DWARVES
The Weapon Dealers of the East
The Third Race
The dwarves of Anexus have many titles to their name: the weapons dealers, the magic tamers, the deal brokers, the chain breakers…
They call themselves the latter with pride. While they are known as ‘dwarves’ by most cultures on Anexus, this moniker was given to them by others. They have lost the true name of their people as they have lost any knowledge of the world from whence they came, but do share many traits with other races known as dwarves: an industrious people of mountains and stone, great craftsman and innovators, a shorter people with magnificent beards, and a lifespan longer than that of men. It is perhaps a cosmic joke that they happen to be at spiritual odds with the elves of Anexus. They diverge much from there, however: they are masters of ranged weaponry, relying on tactics before blind bravery, and while shorter and stockier than the average humanoid they are not comically so, standing on average five feet tall. They are not particularly generous towards other races when it does not benefit them either, being known as one of the more xenophobic races on the continent.
When the dwarves first arrived to Anexus, they were brought through by the dragons of the Isles of Penmoor to serve as a slave race. It was there they served the reptiles for generations, until finally the time came where they were able to successfully rebel and take back their freedom. There are many conflicting stories on how the dwarven race managed to do this, but in the end they left the isles and settled in the mountains northeast of the central sea. They now carry with them a deep-seated hatred of dragons and much of their culture reflects this, including symbolism, weapon innovation, architecture, and even medicine. This is also driven by necessity as they do battle with dragonkind still, their kingdom within the range that the dragons consider their own. It is perhaps their current stalemate combined with the reclusive nature of dragonkind that prevents any stronger action from them upon the kingdom of Thornmouth (or perhaps the elves have something to do with that).
They are subsequently a strong-willed, slow to trust, and highly practical people. While more adapted to living in harsh environments than most peoples, well-acclimated to heat and even to some degree resistant to flame, they regardless keep to their mountain halls for the protection and seclusion provided by stone.
The large majority of dwarves live in the mountains as part of an industrialized mining society, but they are not a subterranean people by nature. A lot of dragon proofing simply involves stonework with deep foundations and it is a general practicality to have bunkers when you’re fighting monsters. An equal amount of effort is put into designing buildings above ground that can withstand the assault of dragonfire, which is why such techniques have garnered favor in places like Thornmouth.
What few dwarves have left their own communities have brought in advanced engineering and weapon smithing to Thornmouth, the first born of a need to survive in hostile environments and the second from taking great pride in doing so. In their pursuit of continual refinement they are becoming a people of industry and growth, changing the landscape of weaponry production and architectural design across the eastern region. The former has drastically changed and improved over time, giving dwarves and their students a monopoly on the weapon market. These master smiths have unlocked techniques of working with cold iron and rare materials found only on Anexus that they keep close to their chest, driven by a cultural hatred of dragons and an interest in ‘monster’ hunting in turn. They are quite adept indeed at creating both the techniques and the equipment needed to kill ferocious beasts.
Racial Details
Their skin tone ranges from medium to dark brown, they have typically straight hair that can come in any color, and their eyes come in a range of browns, yellows, and reds. A particular distinction that shows variety is their draconic traits.
In an ironic stroke of fate, the dwarves of the east have developed draconic features despite their well known hatred of dragon kind. It is a feature they share with the elves on the other side of the Frozen Sea, a sister race in being among the very first of the races to arrive upon the continent. The most typical features to see in dwarves are hands with padded fingertips and stunted claws, sharp carnivorous teeth, and partial scaling. They have fireproof hair, tough flame resistant skin, and it is not uncommon to see reptilian eyes, short horns, tails, and for some lineages more divergent features such as whiskers or unusually flowing hair. There are noble bloodlines that strive to minimize these features and some that have become so diversified by indiscriminate mixing of blood that mutations have run wild and they are beginning to be considered a different people entirely. They are respectively called ‘free bloods’ and ‘deep cursed’ by their people.
The average dwarf tends to look at their draconic traits as unwanted and take efforts to conceal or minimize them where possible: tails are amputated, horns shaved down, etc. They claim themselves cursed by dragons in the distant past for daring to defy them and seek freedom (considered ‘marked’ by dragonkind as it were), but others claim they are cursed by their own efforts of delving into the deep places of the world - or perhaps even by having taken something from the dragons. It is a murky history and there are many versions of how the story goes; undoubtedly the dragons and elves have versions of their own. Yet while they share draconic traits with the elves, they do not share their prowess for magic. It is almost unheard of for a dwarf to be born with magic and in most cases ill omen.
While all are very capable of growing them, not all dwarves have beards - some have epic mutton chops or mustaches instead! It’s rare to see a dwarf - man or women - barefaced or even short haired, as all share the trait of hair that grows exceptionally fast and is very difficult to cut. That sort of upkeep would be a luxury that only the rich could maintain and culturally would have no reason to. There is a great variety of hairstyles and dwarven culture in general is very fond of complex braiding, top knots, and general ornamentation of the hair in both sexes.
They also have the unwanted intolerance of reptiles to the cold, which is why their buildings and sense of fashion tends to reflect a desire for constant warmth. There is almost always a fire burning in a dwarven household and fur-lined robes are commonplace even in summer.
Social Overview
They have surprisingly limited interest in using fine materials for personal ornamentation outside of the noble class: for those not assured protection it is a feature that attracts unwanted attention from dragons, dwerg, and other pests. Instead their interests lie in the minerals that offer the most functionality and practicality, the claims of their greedy natures somewhat refuted by their relative disinterest in gemstones outside of technological use - and for the dwarves of Anexus, gems are something that attracts a dragon only second to gold (considered among the weakest and least valuable of metals).
While gold is a fascination for most races who prize its lustrous nature, these dwarves almost shun it almost to a fault. It is considered almost a dangerous metal to even be in possession of and at the very least very bad luck (which the other races clearly bring onto themselves). This has led to the dwarves being traders and hagglers of goods and services, which in turn has informed a rather opportunistic economy. While silver is used by the elite regardless, particularly in the form of thread that the dwarves excel in spinning, it is not considered particularly valuable outside of aesthetic and is not used as currency either.
There are next to no dwarves known to be born with magic, but they have long found ways to harness the magic found in other creatures and things - known to the neutralists as the ‘tamers of magic’, the human nation of the far east tolerates their adaptation of the arcane into energy due to the benefits offered (and the justification that the magic is being ‘used up’ for the good of all). It is well known that the neutralists commission the dwarves for items that negate magic, famous for the development of neutralizing cuffs that can be found even in Thornmouth. While dwarves consider the idea of one of their own channeling magic naturally to be ill omen, harnessing or collecting energy produced by monsters is seen as the equivalent of any other resource usage.
While still numbering in the millions, dwarves have a relatively small population size due to a lower rate of reproduction and a tendency to live among their own people first. A low birth rate and a tendency towards dangerous occupations like mining and dragon hunting does not help matters either. Yet despite their small numbers and slow rate of population growth, they’ve had a significant impact on technology in both the east and the isthmus due to their longevity and spirit of innovation.
Notes:
The Weapon Dealers of the East
The Third Race
The dwarves of Anexus have many titles to their name: the weapons dealers, the magic tamers, the deal brokers, the chain breakers…
They call themselves the latter with pride. While they are known as ‘dwarves’ by most cultures on Anexus, this moniker was given to them by others. They have lost the true name of their people as they have lost any knowledge of the world from whence they came, but do share many traits with other races known as dwarves: an industrious people of mountains and stone, great craftsman and innovators, a shorter people with magnificent beards, and a lifespan longer than that of men. It is perhaps a cosmic joke that they happen to be at spiritual odds with the elves of Anexus. They diverge much from there, however: they are masters of ranged weaponry, relying on tactics before blind bravery, and while shorter and stockier than the average humanoid they are not comically so, standing on average five feet tall. They are not particularly generous towards other races when it does not benefit them either, being known as one of the more xenophobic races on the continent.
When the dwarves first arrived to Anexus, they were brought through by the dragons of the Isles of Penmoor to serve as a slave race. It was there they served the reptiles for generations, until finally the time came where they were able to successfully rebel and take back their freedom. There are many conflicting stories on how the dwarven race managed to do this, but in the end they left the isles and settled in the mountains northeast of the central sea. They now carry with them a deep-seated hatred of dragons and much of their culture reflects this, including symbolism, weapon innovation, architecture, and even medicine. This is also driven by necessity as they do battle with dragonkind still, their kingdom within the range that the dragons consider their own. It is perhaps their current stalemate combined with the reclusive nature of dragonkind that prevents any stronger action from them upon the kingdom of Thornmouth (or perhaps the elves have something to do with that).
They are subsequently a strong-willed, slow to trust, and highly practical people. While more adapted to living in harsh environments than most peoples, well-acclimated to heat and even to some degree resistant to flame, they regardless keep to their mountain halls for the protection and seclusion provided by stone.
The large majority of dwarves live in the mountains as part of an industrialized mining society, but they are not a subterranean people by nature. A lot of dragon proofing simply involves stonework with deep foundations and it is a general practicality to have bunkers when you’re fighting monsters. An equal amount of effort is put into designing buildings above ground that can withstand the assault of dragonfire, which is why such techniques have garnered favor in places like Thornmouth.
What few dwarves have left their own communities have brought in advanced engineering and weapon smithing to Thornmouth, the first born of a need to survive in hostile environments and the second from taking great pride in doing so. In their pursuit of continual refinement they are becoming a people of industry and growth, changing the landscape of weaponry production and architectural design across the eastern region. The former has drastically changed and improved over time, giving dwarves and their students a monopoly on the weapon market. These master smiths have unlocked techniques of working with cold iron and rare materials found only on Anexus that they keep close to their chest, driven by a cultural hatred of dragons and an interest in ‘monster’ hunting in turn. They are quite adept indeed at creating both the techniques and the equipment needed to kill ferocious beasts.
Racial Details
Classification: humanoid Subraces: deep cursed Homeworld: unknown (moon gate likely within the Penmoor Isles) |
Average Lifespan: 250 years Magic: no, except in wildly rare cases Diet: omnivorous, meat-favoring Size: medium Height Range: 5'0 to 6’0 on average Weight Range: 160lbs-240lbs on average Skin Tones: medium to dark brown Eye Tones: brown, yellow, red Hair Tones: any Distinctions: shorter stature, dramatic hair growth, draconic traits |
Their skin tone ranges from medium to dark brown, they have typically straight hair that can come in any color, and their eyes come in a range of browns, yellows, and reds. A particular distinction that shows variety is their draconic traits.
In an ironic stroke of fate, the dwarves of the east have developed draconic features despite their well known hatred of dragon kind. It is a feature they share with the elves on the other side of the Frozen Sea, a sister race in being among the very first of the races to arrive upon the continent. The most typical features to see in dwarves are hands with padded fingertips and stunted claws, sharp carnivorous teeth, and partial scaling. They have fireproof hair, tough flame resistant skin, and it is not uncommon to see reptilian eyes, short horns, tails, and for some lineages more divergent features such as whiskers or unusually flowing hair. There are noble bloodlines that strive to minimize these features and some that have become so diversified by indiscriminate mixing of blood that mutations have run wild and they are beginning to be considered a different people entirely. They are respectively called ‘free bloods’ and ‘deep cursed’ by their people.
The average dwarf tends to look at their draconic traits as unwanted and take efforts to conceal or minimize them where possible: tails are amputated, horns shaved down, etc. They claim themselves cursed by dragons in the distant past for daring to defy them and seek freedom (considered ‘marked’ by dragonkind as it were), but others claim they are cursed by their own efforts of delving into the deep places of the world - or perhaps even by having taken something from the dragons. It is a murky history and there are many versions of how the story goes; undoubtedly the dragons and elves have versions of their own. Yet while they share draconic traits with the elves, they do not share their prowess for magic. It is almost unheard of for a dwarf to be born with magic and in most cases ill omen.
While all are very capable of growing them, not all dwarves have beards - some have epic mutton chops or mustaches instead! It’s rare to see a dwarf - man or women - barefaced or even short haired, as all share the trait of hair that grows exceptionally fast and is very difficult to cut. That sort of upkeep would be a luxury that only the rich could maintain and culturally would have no reason to. There is a great variety of hairstyles and dwarven culture in general is very fond of complex braiding, top knots, and general ornamentation of the hair in both sexes.
They also have the unwanted intolerance of reptiles to the cold, which is why their buildings and sense of fashion tends to reflect a desire for constant warmth. There is almost always a fire burning in a dwarven household and fur-lined robes are commonplace even in summer.
Social Overview
Population: small Living Style: communal, reclusive Nations: claim their own small kingdom in the mountains northeast of the central sea (a democratic republic run from the capital city Jyotmahri), can also be found in sparing numbers within human and orcish cities Languages: tba (a difficult to understand, subdraconic tongue) Subcultures: tba Notable Members: Known For: metalworking, engineering, military tactics, dragon slaying, astronomy, alternative medicine, archery, falconry (of giant birds), dragonproof architecture, crunchy and strong-flavored foods, coffee, face-painting with colorful ash / paste / power mixes Produce: iron (including dragon iron),, gems, steel, copper, gold ore (legitimately want it out of their territories), weaponry, technology, magic nullifying metals, coffee, furs, fine robes, silver thread, dragon parts |
They have surprisingly limited interest in using fine materials for personal ornamentation outside of the noble class: for those not assured protection it is a feature that attracts unwanted attention from dragons, dwerg, and other pests. Instead their interests lie in the minerals that offer the most functionality and practicality, the claims of their greedy natures somewhat refuted by their relative disinterest in gemstones outside of technological use - and for the dwarves of Anexus, gems are something that attracts a dragon only second to gold (considered among the weakest and least valuable of metals).
While gold is a fascination for most races who prize its lustrous nature, these dwarves almost shun it almost to a fault. It is considered almost a dangerous metal to even be in possession of and at the very least very bad luck (which the other races clearly bring onto themselves). This has led to the dwarves being traders and hagglers of goods and services, which in turn has informed a rather opportunistic economy. While silver is used by the elite regardless, particularly in the form of thread that the dwarves excel in spinning, it is not considered particularly valuable outside of aesthetic and is not used as currency either.
There are next to no dwarves known to be born with magic, but they have long found ways to harness the magic found in other creatures and things - known to the neutralists as the ‘tamers of magic’, the human nation of the far east tolerates their adaptation of the arcane into energy due to the benefits offered (and the justification that the magic is being ‘used up’ for the good of all). It is well known that the neutralists commission the dwarves for items that negate magic, famous for the development of neutralizing cuffs that can be found even in Thornmouth. While dwarves consider the idea of one of their own channeling magic naturally to be ill omen, harnessing or collecting energy produced by monsters is seen as the equivalent of any other resource usage.
While still numbering in the millions, dwarves have a relatively small population size due to a lower rate of reproduction and a tendency to live among their own people first. A low birth rate and a tendency towards dangerous occupations like mining and dragon hunting does not help matters either. Yet despite their small numbers and slow rate of population growth, they’ve had a significant impact on technology in both the east and the isthmus due to their longevity and spirit of innovation.
Notes:
- they despise the practice of slavery and will not take part in it due to their history, something that makes relations with the human kingdom tense
- those they consider foe are marked for death instead
- it is rumored that they may not have a great senses of taste due to their draconic features - and this is why most dwarves crave 'strong' flavors and very crunchy foods
- they are well known for being traders and hagglers, preferring an exchange of goods or services to coin usage - what currencies they do have involve shells, pearls, and fossils instead of metals
- developed the engineering technology used to repurpose war golem
- are responsible for creating the sewer system of Thornmouth
- also inspired the use of crystal currency in the kingdom
- they are experimenting with both steam and geothermal power
- seeking trade route alternatives, desire coal and spices from the southern jungles
- they've had a growing interest in Thornmouth since the end of the war, primarily because they would love to someday launch an assault on Penmoor Keep and claim the lake and more importantly, the surrounding mountains - if possible, drive all dragons into the west - they are not as picky as humanity on who they ally with in order to achieve this goal
- they sell goods and services to the Kingdom of Thornmouth as well as kingdoms in the east
- they have a caste system of laborers, engineers, astronomer-priests, and warriors
- have a strong interest in charting the heavens and mathematics
- additionally famous for producing assassins and mercenaries
- they are not only masters of ballistics, but masters of taming birds of prey as well - including giant hawks