Unterian Dwarves

"Guten Tag" - Dwarven greeting.

Dwarves, or welkind (elven faga), are one of the most populous races found on Nora. First migrating from across the Green Sea, dwarves mostly inhabit Untergrund, the subterranean kingdom found within the Wyrmspires.


Knochenkamm Period

Dwarven prehistory begins in Midgard. These ancient tribes, called dvergen, wandered in the bitter cold and stormy weather. The dvergen lived in coastal caves. They used stone axes to hunt various animals such as seafowl and marine mammals, in addition to fishing and gathering. The size of the settlements grew during time, as well as an increase in population and a more settled lifestyle.

The dvergen began taking shelter further in the mountains, but these were contested by the joten, midgardian frost giants. These wars helped to increase the dvergen's knowledge of weapon and armorsmithing. Innovations in pottery and other crafts developed. Also, the fundamentals of elemental magic began to form.

Social Order

Basic dwarven society is clan based, though all clans swear allegiance to the kaiser and his family. Each clan is headed by a hauptlord, or Clanfather. Dwarf clans are extended families who can trace their ancestry back to a founding ancestor who may have settled a specific valley, built a strong hold or founded a mine. Dwarf clans are made up of many families, all of which share a common homeland.

Personal disputes are handled through Konkur, a form of ritualized combat.

Social order among the dwarves is extremely rigid. At the top are the eldaklaan (kaiser and nobles), below them the population is divided into three classes, the verteidiger (warriors), the handwerker (craftsmen) and the kaufmann (merchants).

Those outside the order, and therefore not citizens of Untergrund are slaves, habitual criminals and beggers. These are known as the wegwerfen, or throw-aways.

Notable dwarven clans are:


Hill dwarves


Deep Dwarves





The art of combining runes and pictographs to tell stories.


The art of hairstyling.


The dwarven martial arts.


The importance of the Klann, or family cannot be overstated. An interesting familial bond is often found in the special relationship between maternal uncle and nephew (or sometimes, niece). Referred to as a sister-son, the nephew is often taken under the wing of the uncle.

When a female married into her husband's klann, she does not change her name, always honoring the family of her fathers.

Dwarves who reach age 250 are expected to retire and advise the young.


The warrior's code. The central tenants are Courage, Virtue, Protection, Justice, Truth and Righteousness.


Dwarven courtesans. To entertain their clients, kunstmadchen practice the arts of dance, music, poetry and atmenschreiben, and an educated wit was considered essential to sophisticated conversation.


Dwarven warrior specially trained in a variety of unorthodox arts of war. These include assassination, espionage and stealth.


The todessuchen (TOE-de-soh-CHen) is an ancient and sacred rite, where a young dwarf leaves his clan and sets out to battle evil in the world.

Warfare and Weaponry

The principle dwarven weapon is the warhammer with nearly all dwarves proficient in its use.


Dwarves place armor (rüstung) highly in society.

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