
-Regarding Dwarves-
The dwarven kingdoms run as deep into the caverns of the earth as they dwell tall on the highest peaks of the world. The mountains of Nhearn have been tamed by the stone carvers, their natural fortresses giving them a resiliency that saw their race through the traumatic ages into the recent years of Nhearn.
Homeland: The realm that all dwarves call home is the range of tall peaks known as Helena’s Cradle. It is a massive collection of mountains in the lands north of the Imperial Midland. The southern ridge is known as the Cragged Mountains and the cliff face of this tall range act as a barrier between the dwarves and other races. Across the western border of the Cradle is the mountain range known as Dwamaklad and it protects the dwarven heights from the weather of the West-Gate Sea. To the north of Helena's Cradle is the coast of the sea between the lands where the valley gaps allow for sea faring into the northern territories. When dwarves leave this territory to other colonies it is well known among dwarf-kind not to speak of the interior, the paths and tunnels kept secret to all others who do not belong. Dwarves who are not born within the mountains of Helena are considered to be outsiders until they are able to make a proper pilgrimage to the Temple of the Earth in the heart of Helena’s Cradle.
Names: Dwarves have a strong hierarchy but it is not complicated or riddled with unnecessary politics. The king is the ultimate power of the realm and they command the noble houses from the throne city of Arrumklad. The noble families then govern and control dwarven territories. To each colony or hold is a singular noble family and when a new territory becomes officially recognized its mantle is given to a new noble family, making expansion a common form of raising through the ranks into the noble castes. All members of a noble family have a first name and share the noble name which gives them rights to speak with the king. Dwarves who are not of the noble caste have a first name and their second name is the profession that they practice which can change as a dwarf transitions to other positions. Ranking soldiers and military leadership share the last name Battle-Master, while stubborn, ill tempered, or lazy dwarves are often given the last name Pig-Headed.
Religion: Dwarves have lost much of their histories due to the secretive nature of the language they share. At times whole tomes cannot be translated because the use of the written form had not been shared through generations or the meanings of characters had devolved into hieroglyphic guessing. Abandoned colonies from ages prior that had hosted their own stone-scripts have often been topics of speculation among dwarven explorers. Because of this, most core concepts of dwarf culture are passed on orally and taught to young dwarves early, the central pillar of their teachings being the observance of the Goddess Helena, Goddess of the element of Earth. Her teachings have awarded the dwarves with the material of the earth and the art of stone carving. She has also blessed the rune makers with ways to ward the Winds of Magic, and the masons with strengthening metals. Most dwarves pay homage to Helena, although through adventuring in other cultures the dwarves have found other patrons to worship for both good and evil.
Age: Dwarves live long lives compared to the humans of the Empire. They grow to adulthood by their thirtieth year and may live as long as five centuries.
Alignment: Dwarves are often lawful in nature, enjoying a rigid cultural structure in addition to their stone working which requires precision to be considered safe. The dwarves are not considered to be overly good, although they have aligned against the powers of evil throughout the histories.
Size: Dwarves often stand over four standards but hardly grow taller than a full height and they average roughly ten stones in weight.