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Country: The Arunafeltz Emirates, Vahk'Sala
Avg. Height 4.5 - 5 ft (1.4 - 1.5 m)
Avg. Weight 90 - 130 lbs (40 - 60 kg)
Life-span: 600-700 years
Proficiency: Business, Industry, Endurance, Specialism

Dwarves are short, but stout, and often known for a combination of their highly advanced level of technology and craftsmanship as well as their incredible physical strength and stamina. These warriors and craftsmen alike are also well-known for their beards, which no male dwarf seems to be without… Female dwarves substitute their lack of a beard with exceedingly long hair, often times even longer than them and tied up into an intricate whirl of braids and rings that keep it from dragging behind them.

Dwarven society typically forces them into one of two roles, that of the soldier or that of the craftsman. Characterized by an intense focus on whatever happens to interest them, most of Dwarvenkind are known to be absolute masters in their area almost no matter the circumstance - except in cases of Magic. They can't use it, sans through Relics and Scripts, and this marks what is publically perceived to be the race's only weakness.

A stubborn folk, the Dwarves are shrewd and secretive when it comes to their techniques and technology alike. Whether such techniques are in craft or in combat, and that technology is a grand wonder or an everyday appliance, they do not share them with Aurora's other races unless circumstances are extraneous. Their stubborn nature and long lifespan leads to grudges and mistrustfulness that can last literal generations or hundreds of years.


Dwarves usually range from four and a half to five feet, sometimes as tall as a short Human but very rarely. Almost all of them are thick of muscle or at least of body, despite their smaller height, and are rather wide in that respect. They have the typical range of hair colors, from blonde to black to brown to ginger, and almost always have either lengthy hair or a lengthy beard - sometimes both. Dwarven hair, whether it's facial or sprouting from their scalp, is often decorated with all manner of fancy braiding and golden rings or chains.

Their skin comes in all shades, from pale to dark and rich, and most bear wide noses and sculpted facial features. Mens' jaws are square and strong while womens' are fair and soft, and most of them carry pock marks and other markings as souvenirs from either the forge or the field of combat. Dwarven fingers and toes are a little stubby, but the former are long enough to grip a weapon firmly and swing it when you make note of that fact.


Typical attire is heavy armor, for those who can wear it, or fine cloth like silk for those who can't. Dwarves usually find little difficulty in moving around weighted down, given their powerful bodies, and so decorated armor is more or less an everyday garb for them. Male dwarves begin to bald rather early in their life, as early as fifty or sixty, and for that reason hats and helmets are very popular among their kind.

Gold seems a popular accessory, though nowhere near as coveted as Goblins make it, and Dwarves seem to like most metals and gemstones just as much. Many of their kind wear weapons on their hips or at their backs, and not always just as displays of their martial skill. Decorative weapons are exceedingly popular, even the sort that might be useless in an actual skirmish but look impressively valuable despite that.



Dwarves are a people deeply rooted in tradition who live within a system of castes and Clans. Their surname is that of their Clan, and these 'families' are gigantic in number. Most every Dwarf has a singular focus, and those who don't are ostracized: The need to serve themselves and their Clan's legacy, whether through feats of legendary craftsmanship or through displays of legendary skill on the battlefield. A dwarf's accomplishments are both his and his Clan's, and a dwarf's failings will affect both him and his Clan's standing just the same.

Dwarves seek immortality, but not through magic or in the literal sense. To immortalize oneself is to make a mark on history so large that it can't be ignored, and that is taught to every Dwarf so incessantly that it consumes them. Dwarvenkind's driven nature comes from this aspect of their culture, the need to make something of one's self and one's Clan, and most would do nearly anything to increase the standing of either.

For this reason, political intrigue is very common among the castes. Any dwarf that 'slips up' will leave a poor mark on his Clan's name, and there is a constant power struggle of feigned help, false friends and stabbed backs in the metaphorical and literal sense. Dwarves who leave their own society often have trouble adjusting to the other races' cultures for this reason.



Dwarves are everywhere on Aurora as temporary residents, but the two places they congregate are the Arunafeltz Emirates and the Elven lands of Vahk'Sala. The former holds their City Under The Mountain, a gigantic and sprawling maze of a city built into Thor's Volcano that little is known about. The Dwarves of the Aruni Desert have very little contact with their Human neighbors, as they have little to gain from them, and keep to themselves so long as Rachel and Veins' residents do the same. There hasn't been a disagreement between them in many years, at least.

In Vahk'Sala, Dwarves are considerably more relaxed, but that isn't to say that they aren't just as shrewd as their mountain-dwelling brothers. They work the city's forges, crafting magical relics and intricate weapons and armor in the signature style of Elvenkind. Dwarves, along with Fae, are also responsible for the majority of Vahk'Sala's building construction. They have their own sector of Geffenia, the city built onto the Great World Tree, and are smaller in number than those in Thor's Volcano… But still present.


Dwarves are ruled by a council of the four ruling Clans; those who have made the greatest mark on history. Sitting above even them is the King Under The Mountain, though little is known about this mysterious figure sans his ancient age and similarly lengthy rule.


Dwarves operate on a caste system separated into Nobles, Warriors, Smiths, Artisans, Merchants and finally Miners. They're listed in order of importance and standing, though 'standing' is really only applicable to Merchants & Miners. A Warrior or Smith has no reason to listen to a Noble's orders any more than another Noble, but Miners are considered more or less servants and unimportant in the grander scheme of themes. They may provide infrastructure, but that is not an honorable thing within Dwarven society and they go largely ignored (and mistreated). Merchants are far more appreciated than Miners, as they're rather useful, but they can't hope to leave the same marks on history as those higher up in the castes.

Money and treasure are both very important things within Dwarven society, and the majority of it lies in the grubby hands of the upper castes. As mentioned before, Nobles especially can be incredibly under-handed and cunning when it comes to undermining and backstabbing one another, and a surprisingly deadly game of politics takes place almost on the daily in the City Under The Mountain. Wealth plays a large part in this, as those caught in such endeavors can easily buy their way out of trouble… But this drains their coffers, and makes them less likely to be able to fall back on that in the future.



Dwarves use their Clan Name as their surname, and have fairly average first names that could just as easily be found among Humankind. Those in Vahk'Sala still often use their Clan Name, but do opt to give themselves more suitable names for the environment that they're in. Clan Names often have some clue as to their caste or craft. Clan Names could also hold a clue as to their history, or the mark their Clan has made on it.

Examples of Thor's Volcano Dwarves:
James Steelheart
Patricia Rockbreaker
Alex Stonehammer

Examples of Vahk'Sala Dwarves:
El'aiyre Ironfist
Yrelle Rageclaw
Vidalia Forgestoker


Dwarves have kept to themselves for the better part of history, sans those in Vahk'Sala who have been rather complacent with that region's goings-on (if still very secretive and protective of their own materials). They have been credited with inventing some of Aurora's most advanced and modern magi-technologies, however, including airships and the devastating Train Gun. Why those specific inventions were 'fit' for outside hands when every other dwarven secret isn't is anyone's guess.

Race Relations


Goblins will call what the two races have a 'rivalry', though in reality the Dwarves see them as more like a friendly underdog. Goblins won't leave their love of oil and steam behind, even after Dwarvenkind has moved on to greener pastures, and that hinders their development such that it isn't the 'technological race' that it used to be between them. Dwarves still hold a respect for the Goblins, however, and will generally offer them better rates than any other race on trades.

Elves & Cubi

Dwarves in the City Under The Mountain care not for Elves or Cubi, but those in Vahk'Sala do hold a respect for them! The races with pointed ears seem to respect the Dwarves' work and enjoy living within their grand structures, and that's enough to please them. Much of their relationship is business, but it's not purely that like so many of the other races.

All Other Races

Dwarves, selfishly, have little interest in extended relations with the other races of Aurora. It's all business, in the end, and it doesn't matter where the coin comes from to them. Few of the other races hold it against them, but they can certainly come off as rude to some.

world_setting/races/dwarves.txt · Last modified: 2016/08/18 14:12 by nexxus