictly taboo subject for Dwarfs, who might anger at the mere mention of it. Most Dwarfs acknowledge the dangers of extended magic usage, which is why they refuse to use it. However, there are notable exceptions to this stigma. Dwarfs are capable of using magic, most just simply don't.

## *Religion*

Dwarfs across Ludwag have been known to praise different pantheon's throughout the centuries. Most Dwarfen religions surround the idea of ancestor-veneration, where influential Dwarfs of the past have ascended into a deity-like figure. Most Dwarfs hold this belief in ancestors-turned-deities, but it is not uncommon to meet a Dwarf who believes in other Gods.

Ancestor-Veneration is held in great esteem within Dwarf society. Religious priests tend to worship a single ancestor, but are capable of upholding faith for all venerated ancestors. These priests hold great positions of power within their holds, as they convey the direct wisdom of the ancestors themselves. Those who would desecrate a shrine or swear oaths of obscenities at Dwarfen ancestors usually find themselves beardless and in chains.

## Sub-Groups

There are a couple of notable distinctions between the types of Dwarfs in Ludwag. They are as follows:

* Kaozdhi *(Mountain Dwarf)*: Kaozdhi is a catch-all term for every Dwarf that resides in the snowy mountains of Ludwag. They are shorter and wider than Hill Dwarfs, with an affinity for small and enclosed spaces. They inhabit the various Dwarfen Holds in the mountains. Fiercer and meaner than their outlander cousins, they hold grudges for longer than time itself. Usually clad in heavy armor, these Dwarfs are masters of martial prowess in enclosed spaces.
* Talvkirr *(Hill Dwarf)*: The vast majority of Dwarfs in the modern age are Talvkirr. Although the name implies they reside in the grassy plains, it is a term that refers to all Dwarfs not in a mountain hold. They may find their home anywhere, but the vast majority remain in carved-out homes in the rolling hills. These Dwarfs still yearn for a mountain all to themselves, as all Dwarfs do, but they still maintain a love for the open skies above. They make excellent Rangers and skillful warriors.
* Forghdrim *(Deepforge Dwarf)*: Forghdrim are a very rare subspecies of Dwarf. Instead of settling in the hills or mountains like their distant cousins, they chose to settle in areas of volcanic activity. Hardened by centuries of being close to magma, they've adapted to the harsh environment they find themselves in. Maintaining a darker and greyish skin tone, their skin is adapted to high temperatures. **(Keep in mind, their resistance to heat is entirely in an environmental manner. They can withstand areas with hotter temperatures, such as the desert, but will still be hurt in the same fashion as other races if they come into direct contact with flame.)** Their hair is typically ginger and singed from the heat, leaving many of them bald or beardless in spots. Deepforge Dwarfs originally settled volcanoes for their magma chambers, which make the great Magma-Forges in Dwarfen history. These forges are renowned for their efficiency and quality of their craft, but most of the credit goes to the Forghdrim themselves. It's rare to see them outside their volcanic homes, leaving few to wander the open world.