The Dwvarskumar, or humans like to call them “The Dwarves”, are a mainly subterranean species of Altynadyn, which are the races the elves do not credit themselves with creating in some way. The Dwvarskumar mainly reside in the eastern mountains of the Great Spine. The Dwarves are an industrial and hardy race, who’s height doesn’t gain above the average of four feet tall. They are strong and have gained the reputation as being one of the most deadly of the races to go toe-to-toe with. Most Dwarves live in large subterranean cities, usually built beneath mountains and can range miles below the surface. They are one of the few civilized races who will actively brave the Undyrcar, or the massive collection of tunnels and caves threaded throughout the Great Spine. Largely uncharted, the Undyrcar is shared with the Dwarves, monsters, horrors and the only other civilized race that actively lives beneath the Great Spine, the banished Duskoralun. Gnomes are also known to frequent Dwarven cities.
The Dwarves generally separate themselves into two categories: the Jornvarskar and the Thurdimar. The Jornvarskar are the Dwarves born and raised in Dwarven cities. The Thurdimar are known as “city born” and are usually born outside of Dwarven lands, in the mixed race cities above ground. Though physically nothing is different about two variations of Dwarves, the Jornvarskar are typically darker in skin and hair. The Thurdimar tend to have lighter complexions than their homeland brothers. Jornvarskar generally see the Thurdimar as weaker and less deserving of respect than the mountain born, but that more of a cultural bias than actual fact.
Dwarven society is a general mixture of clan, class and kingdom. Family groups are broken up largely into clans, which are represented into certain classes, such as merchants, nobles or smiths. Most members of the clan rarely venture outside of their class, where learning the skills of their trade is often a closely kept family secret. Generally most families and clans marry into their own class, so as to keep their traditions alive. Apart from clans and classes, Dwarven politics is ruled by a king, who is advised by the leaders of noble clans. Kingdom is passed down from father to sons, who are groomed from an early age to rule. Very few times have there been a change in the ruling clan, but if a king dies without an heir, an overthrowing of the ruling clan is possible, where the noble clans will struggle to claim the throne, though this has only happened very few times in Dwarven history.
The Dwarves are a very technological people, viewing magic as weak and unnecessary, often quoting an old Dwarven proverb: “Why do with magic, what good old muscle and grit can do just as well?” With this mindset, most Dwarven magic is reserved for priests, clerics and healers. Enchanting has begun to crop up in Dwarven society, especially in the clans of the smithing class. They claim it as enhancing the already made weapon or tool, as long as the smith does the enchanting as well. Magic is not prohibited in Dwarven cities, but its use outside of healing major wounds and religious practices is very frowned upon. This view of magic has always been a large rift between the Dwarven and Elven relations, in a mutual separation between the races, and the Elven influenced west. Humans, however on the east coast, have decent relations with the Dwarves, and most of the eastern countries have trade agreements with the Dwarves.
This being said, Dwarves are a very close knit race, and limit the number of visitors that can pass into the Dwarven Kingdoms per year. The exception is Stonehall, which has been set aside for business and trade. This keeps the cooperation between Dwarven and Human merchants for transport. This is the main entrance from the overworld into the subterranean kingdoms, but other passages exist in the Undyrcar, to those brave enough to venture into them. At this time, the northern country of Jorn holds the only connection to the Dwarven Kingdoms, and trade with the Dwarves make up most of the Jorn’s economy. There are talks, however, of opening a passage way near Dodgington in the works, which would mean easier access to Dwarven exports and trade, but it would devastate the Jorn economy.
Religion in Dwarven society mainly revolves around their ancestors, viewing them as guides for future generations. They all, however, look at Jornthurar, the first Dwarven King, as their main god, the Patriarch of all the Dwarves and inspiration for their hardworking lifestyle. Jornthurar is known for establishing Jorndomar and wrestling control of a section of the Undyrcar from the beasts, monsters and the old “Undyrkyn” who ruled there. There has been an increase in the worship of the god of smithing and technology, Cogdura, who is more a product and god of the Gnomish people, but the crafting class has been more believing in Cogdura and giving him more worship than Jornthurar, viewing Cogdura as more relevant to them than the ancestors, and has been growing more and more as of late.