Kylorne Dwarves

Description
Most Kylorne Dwarves prefer less humid enclosed environments, it thrives by hills (Holt-Dwarves) or in and on mountains (Fell-Dwarves). The unique race of lakes (Vatn-Dwarves) do prefer more humid environments and usually live within forests and near bodies of water. All Kylorne Dwarves are resistant to heat and pressure and don't seem to be bothered by warmer or colder temperatures, deep or risen surfaces, though they do feel and could get hurt by extremes.

It is a common myth that Kylorne Dwarves don't believe in magic, as in society, shamans/priests do seem to possess a kind of “field of ease” by them, that many actually confirmed.

Physique
Kylorne Dwarves are considered “heavy-boned”, therefore swimming and jumping are more difficult for their bodily physique, they prefer walking, running or gliding. They are shorter than an average human and on average have a higher chance of becoming overweight. Biologically their survival is ensured by higher capacity lounges, and two-hearts instead of one, both responsible for air and fluid travel.

They are double skinned which explains a tougher layer resistant to environmental conditions. Kylorne Dwarven blood is more purplish instead of violet-red that other humanoids have.

Their brain is usually smaller then an average human and are more concentrated on material thoughts then theological/artist. Though in some cases, especially in Vatn-Dwarves it is very different. Faces are more fall-in, wide short noses, high-range of skin color, symmetrical organ-placement, higher fur/hair percentage / body proportion. Kylorne Dwarves have higher blood pressure and over 30% possess the trait of Polydactyly.

Lifestyle
Nutrition comes from origin, a usual Kylorne dwarven ration contains heavy processed meat, flour-based products, dried or smoked vegetables and fruits and spiced milk-products and herbal fluids.

By average, there is a smaller chance for a newborn to become female rather than male, therefore reproduction is unique. Kylorne Dwarves reproduce biologically like any mammals, and tend to bear a single or two children at a time. Offsprings are considered a rarity, so Kylorne Dwarves usually choose a single partner for life and tend to stay close with their children throughout their life. An average dwarf lives between 220-350 years, and is considered an adult at age 50.

Subraces look very similar, difference could be found in physical width or depth of face, Kylorne Dwarves who live in extremes (deep caverns, mountain tops) tend to have wider shoulders and more fallen-in face, while those in average environment (plains, hills) the opposite. Primal Kylorne Dwarves survived by constructing mechanisms and tools against Predators.

Art
Dwarven fine art and its craftsmanship has been present since their very foundation. Talented individuals may show their skill with architectural magnificence or through good taste in music. These two are the most relevant in such societies.

Architecture
For an outsider standard, dwarven or Hyljheim architecture and structural design may be seen as “brutalistic” or primal. They see Dwarves as nothing but stonesmiths and cave-carvers mining through or smoothening them. In reality this is far from true, an average construction starts with the greatest engineers sitting down and preplanning designs. Inviting artists and druids to accommodate heroic tales and runes throughout the generic room designs.

Bringing variety into their every-day life. They’ve seen buildings and statues less as an impressive gift to Gods or Spirits, rather to always include a sort of tale, a heroic legend into them, retaining a more materialistic/historical status.

Dwarves are known for their statues that represent their greatest heroes, current rulers or well-known members of the society. These are mainly displayed on top of gates or by the side of great halls. The most legendary figures may stand alone as their own point of interest.

The framework of any architectural design, especially buildings couldnt remain without a great entrance, incorporating a wonder or defending runes. It is common for an everyday household to keep a piece of leather hanging on top of their door frame, to ensure protection, as such Architects and Engineers usually include either a Symbol or a Statue of an animal, usually mammals such as Goats or Hogs.

Music
Well-known for their music, the dwarven society sometimes are seen through a lense of aggressive stereotypes. Outsiders see them as “drunk-singers” or “drum-rollers”. As the actual opposite, sometimes dwarves advertise themselves as the founders of Tale-Singing or the use of Flutes or so-called Duduks in their music.

Dwarven music development secluded from any other humanoid ones. Therefore so called “tale-singers” with deep baritone and bass usually male performers tell stories through throat or general singing, it is also named “opera” in other societies.

Notable instruments include the Flute, Tagelharpa (Tail-hair Harp), Duduk, and Leather-Drums played either by hand or with drum-sticks.

Dwarven societies value artists, both builders and music-makers. If a clan is lucky or wealthy enough they may hire one on their own. In Hyljaheim societies singers or poets are called “Skald”, while talented musicians Latskriver.

🎼 Clans of Hyljaheim - Epic Fantasy Music by Sabin-Zeno Argintaru

Sport and Entertainment
Dwarves love good entertainment and many find themselves competing. It is rather usual that whole families and clans attend both friendly or competitive races, just to prove their worth or to generally have fun.

Sport
Lots of societies see dwarves as the drunkards who start fights within bars, or those that shout war cries while riding goats… and they are absolutely correct.

Dwarven societies love any game that requires Strength, Agility or Constitution. They love playing them, and a usual society regularly plays sports after long days of work, here are a few examples. Boxing: It's not unusual to see two dwarves in a fighting ring or just outside punching each other till a knockout or any set of rules. Many of these fights are not going for blood and rather stay as a gesture of friendship or a test of strength. Occasionally Boxing Tournaments present new and new legends with their own set of Teams behind them, rules goes as it must stay as one on one or two on two in a match, and are usually supervised by a set of judges, or a local-friend acting as one.

Robart’s Brawl: A set of games usually played with an egg-shaped leather ball. Two teams usually consisting four to twelve players must carry the leather ball through a field and shout “Hauper” if they score a point. The opposing team must get this ball by any means. Rules vary clan to clan, but usually weapon usage are limited to sticks, stones or fists.

Hefja Run: A variety of challenging races, measuring an individual’s strength, stamina and agility. It usually starts with a long mountain-top run, then changes to Goat-Taming and Race, and finalizing with Archery. Annual Hefja Runs are held by all societies to measure the strongest, most agile and fit dwarves in local clans and communities.

Fishing: General fishing is always present in an everyday dwarfs life. But when referred to the sport as “fishing” they mean the brutal sport of underwater scooting and catching a live fish with their bare hands before their opponent.

Entertainment
Dwarves love relaxation and having fun after long days of work. Many societies require an average person to work twelve hour shifts, especially some who happen to work deep underground then go from stone caves to stone-carved homes. Through these depressive environments everyone finds space to enjoy themselves through various entertainments.

Addictions, Gambling
Many community members tend to succumb to various addictions. These range from causing health-problems up to wallet-problems. It is said that the first gambling houses were established by dwarven societies. They gamble on sports, cards, dice, anything that moves and requires fortune. Others find themselves drinking and brewing, an average dwarfs PE level is a lot higher then to any other humanoid. Druids in dwarven society may be seen using “magical” hallucinogenic mushrooms for enjoyment and “sights”.

Bodybuilding: Many societies may have their own corner for strength or agility improvements. Especially female dwarves love going to these “dens” where they meet with other members of the society to chat, build or retain muscle complexity.

Reading: Outsiders see dwarves are primitive and undereducated. In reality a large portion of their society loves studying or learning. Their constant search for new methods for their work or the study of history, mythoses or poetry created a very well-educated society. Many dwarves speak several languages.

Pub dwelling: The most stereotypical and actually very common entertainment type among dwarves are Pub Dwelling, going to their local tavern, pub or drinking-space to meet up with friends, clan-members and family. Talk about work by the side of drinks or variety of dwarven cuisine. Play games or some sport, and generally socialize. Making new friends or finding love usually happen either at work or in pubs.

Cuisine
The Dwarven common diet and nourishment are a lot more varied than an average person thinks. Throughout the ages, these hard-working folk experimented with provisions and different salting/fermenting/smoking techniques to preserve food for longer periods of time, without becoming stale, or too tough to eat.

Diet: Hearty, spiceful foods are common in a typical household. For protein it is common to make well-preservable foods for longer work, travels or just generally for vast amounts of time on shelves. Very traditional dishes such as Garlic Rivers, Spiced Pork Sausage, Beef Sausage, Mini-Pork Sausages, Smoked Goat Sausage (or Blood-Sausage) or Dried Fishes/Herrings.

Unique dishes for sides or general carb-input include Smoked and Peppered Cheese, Cranberry Cheese, Paprika-Crusted spiced Goat Cheese and Quail eggs with oats. Whole-wheat bread and Pistachio-flavored toast-bread are common in households, while Hard Tacks could be found in any worker's pouch.

Dried Vegetables and dried Wild Mushrooms are common, while pickles, pumpkin and sunflower seeds are quite seasonal, yet could be spotted on any table. Prunes, Dried Figs and Apples give extra vitamin input.

Dwarves love their sweets, the very famous “Honey-Tack”, a honey-flavored cake shaped like hard-tacks, or the so-called “Travel-Cake”, a thick muesli and raisin cake made with Prunes, Honey eggs and Cream.

Drinks: All dwarves drink water compared to the stereotypical drunk picture. Ale and Beers are common on their tables, with a specific liking to sharp ciders of strong red-wines. Dwarves love herbal teas that may or may-not cure their “shortness” that also contain large amounts of caffeine.

Meal: Most dwarven clans cook and eat in a communal fashion, together in their own quarters for larger quantities. An average dwarf eats three times a day. A larger breakfast, a simpler lunch and a strong large dinner. Families eat together and reunite in so called Live-Rooms, inventing the “living-room” word. Dwarves eat with platters, divided bowls and with common tableware. Drinks are carried in long-tall mugs and cups, they only use belt-knives or food-specific “eating knives” with large spoons. Dwarves dont use forks.

Dwarven meals begin with soup or stew and eat with pastries or cheese. It is considered an honor when one licks their fingertips after a good meal, pour drinks for others and especially keep the beards clean. It is considered rude if one fills their own glass, blows their nose by the table. Dwarves eat with both hands and rarely use napkins or wash their hands after as it is considered “wasting food”. They sit by great communal long-tables with no particular hierarchy. Friends and Families sit by each-other and make sure all diners have some form of space and no one eats far from the table.

Education
Dwarven education is given to those that are part of some form of caste and generally work in the system. Casteless dwarves and their families receive formal to no-education and may become illiterate. Families where parents or some members supposedly have castes may provide their children and members with opportunities to attend school.

Grammar and Apprentice Schools are the two most common forms of education dwarves attend to. They are attended between the ages of 10-12 then 12-20. Grammar Schools at a younger age are teached by intellectuals, such as priests or diplomats. Here members of the society earn the gift of gods, or to speak and write in Gudgipt, the dwarven language. They may also learn other common nearby languages, such as Elven and Trader’s Barter in Hyljaheim. Some dwarven nations provide education for caste-members for free, while in tribes it is usually paid by parents.

Apprentice Schools may include a vast majority of craftsmanship that one can rely on, to later become a member of a better Caste. Such as Warrior School, Smith School, Artisan School, Mining School, Merchantry School, Fine-Arts School, Foreign-Relation School and on. Dwarves tend to study and teach themselves throughout 4-8 years, depending their interest in one of several Apprentice Schools. Those that do not attend these are usually not accepted in their new Caste-s, and may resolve in joining the Servant Caste.

Tourism
The industry and travel is unique to ordinary dwarves, they usually stay within their own region from birth to death. Yet they are very acceptive and welcoming to foreign visitors. Certain unique dwarf-servants may act as Guides throughout mountain ranges or forests to ease travels. Others may be hired as Guards for merchants and travelers. Dwarven hot-springs are common, where one can wash themselves and so do foreigners.

Alcohol-tourism is common between dwarves, visiting various places to try out unique drinks. Ancestry-tourism is also quite frequent among religious dwarves or historians/scientists who want to explore the ancient and old history behind one's clan or nation.

A minority of dwarves may establish social-places such as taverns, bathhouses, resting-cabins up by the mountains, to provide a form of body-nourishment and rest for both travelers and members of the society alike.

Language
Many dwarven societies such as in Hyljaheim speaks in the language of Gudgipt, commonly referred to as “dwarven”.

Gudgipt is a direct use of the Old Norse Language and the Elder Systems. It is one of the oldest forms of runic alphabetical then later on modernized languages. Gudgipt or God’s Gift is seen as a present from the dwarven all-father Skepia.

Originally societies did not have the ability to produce chalk, charcoal or paper with oils and pens to write down good wishes or larger rule-sets. So they have resolved to carving, these carvings could be found on the sides of caves, stone platforms and tablets, or more commonly: wood. Due to the nature-shaped structures, writing was uneasy, and it had to follow the strings and fibers of the material, resulting in lineal letters with little to no rounds.

Later on, it was modernized by humans and with the invention of paper, so pen-writing became common. Dwarves tend to name things after their actual purpose. Such as Málmadr is referred to as Foreign Diplomat, but Málmadrkind as Our/Family Diplomat. Geographically the same could be seen such as Lake Gera (Lake End).