
Stoutfolk
Overview
The Stoutfolk come from a common, but very small, source. When they were first created, they spread themselves out. Some delved under the mountains, others took to the hills, while yet more collected into urban centers. As their cultures and languages separated, and as their bodies adapted to their environs, they each took on names in their local languages. They commonly refer to each other as ‘cousins’, and can still interbreed amongst themselves without issues and with humans with some issues. Offspring typically (but not always) take after their parent of the opposite gender. Don’t ask why, it just happens that way.
​
​
"Do your business, be respectable, and we will treat you the same."
Lore
Dwarves are numerous but rarely seen on the surface. Their vast underground kingdoms are connected by the Barazorak ("Oathroads"), extensive tunnel works beneath the earth, where the majority of dwarves live out their lives. Those that travel to the surface tend to do so for specific reason, and are most commonly part of the merchant caste who hawk fine dwarven wares to foreign nations.
​
The Barazorak offer direct routes across the land, bypassing lakes, streams, and mountains for hundreds of miles. However, due to the scarcity of food and clean water, they are not open to random visitors. Those who trespass often end up working in dwarven mines to repay their debt, a task that can take up to seven years. Some never return, while others choose to leave after earning a place in dwarven society. Only those with official business and gifts of gold, gems, or silver can travel without fear of punishment. Even dwarves pay a (much lowered) tax when traveling these roads for pleasure.
​
Dwarven prisoners are paid for their labour, allowing them to repay their debt to society and leave with coin in their pocket. Dwarves are traditionalists and exceptional craftsmen, stonemasons, smiths, and jewelers. They are also brewers, mushroom farmers, herdsmen, cooks, soldiers, and merchants. However, their caste system and limited resources leave little room for deviation from these trades.
​​
Dwarven society is centered around its caste system, with duties, laws, and privileges being assigned differently depending on a dwarf's caste. This system is not, however, based on birth but rather aptitude, and transitioning castes is not unheard of, while being assigned to a lower caste for a set amount of time is a common punishment. The dwarven castes are, in rough order of preeminence: Noble, Artisan, Merchant, Labour, Slag (a punishment caste for the lowlifes in society). All dwarves, regardless of caste or gender, are trained in warfare, and joining up with city watch, personal guards, a thane's men-at-arms, or a mercenary company is a common path to escape the day-to-day life of a caste a dwarf doesn't like, if they can not qualify for a transfer.
​
Among surface races, dwarves find the most kinship with humans, with many human cultures and cities owing their inspiration and security to their industrious dwarven neighbors. Dwarven kingdoms often assist each other and their neighbors in warfare, providing reliable alliances for pragmatic reasons.
​
In dwarven society, the title of "King" is temporary and translates to "the highest authority available". Their society is modular, meaning that if a gate or citadel is cut off from the capital by raiding darklings, an acting Gate Warden from a different clan may take on the role of leadership.
​
Quirks
-
Dwarves are well known for their meticulous record keeping, particularly dates, business dealings, grudges and slights, or the deeds of individuals deemed either noteworthy or dishonorable.
-
Dwarves generally do not practice chattel slavery and frown on the practice as dishonorable. The maximum indenture any debtor can be held to is seven years, and indebted individuals are typically respected as employees and taught as trade apprentices.
-
Dwarves who have spent most of their lives underground often feel queasy when first looking up at the sky, with some having verbalized a fear they might fall upward into the great chasm above.
-
Dwarven military outposts have a common nomenclature: citadels are known as known as "Crags" (as in "Cragrimawfyl"), and smaller outposts are "Doks" (as in "Dokduraz").
-
Dwarves younger than 50 years of age are children and may not be played on Orcrest.
Core Characteristics
Size: Small
Average Lifespan: 300 years
Physical Characteristics:
-
Any natural skin, hair, and eye colouration
-
Stocky bodies
-
Thick beard growth in both genders
-
Hair and beards are held up as the highest standards of beauty​
-
Women in more frequent contact with other races tend to shave their beards down to sideburns
-
Common Religions: Children of Sault, Sanctified
