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The Dwarves
of Dvergheim
Physical description
Dwarves are a short-statured race, whose members rarely stand taller than 160
centimeters. They are built like bricks, however, and their muscle-bound bodies
make up in raw strength what they lack in height. The dwarves of Dvergheim are
ideally suited to the endeavours their culture value most highly: Hard labour
and warfare.
A grown dwarf can work, fight or run for days on end without suffering any ill-effects.
Their short legs may not carry them very fast, but the dwarven physique compensates
with enormous amounts of stamina. Many is the time when faster enemies have
ultimately been caught by dwarf warriors, doggedly pursuing their prey until
it tires.
The typical dwarf has a ruddy complexion, a broad skull, and very strong facial
features. Their noses tend to be rather big and have a roundish shape; their
eyebrows are bushy; and their lips are commonly set in a semi-permanent frown.
Their eyes, which are always blue, seem to peer skeptically through narrowed
cracks.
The thick skin of dwarven faces are dominated by countless lines and furrows,
making them appear old and weather-bitten from a young age. Dwarven skin is
extremely thick and resilient, like a combination of human skin and the surface
of rocks.
All male dwarves grow thick, impressive beards, which they commonly wear in
two or more braids. They take great pride in their beards, and regard a strong,
healthy growth as a symbol of manhood. Dwarven women do not grow beards.
Hairstyles vary as much as they do among humans, and the colour of the hair
also varies greatly, with blond, black, red and brown all being common. Dwarven
hair is more stringy than that of humans, making it hard to shape into other
haircuts than a bushy, tangled mass. While some dwarves keep their unruly hair
unkempt, giving them a savage appearance, others braid their hair or force it
into a ponytail.
Society of Dvergheim
Despite their down-to-earth world view, dwarves are the most technologically
advanced race in Darkfall. Their machinery and steam powered engines are considered
miraculous in a world where monsters abound and magic is commonplace.
In the mines of Dvergheim, the earth is being stripped of it's mineral wealth
with incredible efficiency. Steam-powered drills plough into veins of ore, and
mechanized wagons transport the ore to blast furnaces which extract metal from
it. The secrets of building steam engines and blast furnaces are known only
to the dwarves, and they jealously guard these secrets from other races.
The wealth brought by their advanced mining operations have allowed the dwarves
to build glorious, bejewelled underground cities. But this beauty is in stark
contrast to the devastation visited upon the surface. Yellow clouds of smoke
pour out of more and more smokestacks as mining operations are expanded, and
the mountains of slag are steadily growing.
Gray Vale
In the heart of Dvergheim lies the surface city known as Gray Vale. This sprawling
city has been built between twin mountains which stand at the heart of a long,
broad valley, and it is the main hub of trade in Dvergheim. A constant stream
of caravans set out along the Kings's Roads from Gray Vale, while others arrive
carrying goods from distant lands. All four King's Roads intersect here, with
the eastern and western roads reaching the town through impressive, well guarded
tunnels.
The city is protected by the twin mountains to the east and west, and by towering
walls to the south and north. However, Gray Vale has recently expanded beyond
its original perimeter, and hundreds of warehouses, inns and private houses
now lie outside the walls.
The city consists mostly of neatly laid out rows of similar stone buildings.
There is little in the way of decoration, and the architecture can generously
be described as functional. Besides, the city lies near some of the richest
coal and iron mines in all of Dvergheim, and when the winds are unfavourable,
Gray Vale is covered in a dense fog of pollution.
Most visitors regard the dwarven capital as the ugliest city in all of Darkfall.
But this is only because few non-dwarves are allowed beneath the surface. Underneath
the dour ugliness of Gray Vale, lie the specacular caverns called Ymir's Tears,
which are home to the real capital of Dvergheim.
Ymir's Tears
Three tear-shaped caverns interconnect to form a massive complex which house
the heart of dwarven civilization. Thousands of dwellings have been carved in
tiers down the sides of the caverns, and innumerable tunnels honeycomb the rock
between the levels, as well as between the Tears themselves.
The ceiling and sides of the three caverns glitter with veins of emerald and
ruby, which are generously strewn along their surface. The light from a thousand
lanterns illuminate the Tears, reflecting upon the innumerable precious stones
in an ever-changing dance of reds and greens.
The Citadel of Bifrost stands on the floor of the central, and largest, cavern.
This enormous complex is home to the dwarven king, and it also houses the largest
barracks of Dvergheim's standing army. Looking down on Bifrost from the higher
tiers of the cavern, its granite-gray, immensely thick walls seem impregnable.
On the floor of the westernmost cavern stands an large, sombre temple called
The Forge of Creation, which is the traditional hub of dwarven spirituality.
The floor of the easternmost cavern is dominated by the complexes of the Dvergheim
bureaucracy.
Quite recently, dwarven engineers have constructed steam powered elevators which
connect the tiers of the caverns from top to bottom. This has greatly increased
the speed with which ore is transported from deep mines to smelting works at
the topmost layers of the Tears.
King Barin Greyfell
The current king of Dvergheim is the dynamic Barin Greyfell, who inherited the
throne after his father's untimely death seventeen years ago. Greyfell is of
medium built for a dwarf, and of unspectacular appearance. However, he has an
enormous presence about him, and a fierce intensity. Barin has been known to
go for weeks without sleep, and he seems driven onward on a quest to increase
the wealth and power of the dwarven nation.
Barin Greyfell has maneuvered himself into a position where he personally commands
a large part of the state's coffers. He funnels a great deal of resources into
projects which are geared towards further increasing the efficiency of dwarven
mining.
The King's Roads
The main roads of Dvergheim are the broad and well-kept King's Roads, which
meet in the capital of Gray Vale. Supreme feats of dwarven engineering, these
roads run in more or less straight lines through the rugged mountains of Dvergheim,
traversing bridges and tunnels. Smaller roads leaf off from the King's Roads
and into the valleys, connecting clan holdings with the capital.
Along the length of the four Roads stand keeps and watchtowers manned by the
Royal Army. Troops also patrol the roads regularly, and escort caravans carrying
particulary valuable cargo.
The Royal Army
Gray Vale, Ymir's Tears, the four King's Roads, and all border keeps lie under
the jursidiction of Barin Greyfell. These areas are patrolled by the Royal Army
of Dvergheim, and no clan warfare is tolerated within them. Transgressors are
attacked on sight by Greyfells formidable soldiers.
These elite soldiers are utterly loyal to the king, and they are equipped with
the finest weapons and armour available. During the past few years, Barin has
increased the size of the army to a level previously unheard of in peacetime.
Names and clan-names
Dwarven given names tend to be fairly guttural sounding and consist of two syllables.
Examples include Barin, Harek, Grimmtor, Thargal and Arnfinn. There is a great
deal of variation in dwarven names, and parents often invent new combinations
based on the names of a child's grandparents. It is also common for individuals
to be given, or give themselves, descriptive names such as The Strong, Farwander
or Trollcrusher.
Some clans assume names like Barak's Clan or Clan Grimmtor, which are based
on the given names of their founders. Other clan names are inspired by some
ambition, ideal or grievance held by the clan's members. Thus, we might have
the Elvenfoe Clan, The Dragonhoard Clan or the Darkforge Clan.
Weapons and equipment
Dwarves regard weaponsmithing as the highest form of art, and while they make
highly effective weapons, they also strive to make them beautiful. Unnecessary
embellishments are shorned in most aspects of dwarven culture, but highly decorated,
lovingly crafted weapons are an exception to this rule.
Dwarven warriors are strong, and they wield huge weapons with surprising speed
and ease. Traditionally, the dwarven weapons of choice are axes and warhammers.
Various types of maces are also quite common, while other items, such as swords
and pikes, are primarily made for export. Since dwarven weapons need to be efficient
in cramped underground locales, their hilts tend to be short but their blades
or heads extremely heavy.
In addition to axes or warhammers, dwarves commonly keep small, hooked hatchets
in their belts. These are used for throwing across short distances, and as backup
melee weapons. When using hatchets in close combat, dwarves commonly wield one
in each hand.
Dwarven crossbows
The crossbows of Dvergheim are marvels of technical engineering. Crafted using
a particularly light alloy of metals, they fire thin shafts of steel with great
power. Dwarven crossbows are equipped with magazines, and the releasing springs
are automatically reloaded upon firing.
Magical crossbow shafts are sometimes created using raudstaal (see below). These
shafts explode upon impact, causing fire damage to all who are within range.
Shields and armour
Dwarves prefer full plate to other types of armour. While their size means that
dwarves are quite slow to begin with, their strength and stamina allow them
to carry great weight without losing more speed.
Most suits of armour are lovingly decorated with mithril patterns and motifs,
often involving the clan symbol of the owner. If an armour has been magically
enhanced, lines of runes will be visible among the decorations. The presence
of one of the magical metals (see below) indicates a particularly powerful enhancement,
such as fire immunity or greatly increased protection.
Warriors regularly don heavy helmets and metal plated boots, and individuals
who wield single handed weapons might also use long, solid shields.
Magical items
Because of the presence of magesmiths (see below) in most communities, dwarves
have relatively easy access to magcal items. While the most common objects are
weapons and pieces of armour, many individuals also wear magical rings, beard-braids
or necklaces.
Religion and magic
Ymir the Smith
Dwarves believe that the god Ymir planted the mountains in the soil of the earth,
and then he forged a perfect race to inhabit them: The dwarves. It is said that
Ymir hammered the first dwarves out of iron, then breathed life into them with
his mighty bellows, which harness the gusts of the north wind.
Ymir taught the dwarves basic mining, smithcrafting and stoneshaping. He hinted
to them of runes, magesmithing, and powerful metals to be found among the roots
of the mountains. He told them that they must seek these secrets for themselves,
and that he would never intervene on their behalf or guide them.
He told the dwarves that there is one final secret, hidden deeper than all the
others. When their mastery of stone and metal is great enough, Ymir said, they
will realise its nature, and be able to seek it. Should they ever find this
secret and master it, dwarvenkind will rule the world, and their god will walk
among them.
Worship
While the dwarves offer praise to Ymir and seek inspiration in his temples,
they do not pray to him or worship him in the conventional sense. Instead, they
worship actively by trying to better themselves, as individuals and as a civilization.
They believe that when they have mastered the secrets of the mountain, a final
challenge will be given to them, and upon mastering this, they will achieve
oneness with Ymir.
Temples to Ymir are places of quiet contemplation, where dwarves seek inspiration
within themselves. The temples are austere and simple, with few worldly distractions
to the inner quests of visitors. The only exception to this rule, is the Forge
of Creation in the capital of Ymir's Tears, which is said to be situated on
the excact location where Ymir released his children into the world. Here, records
of all the achievements of the dwarven race are kept in a vast archive of stone
tablets, to bear witness before their god, and to remind new generations of
the progress made by their ancestors.
Dwarven spellcasting
It is fortunate that magesmithing (see below) allows them to create powerful
magical items, since dwarves are relatively poor spellcasters. While they cast
the simpler spells with ease, and no slower than other races, they seem unable
to master the intricacies of advanced magic. This might very well be a result
of the dwarven focus upon the tasks set before them by Ymir upon their creation.
Magesmithing
Dwarven magesmiths hammer runes into items while forging them, thus imbuing
these objects with permanent magic. Very few master this art fully, but those
who do create some of the most powerful items in all of Darkfall.
When creating items of power, dwarves occasionally use one of the magical metals
(see below) found beneath Dvergheim. These metals increase the potential power
of finished items, but also set limits on the type of power which may be harnessed.
As many as six magesmiths may work on the same item, thus reducing the time
necessary to complete it. The potential power of the items a team may create
is limited by the skill of the most adept aming them.
The magesmith always runs the risk of failure, particularly when creating very
powerful items. Most times, failure only means wasted labour, and the magesmith
is then free to make another attempt with the same material. Occasionally, however,
the unstable magic mutates when the magesmith loses control of it. In these
rare instances cursed items are created, which only appear to have the intended
magical properties, or which have malign properties in addition to those intendend.
A very few magesmiths reach the skill level necessary to create dwarven artifacts.
The process involved in creating these legendary items is extremely time-consuming,
and the material required is very expensive. The risk of failure is high, and
the consequences of failure are devastating. When crafting dwarven artifacts,
the magesmith has only limited control over the result. The magesmith controls
the shape and size of the finished item, but it is impossible to control which
legendary abilities it obtains.
In general, magic may only be hammered into items as they are being forged.
Ordinary metal items may not be reforged into magical items, and the existing
magic within an item may not be altered.
Magical metals
In secret shafts among the roots of the Dvergheim mountains, dwarves mine veins
of magical metal. These metals are sacred to the dwarven race, and only adept
magesmiths are allowed to work them. The weapons and pieces of armour created
from sacred metals are never exported. Dwarves regard it as their duty to retrieve
such items should they fall into non-dwarven hands.
The most common of the magical metals is kvitjarn, which has a full white colour,
resembling mother-of-pearl. In general, kvitjarn can be said to enhance the
nature of items which are made from it; the axe cuts deeper, the breastplate
protects more effectively.
Raudstaal has a pale red colour, and its magic draws upon the elemental forces
of fire. Items made of raudstaal allow the wielder to unleash elemental effects,
like lightning and fireballs. The exact spell-like effect is summoned during
the forging, and permanently bound within the item.
Nidstein is the colour of granite, and the elemental forces of earth are alive
within items made from it. The power of nidstein is often invoked to shape rock,
but the metal is also associated with destructive effects, like flesh to stone
and stonebinding.
Ymirsmerke is the most rare and sacred metal known to the dwarves of Dvergheim.
Small veins of this light blue metal is scattered among the roots of the mountains,
and even the smallest find is considered a major cause for celebration. Ymirsmerke
is shaped into rings and other pieces of jewellery, and its power manifests
as a wide range of magical effects, from flying to water breathing.
Mithril is a non-magical metal, which nevertheless is highly prized among the
dwarves. It resembles white gold, and has an unpredictable, dancing iridescence.
Mithril is mostly used for decorations on items primarily made of other metals.
Clan holdings
While they work and live in underground networks, dwarves also construct important
buildings on the surface. Typically, warehouses, trade offices, and buildings
tending to the needs of visitors are constructed on the surface. Most other
buildings, such as living quarters, clan halls and temples, are constructed
underground.
The contrast between the surface and underground parts of a holding could hardly
be sharper. The subterranean halls and passageways are immaculately clean and
well-kept, while the surface buildings are covered in the smoke, dirt and grime
from the smokestacks of the inevitable mining operations.
Mines
Most dwarven clans operate one or several mines. Commonly, a new clan locates
a promising vein of ore before settling, and then constructs its holding around
it. With time, the clan might exploit other nearby veins, transporting raw material
to the smelting works of the holding.
Steam engines power the machinery of Dvergheim mines. Enormous drills carve
shafts into the mountains, and rail-bound engines pull wagons of ore away to
the clan holding. Elevators transport miners into the shafts, and fans inside
tubular vents pump fresh air from the surface.
Smelting works
Ore from the mines is processed in the underground smelting works of the clan
holding. Wagons dump unrefined ore into the top of the furnace, while air is
pre-heated in adjacent stoves before being pumped into it. Molten metal is then
poured into wagons waiting on one side of the furnace, where they are shaped
into ingots. Slag is emptied into wagons on the oppsite side.
Smokestacks leading to the surface dispose of the vile, sulphuric smoke generated
by the smelting process. The area surrounding the stacks is often covered in
ashes and devoid of all life. Wagons carry slag from the furnaces and dump it
on steadily growing mounds nearby.
Smithies and clan forges
Holdings are always home to several smithies, where the clan's craftsmen shape
metal into weapons and useful objects. In addition to one-to-two man workplaces,
owned by the individual smiths, many clans operate communally owned forges where
several smiths may work together. Clan forges are usually equipped with massive,
steam-powered bellows, and they are capable of producing infernal temperatures.
The anvils used in clan forges are large, circular slabs of rock which are covered
in dwarven runes of power. A maximum of six smiths may cooperate on objects
using these anvils, and the largest clan forges have several of them side by
side.
Gnome farmers and gemcutters
Since they regard these pursuits as contrary to their nature, dwarves do not
farm the earth or hold any livestock. Instead, they have formed a symbiotic
relationship with a race of gnomes who farm the mountain valleys of Dvergheim.
The gnomes sell their produce to the dwarves, who in turn offer the gnomes imported
goods, as well as the protection of dwarven military strength.
Clans occasionally invite gnomes to set up farms in the vicinity of their holdings.
However, the fumes, slag and smoke from mines severely limit the output of farms
near them. Therefore, most clans prefer to trade with gnomish communities which
lie nearby, but beyond the reach of dwarven pollution.
Since their strong and stubby fingers leave dwarves ill-equipped for cutting
gems, they often recruit their smaller cousins to do this task for them. When
hired to work as gemcutters inside the holdings of dwarven clans, gnomes always
bring their families, and insist on constructing surface buildings. The low,
round and wooden homes of gnome artificers are always surrounded by flower gardens,
which are lovingly kept alive despite pollution from nearby mining operations.
Surface inns
Dwarves rarely allow visitors to enter the underground parts of their holdings.
Instead, they build large inns on the surface, and insist that visitors take
rooms there instead. These large stone buildings contain sleeping quarters,
food halls, stables, pubs, and prison cells for troublemakers. Contingents of
dwarven guards are present in all parts of the surface inns.
Relations with other races
Being a highly specialized culture, the dwarves are dependent on trade. In particular,
there are many essential crops which will not grow in the mountain valleys of
Dvergheim, and which must be imported from foreign lands.
Dvergheim's main trading partners are the humans, with which they maintain good
relations. The dwarves need the food produced on human farms, and the humans
desire dwarven weapons and gold.
Mirdain despise dwarves for the destruction they wreak upon the surface areas
of Dvergheim. They have tried teaching the dwarves the error of their ways,
but the stout folk are definetely not listening. Elven patience may soon run
out.
Dwarves view orks as worthless savages. They produce nothing of value, and are
a constant plague upon caravans, travellers and remote settlements. The orks
regard dwarves as strong and able warriors, but they still stage raids on their
caravans because of the potential rewards involved.
Alfar and Dwarves are ancient enemies of the Darkfall underground. While the
hatred and the warefare still rages , adventurous merchants from the two races
have started trading with each other. So far, the authorities on either side
have done nothing to end this illicit activity.
Dwarves and Mahirim seldom cross paths. When they do, there is little for them
to talk about, or disagree about.
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