Dwarves

The Dwarves (Pumilo pumilus, or in some literature Homo pumilus) are stocky, short, and bearded hominids. They tend to have significantly longer lifespans than humans [living around 100-1000 years], and are said to have, "the nimblest yet sturdiest hands of any creature," which many were said to utilize in their crafts. Legends state they came from the Far North, a land beyond Rathnir and Eldham. Not much is known if other dwarves still exist in the Far North or beyond. Most dwarves live in the Underrealm, in their underground kingdoms.

Summary
The Dwarves of Rathnir and Eldham are a hardy people, though very few in number. They tend to feast and drink often and they are very social with their own. Dwarves in Rathnir and Eldham seem to have different religious beliefs, but even so they still respect their own kind. Dwarven society is normally composed of a king with a council made up of various clans and groups, however, the forms of dwarven society vary in some nations of Rathnir and Eldham. Throughout history dwarves have never been fully united while they existed, always living in city-states carved into mountains and remaining as neutral as possible in world conflicts (Also often staying under themselves). Dwarven Clans were numerous, but sometimes had to flee their dwarven holds, only a handful are known to remain.

History
Most types of dwarves most likely evolved from a common intelligent ancestor shared with other humanoids, possibly from H. erectus or H. athelensis, and their closest living relatives are the gnomes. However, they appear to have formed their own distinct genus, Pumilo, with only limited and unconfirmed reports of non-magical hybridization with dwarves and members of the genus Homo. Their pale skin and hairy appearance indicates that they evolved in a northern latitude with a cold climate. Their oral traditions corroborate this theory, and it is thought that this northern land was Azia, similarly to the Brothian humans and possibly the goblins; however, it could be a different land.

Fossils found in Varn Torum indicate that an ancient ancestor of the dwarves and gnomes, Pumilo habilis, migrated into Eldham from an unknown location; from there, the Rathnir-bound group within the whole population diverged to form the "true" dwarven species P. pumilus. These first ice age dwarves remained migratory and tribal, but adept at climbing mountains and crafting tools. Eventually they began to settle as agriculture spread across Rathnir between 11,000 and 8,000 years ago.

Dwarves migrated to Syltor roughly 4,500 to 5,000 years ago, settling in the mountains of what was called Durin (now modern-day Ryzan). They also appear to have settled in Yulara, Helmia, and northern Alteniquia around this time, before reaching what is now Paloro about 4,000 years ago. The dwarves of Durin had several holds in those mountains, mining the rich gold deposits and warring amongst themselves for millennia, until roughly 1,000 years ago when the Brothian Migrations resulted in their conquest by human armies.

Dwarves reached Eldham only as recently as the continent's discovery by Athaz the Traveler. After this, much of Rathnir's scattered dwarven populace settled in what became known as Varn Torum.

Sub-Species/Races of Dwarrow
Some sub-species of Dwarves (or Dwarrow in their own tongue) have been noted over the centuries. These species are thought to have evolved over time, from the fleeing of King Oin II, or sailed with him on his arrival to Rathnir. The known sub-species differ on many talents and thoughts, but agree in the end they're all dwarrow-kin. Red Dwarves: Red Dwarves (or Daul-La-Ardoth-Caurak [Daughters of Red Caverns in Dwarrow-speech]) are a race of dwarves with darkened skin, red eyes, and almost orange fiery beards. They're known to be averaging four feet tall, the normal height of dwarves, down to three and a half feet due to their larbor bending them down in low halls and caves. They are imbued with the essence of Giant's Blood (Lava), and are known to commonly dwell far deep in the Underrealms of Etta (The World). They are renowned for their forges, bellowing black smoke through carved vents in their caves, and for their mastery in enchanting/rune craft. These Red Dwarves are among the best of their kind in smithing weapons and armor, and their enchantments are among the most advanced in the realm. Their forge fires are only matched by their owner's tempers, as it's known that the Red Dwarves are to be some of the most aggressive kinds of dwarves, due to the constant battling in the Underrealm, and the pressure put on them to forge great weapons and armors. And their enchantments are as unbreaking as their enchanters, refusing to give up on works once started. Mountain Dwarves: Mountain Dwarves (or Morndin-La-Rundar [Peak of Homes in Dwarrow-speech]) are among the most common of dwarves. Their eyes vary from Brown to Blue, in rare cases Green. Their beards are commonly brown or red, uncommonly they can have black beards, and rarely has there ever been blonde Mountain Dwarves. Mountain Dwarves range around four to five feet, their height ranging on their strength, and their skin is fair more often than not. Known as valiant shield-bearers, stonemasons, and miners, the Mountain Dwarves are known to be stubborn, loyal, and reserved. They're known to speak more to their own kin, in their gilded halls in vast Holds spanning provinces. Mountain Dwarves have an innate distrust of other races, having to deal with bandit gangs, goblin packs, and orc hordes more often than other's of their kind. Mountain and Cave Trolls are often hunted for sport, as a ritual of becoming an adult for Mountain Dwarves. The Mountain Dwarves are known to be among the fiercest of warriors of the dwarrow-kin, using mighty great-axes to cleave their enemies from their peaks. It's rumored that many Mountain Dwarves are tasked with seeking out battles between nations when they come of age, and fighting which ever side seems to be winning. If they're to make it back alive, they're granted a feast, and given a concoction to use whenever in battle, making them feared berserkers in many armies able to climb their peaks to hire them. Hill Dwarves: Hill Dwarves (or Vos-Tor-La-Xoth [Wild Hills of Knowledge in Dwarrow-speech]) are well known for settling in hilly, rocky areas and making trade hubs for caravans to pass through. They stand around four feet tall, with normally brown beards and brown eyes. Their skin is more toned, as they more often go out of their homes than their Mountain counterparts. They're renowned traders and engineers, crafting some of the finest works of metal and steam in the world's history. The Hill Dwarves are a much more friendly race to non-dwarrow-kin, seeing those connections as alternative routes to gold and guilds. They're known to make less deep holds then their Mountain fairing cousins, but they hold vast amounts of knowledge in them, gathered records from travelers and traders alike, and are more likely to join caravans to faraway cities to gather knowledge, and seek out adventure. It was said that the Hill Dwarves had worked on making steam powered engines, creating flying ships to sail the skies in safety from marauders and thieves, and gather great amounts of gold from their trades. Alas, such knowledge was seemingly lost when a Hill Dwarf hold known as Kathak-Orthund was ransacked by an unknown group. This attack resides deep in all Hill Dwarves, but yet they still give a demeanor of jollyness to other races, though it's been said they charge higher prices for non-dwarrows. Sea Dwarves: Sea Dwarves (Wurlur-La-Torst [Waters of Adventure in Dwarrow-speech]) are uncommon and unlike their land-dwelling cousins. Thought to be the descendant's of the sea captains that brought Kin Oin II's voyage long ago, the Sea Dwarves are masters of travel and seek out adventure wherever it may lie. Very rarely do Sea Dwarves arrive on land, except for their Port Holds, of which only one was known to exist, still in the North where the dwarves from King Oin II's refugees originated from, named Arauglor-Dormark, or the Anvil Sea. Sea Dwarves are experts in not only travelling, but also ship building and navigation. It's been said that the dwarves of Arauglor-Dormark made a portal so large ships could sail through, ships of Iron and Obsidian, able to sail the seas of the Nether. Sea Dwarves are reportedly to have long blonde beards, bleached from the salt of the seas, and lighter colored eyes, and toned skin. It's said Sea Dwarves are able to swim for miles, and are thought to have large fleets covering horizons. Large clusters of ships tied or nailed together create vast floating cities able to travel across vast distances, where dwarves are said to born and grow old without ever touching land. Sea Dwarves have no clans, but see unity in ship crews and fleets. No named fleets are known, as Sea Dwarves rarely wash up on the shores of Rathnir, since they were told of their kin taking the great King Oin II to Rathnir. Some believe the Sea Dwarves don't even know of Eldham, or care little for it.

Dwarf Clans
Different races of dwarrow-kin have different clans. While many have been lost to time, a few notable clans from each race reside. The following will list the Clan Name, Clan Race, and Rights-of-Passage to join each clan respectfully.

Clan Molten-Axe, Red Dwarves: The bellows of Clan Molten-Axe burn brighter than any, and their smoke is told to be able to suffocate even the largest of monters. Renowned smiths, they're known to toil away in their forges, some sleeping besides them to keep warm in their Holds and Caves. Clan Molten-Axe has a legend of a mythical forge named Az-Aldroth-Aldror, or The Red Burn. Pickaxes able to create caves in a single stroke, swords able cut so swiftly the wind whistles as they glide through, armor so tough even miners caught in cave-ins are safe under their protection. Many of Clan Molten-Axe are offered wealth unimaginable if only they would forge great weapons and armor for distant Kings. Their founder was Falsgar Molten-Axe, who forged the armor that saved King Oin II multiple times. Newcomers, or those coming of age, are tasked with forging armor capable of protecting them from a cave-in, which they must wear and test. Or they may forge a weapon of choice, and use such a weapon to best another dwarf of clan Molten-Axe in a duel.

Clan Yismar, Red Dwarves: The words carved into many weapons forged are written by Clan Yismar themselves. Each statue, each tool, and each hold is engraved with the writings of Clan Yismar, who's cave's are covered with runes and words of power decorating their walls. Many of Clan Yismar undergo a ritual of embedding a piece of Lapis-Lazuli in their chest, to bring them closer to the process of enchanting, and grant them the ability to forge even better enchantments. Clan Yismar was created when the Runesmith named Endarn Spellspeaker was granted a vision by a God of the Dwarves, and was granted the ability to carve runes just by speaking. To enter Clan Yismar, you must enchant a tool so veracious, so unbreaking, that even the hardest of stone cannot break it. Many have tried, but only the truly gifted can enter the Clan of the Carved Caves.

Clan Alefrumm, Mountain Dwarves: Clan Alefrumm is a renowned clan of Mountain Dwarves, known for their most potent of brews and hardiest of warriors. They have many bars in Holds across Rathnir, and the secrets to their brews lie only with the heads of their clan. Each member of Clan Alefrumm must prove themself by brewing a drink strong enough to make a dwarf reel back in it's taste, knocking them out of their chair. Their warriors are brew masters as well, making some of the most intoxicating concoctions to drive them into fervors so rampant, many others fighting with them send them forth as shock infantry, to break the lines of the enemy before the rest of the force advances. Their founder was Turgrim The Far-Faller, who was claimed to have jumped from the peak of a mountain onto a Cave Troll, slaying the beast and riding it's carcass down the slope.

Clan Ironfeet, Mountain Dwarves: The most famous of any mining clan, those of Clan Ironfeet are tasked with the making of many dwarf holds. Their masonry is unmatched by any, and many seek out the Clan to learn from their masters. Large statues and monuments are made to impress outsiders, and the largest of mines are made by their hands. It's said a member of Clan Ironfeet can sniff out gold through solid rock, and can survive in the mines on nothing but Silver-Fish meat and cave water. Newcomers or those coming to age in Clan Ironfeet are tasked with finding a emerald, polishing it, engraving it, and then placing it in a statue carved out by the dwarf themself. If sufficient, they're accepted. Many many months are spent learning to make the best of works, and much research is done to make sure the hold the Clan crafts is of the finest of quality. It's said the dwarf Ofnir Silver-Tooth founded the Clan, when a mining accident took his feet from him, he carved new ones from stone and covered them in iron. His wealth set forth a tradition of making donations to miners who suffered in accidents or attacks, making them known as a generous dwarkar (or Dwarf Clan in Dwarrow-speech).

Clan Ironhammer,Mountain Dwarves: Clan Irohammer being known for their prowess with warhammers and proud blacksmiths the Ironhammer clan was one of the strongest clans in the old world. Their previous head Belegar Ironhammer having faced their first migration from their first hold loss of Karak Eight Peaks had to reestablish his people into a new hold which was Karak Izor. The dwarfs there prospered and enjoyed their new lifes in this hold but thing became sour quickly. An orc warband was approaching their hold seeking to claim it as their own. The successor to the throne decided to face the orcs in a battle but he failed leading to his clan's downfall. Now with their downfall and having few survivors the clan rallied under their heir who have survived the battle but looking more monster than dwarf. Thorgrim Ironhammer had to once again lead his people to find a new home. Knowing that the dwarfs would not give a hold to a clan that had already lost 2 he decided to find a new home and make a new hold of their own.

Clan Sulfgar, Hill Dwarves: Masters of redstone and machinery, Clan Sulfgar is of the mind that what has not been tried must be. They were known to make large contraptions for many Holds, redstone gates, cannons, flying ships, and vast lines of connections allowing holds to communicate over long distances. Clan Sulfgar was known to create great machines to help their dwarrow-kin, such as large mining machines for Clan Ironfeet, or automatic bellows for Clan Molten-Axe. Clan Alefrumm commissioned cannons be made for their berserkers to be launched out of, but it's unknown if Clan Sulfgar ever accepted the request. To enter Clan Sulfgar, one must study under one of the clan's master engineers, and once ready, must recreate a great work of engineering within a set time. The Clan was founded by Morfeign Asgun, in which he competed for respect and leadership with another family of Hill Dwarves. The competiton was simple, whoever could chew a mouthful of gunpowder, and spit it out still usable would win. He not only spit out usable gunpowder, but spit it out with such force it ignited on impact. As tradition, the newcomers to Clan Sulfgar must complete the same competition as Morfeign himself.

Clan Aetharn, Hill Dwarves: Clan Aetharn is the most renowned traders of the dwarrow-kin. Connections with their clan run as deep as the roots of the mountains, and as vast as the reach of the winds. Master of the silver tongue, these dwarves are hired across the world as negotiators, caravan leaders, advisors, and diplomats. They're known to be the voice that settles many disputes between nations and peoples. Clan Aetharn was founded by Urist The Spoken, by negotiating a peace between holds that could've resulted in a civil war. Once settled, King Oin II gave Urist wealth and made him his personal advisor. From this, Urist's family flourished until the death of King Oin II. To enter Clan Aetharn, one must be honest and true, and pass the questions asked by the Clan's head. If suspected of treachery or lies, the dwarf will cast from the Clan, and must wait a year (a week) before retrying to enter the Clan's graces.

Nations
There are various cities and states across Rathnir and Eldham that belonged to the Dwarves, however some have passed into history or have been claimed by other non-dwarven nations.


 * Varn Torum
 * Tarxien
 * Jyn Kazul

Cities

 * Tar'Nithril
 * dunwulch


 * Varn-torum
 * Kal-thax
 * khun-drakhar
 * Barakor

Religions

 * Tokora