The Elder Races May 19, 2019 0:14:59 GMT
Post by LiquidChicagoTed on May 19, 2019 0:14:59 GMT
The Elder Races – The Elves and Dwarves of Aventuria
While humans are undoubtedly the most numerous and powerful race of modern-day Aventuria, this wasn't always the case. Though humans have lived in Aventuria for a long time, in the form of the Nivesian tribes, they have played only a minor role in the continent for a long time during its history. Instead, other races have ruled over most of the continent, most of them either died out or are merely a shadow of their former glory in the current human-dominated era. These races are the Elder Races and human scholars use the term to describe elves, dwarves, lizardfolk and other, stranger races which have previously dominated an era. This guide will focus on the former two, the elves and dwarves, who have both dominated the eleventh era. However, as the eleventh era is slowly ending, so is their rule and their ancient kingdoms are, indeed, not even nearly as powerful as they used to be and not even nearly as powerful as the human kingdoms that have appeared ever since.
Of Light and Dream – The Elves of Aventuria
History of the Elven Race
Though they are considered to be part of the Elder Races on account of them having built a high culture long before the humans did, the elves are actually among the youngest sentient races in the known world, as they originate from an entirely different sphere, known as the World of Light, described as an incomprehensible and otherworldly place, entirely removed from the very concept of existence in the way humans can grasp it. Not much is known about this World of Light, though human scholars either see it as part of the outlandish fairie planes, or entirely outside the seven spheres. It is a place of pure light, which can, at most, be described as an eternal dream, where nothing and everything exists at the same time.
Why the elves left their home is not know and even they themselves do not know. A common theory is that they were drawn to the temptations of a material existence and once they arrived, they couldn't just return all that easily. Sixty Four of their kind, the Light Elves, also known as the Old Elves, were the first and, to this date, only elves who left the World of Light. The place they first appeared in is called Sala Mandra and rumour has it that it lies in the heart of the Salamander Stones, which are still a centre of elven power in Aventuria to this date.
In Sala Mandra, the elves first experienced existence. They saw the world around them, influenced it and were influenced by it, all of which are concepts entirely alien to beings from the World of Light. Though later generations of elves have assimilated to the concept of existence, they never quite experience it in the same way as the other races and this was especially true for the Light Elves. Not bound to the rules of reality, they were fragile on one hand, shaped by their experiences and slowly losing their connection to the World of Light, yet immensely powerful on the other hand, capable of shaping the world around them in the same way.
While these Light Elves had such immense powers, they were not alone. Together with them, unspeakable darkness tried to experience the same they experienced, tried to enter existence in the same way. It is said that the Light Elves fought against this darkness and in doing so, they became grounded in reality, unable to freely shape it to their liking, yet similarly unable to be shaped by it to an extreme degree. Instead, they slowly became actual beings by mortal standards. Though still ageless, they were, from this point onwards, affected by disease, injury and death, like any other being in the spheres.
A long time should pass, until the Light Elf Simia Who-emerged-from-the-Light, the first of their kings, led them from the safety of Sala Mandra into the world beyond, knowing that they could not live in their peaceful home forever and that other races would eventually discover them. The descendants of him and the other Light Elves were known as the High Elves and they consider Simia to be their first king and god. He was not a peaceful ruler and proved his worth in war against the other races that ruled over Aventuria in these days, especially against the orks and lizardfolk. For the first two thousand years of his rule, he constantly had to battle the wild races around Sala Mandra, but in doing so, he allowed the High Elves to build an empire and by the end of this first war, they were among the dominant races in northern Aventuria.
An era of peace followed, but it was not meant to last. The greatest threat to the elven empire was the Nameless One, whose armies came from the north and the east of Aventuria, from the dark continent of Rakshaza to the east and, likely, from places beyond reality, arriving in this existence through the same means as the elves once did. Simia went to battle against them and it is said that the horrors he saw during the first onslaught forever cost him his smile. A lot of this war is lost within elven legends, but it is known that they eventually won against the armies of the nameless ones, albeit at a high cost. Countless high elven lives were lost, many others were so disgusted by the violence that they cut all ties to the mortal existence and fully returned to the World of Light. Simia himself was slain at the hands of Maruk-Methai, the general of the Nameless One's army, but not before he managed to strike his opponent down as well.
The elven victory left the empire decimated, but not weakened. Simia's successor was the Light Elf Orima Marked-by-Stars. Laying her gaze upon the darkness of the Nameless One had cost her her eyesight, but it had left her with an ability to perceive the deeper truths of existence. Her wisdom was legendary, as was her clairvoyance and she is considered to be the wisest and most knowledgeable of her kind. Under her leadership, Simia was worshipped as a godlike being and the empire recovered, stronger than ever.
At its height, the High Elven empire was the most culturally advanced empire of its time and though a lot of their achievements are mere myths, it is said that their inventions are still used today, such as the wheel. At their most advanced, the empire spanned across most of northern Aventuria, from Ometheon in the far north to the city of Tie'Shanna in the Khom desert and from the western to the eastern coast. They magically confined the orks within the barren Orklands and became the single most dominant race in all Aventuria.
The expansion the elves did under Orima's rule eventually brought them into conflict with the most powerful empire of southern Aventuria, the Lizardfolk empire of Zze'Tha under the rule of the god dragon Pyrdacor. Previously, Pyrdacor had seen the high elves merely as a small nuisance to his plans but now, they expanded all the way to the northern border of his realm. Ever cunning, the dragon did not wage war against them as the Nameless One did. Instead, he approached them openly, granting gifts and sharing his wisdom and he thoroughly impressed them.
Pyrdacor's triumph came not in defeating the elves in battle, but in dividing them. Many elves began to worship him as a god, much to his liking, when the concept of worshipping divine beings has previously been unknown in elven culture. In doing so, he changed them more than the Nameless One ever could. Simia was worshipped as a genuine god alongside Pyrdacor, other concepts of elven philosophy were suddenly seen as gods and the dragon himself was the one who profited from such worship, as many among the elves became his loyal servants. Under his guidance, they created flying ships and powerful spells and their cities became ever grander places filled with song and splendor, even if the dragon had his own, ulterior motives.
The relationship between Pyrdacor and Orima is still the stuff of legend, as neither them, nor their close associates are still alive. Rumour has it the queen was friends, or even lovers with the dragon. Fact is that both of them together were responsible for creating the greatest enemy of the elven race, the being known as Pardona.
Orima's motive for helping Pyrdacor is one of the greatest mysteries of elvenkind, as creating Pardona does not fit into the common view of her as a wise and benevolent queen. Rumour has it that she was tricked by Pyrdacor, or that she acted out of grief, in the misguided attempt to resurrect her own daughter Vayadona, who had been slain in battle against the hordes of the Nameless One.
Whatever her reason, it can be safely said that it backfired. Infused with their own power and with the help of their magic, the dragon and the elven queen created a being that was both, elf and dragon and yet neither. Pardona was outwardly the most beautiful of her kind, as intelligent as her queen and as charismatic as Simia himself. Behind that, however, she was always what Pyrdacor wanted her to be: His weapon, created to make the elven race his slaves and to rule over all Aventuria with their might.
Orima possibly came to realize this, as she grew disconnected from her creation, the being that was not quite her daughter, as well as from her people and empire in general. Not even a hundred years after Pardona's creation, the elven queen withdraw from the world and returned to the World of Light, essentially dying, for a lack of a better word. The full circumstances of her death are not known, but rumour has it she either faded away out of despair, or was murdered by Pardona herself.
In a very short time, Pardona managed to increase the megalomania inherent in the High Elven culture. She claimed to merely inspire them and yet, she manipulated them to give in to ever grander projects, flying cities and arcane wonders that delighted the elves. Behind this, they came more and more under the dragon's thrall, as he intended to use their power to shape Aventuria to his desire. Even then, however, his control over his creation was limited, as she often acted by her own desires and ambitions and not under his orders. She was his daughter as much as the god dragon could have a daughter, which meant that she was every bit as ruthless and ambitious as he was.
A cornerstone in Pyrdacor's plan was the rule over the elements. Out of the six Aventurian elements, Fire, Water, Air, Humus, Ore and Ice, only the latter two were not under his control. The rule over the element Ore was stolen from him by the dwarves, with whom he fought a bitter war, whereas the element Ice had never been under his rule. Pardona was meant to present him with the latter.
Her target was the scientist Ometheon, the most brilliant of the High Elves. Ometheon was a philosopher, known for radical theories. A cornerstone of his work was the nature of divine beings and his conviction that only belief made a god actually divine. Without belief, he thought, they would wither and eventually die. Furthermore, he created the theory that with enough belief, every being could become a god and that the elves, with their inherent belief in their own abilities, could ascend their divine potential.
While Ometheon was highly popular among young elves, Pyrdacor saw him as a possible threat and as such, he ordered Pardona to take care of him. She easily seduced him and led him into the icy wastes of the north, where, driven by her influence, he designed his vision of a city of great minds within the most inhospitable region of Aventuria. This city, due to its gargantuan size also known as “The Skytower” was called Ometheon, after its creator and here, Pardona gained mastery over the element Ice, though she did not immediately surrender her powers to Pyrdacor as the dragon demanded.
The city of Ometheon grew and grew, becoming the most splendid of the entire empire. Behind the scenes, Pardona schemed patiently and created a cult, seemingly dedicated to declaring Ometheon a god. When she eventually voiced this goal in public a significant portion of the High Elves had fallen under her thrall. Her true goal, however, had always been to declare herself a goddess, especially now that she was half a continent away from her creator.
When the elven sages finally realized her true intentions and the evil it would create, they arrested her and Ometheon. Pardona wasted no time and murdered her beloved with the dagger of his own brother, Emetiel, a deed that caused chaos and anarchy within the Skytower. Led by Emetiel, the elven sages and others who saw Pardona for the wicked schemer she truly was, escaped, but they were pursued by her and her loyal subjects.
A bloody battle ensued, in which Pardona personally slew Emetiel. She would have ended his followers then and there, if not for intervention of Pyrdacor himself. Having learned of her betrayal, he travelled north and confronted her on the battlefield. Even though he ruled over four elements and she only over one, neither side could win in this battle and both eventually had to retreat. Emetiel's surviving followers renounced all gods and swore to fight Pardona for all eternity. They settled in the grim northern wastes and became the ancestors of the modern Rime Elves.
The fall of Ometheon, seen as nothing more but a cautionary tale back in the day, marked the beginning of the decline for the high elven empire. Their new king, Fenvarien Touched-by-Light, tried to keep the empire together, but the unity of his race, always their strongest asset, was gone. Many had fallen victim to Pyrdacor's influence, the temptation of the Nameless One, Pardona's lies or Ometheon's misguided theories of their own divinity. Many of them became badoc, which means they renounced all that made them elves.
Pardona herself increased her influence and worked to topple the empire from within. At first still seen as a High Elf, with many of her kind blaming Ometheon instead of her and the truth never reaching the right ears, she even received the worship she sought. It was not enough for her and always vindictive, she started a civil war in the empire.
During this, she was personally responsible for destroying the city of Simiala, in the High Elven heartland (close to where the Middenrealm capital of Gareth stands today), a deed that earned her the everlasting hatred of the other elves. While destroying Simiala, Pardona actually made a mistake that ended with her falling into the Nether Hells. She would remain there as a prisoner for a thousand years, before being saved by an agent of the Nameless One, whom she agreed to serve loyally ever since.
Over time, King Fenvarien and his loyalists came to see Pyrdacor for what he truly was, a cruel tyrant, who sought to enslave their race and the entire continent, as he had done with the lizardfolk. As such, when the gods themselves intervened to take down Pyrdacor, Fenvarien and the High Elves still loyal to the memory of Simia and Orima, fought at their side against the dragon many of them had worshipped as a god.
Outmatched by the divine intervention, Pyrdacor sought help from the only being willing to fight against the gods themselves: The Nameless One. His hordes doused the continent into darkness and actually held the gods and their armies at bay. It was in this era, known as the Second War of the Dragon, that the High Elven cities fell, one by one and their culture stopped existing. The final of their cities was Tie'Shanna in the Khom desert, which was besieged for decades, first by lizardfolk, then by demonic armies of the Nameless One, who completely destroyed it. Fenvarien was last seen defending the city and he was presumed dead for centuries, when in truth, he had been captured and imprisoned by agents of the Nameless One. Only in very recent times did a group of adventurers manage to locate and save the king, after which he resumed his rule over what was left of his empire.
Said empire had essentially stopped existing since the fall of Tie'Shanna. While the remnants of the High Elves had an important part in defeating Pyrdacor, their empire and much of their culture was irretrievably lost. They abandoned their cities and never rebuilt the ones that were lost. Instead, the survivors followed once again the teachings of the Light Elves, before Simia gave them an empire. They formed largely peaceful, tribal societies in remote corners of the world, renouncing the badoc ways of their ancestors and restoring their elven nature. They formed the tribes of the Lea and Wood Elves, whereas the Rime Elves were already a separate culture after the fall of Ometheon. Another tribe, the Desert Elves, existed as well, they were the only tribe to live in the southern half of Aventuria and they watched over the cursed ruins of Tie'Shanna in the Khom desert. However, a few years ago, the ruins mysteriously disappeared. With their watch ended, the desert elves almost exclusively left Aventuria, to the belowmentioned Misty Isles.
A small High Elven enclave still exists, however. After the fall of Tie'Shanna, they found refuge in a lesser sphere, the Misty Isles, once a part of Aventuria before the High Elven nobility transformed it into their personal pleasure resort and essentially separated it from the third sphere through powerful magic. Few know how to enter the sphere, though a gate is said to exist somewhere in the permanently fog-shrouded waters of the far north. After he was freed Fenvarien returned to the Misty Isles and now rules over his people once more, although there is almost no contact between them and the elves who remained in Aventuria. An exception would be when Fenvariel accepted the Desert Elves as part of his people when their long watch over Tie'Shanna ended.
Elves and how they see the World
Physically, elves have some similarities to humans. They are usually a bit taller than the average human, have a more slender build, with long arms, legs and fingers. By human standards, almost every elf is outstandingly beautiful. The facial differences between male and female elves are not as significant as they are between male and female humans or dwarves, especially as male elves cannot grow a beard and tend to wear their hair as long as female elves do, though they are undeniably present. They usually have slightly feline features, with sharp canine teeth and eyes that are a tiny bit larger than human eyes, the colours ranging from relatively normal (yet always exceptionally bright) colours such as blue and green to otherworldly colours such as red or golden. A characteristic feature of the race are their ears, about twice as long as human ears and always pointy-ended. Their senses are also sharpened, they can see and hear notably better than humans do. In return, their sense of smell is not sharpened, but way more sensitive and particularly strong stenches can outright knock them out.
Elves have a peculiar worldview that differs significantly from every other sentient race in Aventuria. As beings not quite from this world, even current generations of elves have a connection to the World of Light, from which they draw their power. This connection makes each elf capable of wielding magic and most elves know at least some basic spells, although few use the full potential of their powers. This connection to the light also has a fundamental effect in shaping their views and opinions. They experience the world different from humans. To them, even normal things can be wondrous and they have a deep connection to the world around them. Though capable of joy and ecstasy, elves usually come across as a bit aloof, quiet and sometimes melancholic, as they have a problem expressing positive emotions to non-elves.
To humans, elves often seem naïve, odd, perhaps insensitive or even awkward. This is due to their societies, where they grow up without hierarchy, without worldly possession, gods or laws. The concepts are strange to them, as while all of this was common in the High Elven empire, the return to their roots caused them to completely abandon any ties to their former empire. When first meeting humans, they often seem to lack empathy, but the opposite is the case, elves are actually highly empathic beings, at least around those they are accustomed to. In their tribal homes, they know every elf, so seeing dozens of hundreds of new faces each day is strange and initially overwhelming for an elf.
It is believed that living among mortals, accepting, understanding and perhaps even following their customs, is leading an elf to badoc, to the state where they have lost their connection to the light, where they are fully worldly beings. While elves who have went badoc often do splendidly among humans, as their beauty and intelligence makes them naturally well-liked, the process of losing their roots can be quite traumatic to many of them, so most elves who leave their tribe try to avoid fully distancing themselves from how they used to be. Few who have left their tribes can permanently resist worldly temptations though.
Though immortal, few elves live longer than a couple hundred years. Though resistant to disease, they are not immune to it and though often skilled fighters and mages, they are not immune to injury either and a life that lasts for centuries has a lot more opportunity for lethal injuries or diseases. Furthermore, many elves believe they are in Aventuria for a reason. When they see their reason as fulfilled, they often choose to return to the World of Light, which means that their physical bodies die. Few elves pass on into the divine paradise of Alveran, as few of them worship gods and so, the majority of dead elves passes on into the World of Light. This does not apply to badoc elves. They can live for longer (although life among the humans often proves to be a lot more dangerous as well) and their souls are judged by the gods like any mortal soul when they die. However, those who have fully renounced their connection to the light, while living for far longer than mortals do and still keeping their agelessness, are not actually immortal and tend to have a life expectancy of a couple hundred years.
The Elven Tribes
After the fall of Tie'Shanna, the elves split up into the tribes of Lea and Wood Elves, with the Rime Elves forming the third big cornerstone of elven society. Out of these three, the Lea Elves are by far the most numerous. Their tribes are close to or even within human kingdoms and if a human meets an elf, it is usually a Lea Elf. They are more open-minded and less reclusive than the other tribes and as a result, they are seen as more approachable and friendly than the others. Indeed, Lea Elves have less of a problem interacting with humans and even living among them. This makes them more open for the temptations of the badoc and Lea Elves also make up the largest number of badoc elves. It should be noted, no Lea Elven tribe lives south of Almada and while elves are not unknown in the southern half of Aventuria, they are few and often completely badoc.
The Wood Elves mostly live in the Salamander Stones. They are the ones closest to the teachings of the original Light Elves, rarely leaving the borders of their ancient homes. The Salamander Stones are covered in a dense, primal forest, with whom they live in perfect harmony. Few Wood Elves are welcoming to strangers and there are even reports of violence against poachers or woodcutters. The humans who live around the Salamander Stones have learned to arrange themselves with the tribes and for every instance of hostility and violence, there is one of peaceful harmony between the races, as Wood Elves are merely solitary and not hostile by nature. Great sages live among the Wood Elves and they are known to occasionally share they wisdom with human scholars. Of particular note is Thunderbrook, a free city just south of the Salamander Stones, nominally under control of the Church of Rondra, where elven and human mages have built an academy of magic dedicated for peace between the two races, the Seminar of Elven Communication.
Finally, the Rime Elves. They are even more solitary than the Wood Elves, as they live in the far north, beyond the borders of most human realms. Only the Nivesians and the Fjarnings have regular contact with the Rime Elves and their interactions are often brief. Rime Elves are not particularly aggressive towards humans, but even more solitary and cold. They are distrustful and see a potential threat to their tribe within every traveller they encounter, though they begrudgingly trade and share knowledge on how to survive in the frozen wastes of their homes. Their culture differs from the Wood and Lea Elven, as they have kept some of their High Elven ancestry and culture. As such, they do have rulers and nobility, but are fiercely opposed to any divine beings. They worship no gods and even among humans, few Rime Elves ever pick it up. This is a direct result of Pardona's attempt to declare herself a goddess, which ruined the city of Ometheon and left them homeless. To this day, Pardona is their declared arch enemy and they consider her the most vile creature in all Aventuria, a sentiment that might even be correct.
Technically, the Desert Elves have to be mentioned as well, though the absolute majority of their race did leave Aventuria for the Misty Isles about a dozen years ago. They were the only tribe living south of the Rashtul Wall and due to the hot climate they grew up in, they are also the only elves who sport a notable tan. Their culture was partially influenced by the Novadis, which reflected itself in their clothes and customs, though as a whole, they did not often interact with other races and merely wished to guard the cursed ruins of Tie'Shanna, to prevent anyone from stealing the treasures of their old empire and to prevent anything from escaping the ruined city. Over time, the superstitious Novadis have come to see them as mythical demons. With Tie'Shanna's disappearance, the Desert Elves saw their duty as fulfilled and they journeyed to the Misty Isles, to reunite with their kind, although a handful of them instead chose to remain in Aventuria.
It must be said that no elf considers the Night Elves to be part of their race. Pardona's loyal soldiers look like elves and have elven ancestors, but there runs demonic blood within their veins and they are indeed a race of their own. However, more recent generations of Night Elves show more independence from their queen, agendas of their own and a capability for the virtues their ancestors were known for. At heart, their demonic taint is still too strong, however, and even the independent Night Elves are usually selfish and cannot be trusted, but the difference between a first generation Night Elf and one that was more recently born is immense and some elven philosophers are willing to consider that the race might be able to change and produce members who follow their own moral code over the dark orders of Pardona and the Nameless One. Night Elves are exclusively pale-skinned and they are actually vulnerable to sunlight, which is why they wear black suits of armour when outside their lightless cities.
Elven names developed quite a bit over their history. The original Light Elven names were more like songs than actual names and their translation not often resulted in long sentences added to their actual first names. An example would be Simia, first king of the High Elves, whose full name was Simia Who-Emerged-From-The-Light. Noble High Elves kept this tradition, but after the fall of their empire, it is extremely rare for an elf to use this pattern. Instead, modern elves often have a second, descriptive name that is meant to portray an aspect of their personality in an abstract capacity. In some cases, this name is shared with other family members and it is either translated into the common tongue, or used in their native language of Isdira.
Their names are melodic and beautiful, usually pleasant to speak and hear. Harsh names, like the ones used by orks and dwarves are unknown to them. The exception are the Night Elves, who, at most, follow a mockery of elven naming traditions and they usually have far harder names. Traditionally elvish names are long and quite extraordinary, with no relation to real world cultures. There is a relatively high amount of genderneutral names and many of the following can, in theory, be used for either gender.
Some examples of male elven names include: Ancoron, Athavar, Baramir, Elsurion, Fenvariel, Golodir, Halarim, Inossiel, Lorion, Madanis, Nadarin, Peregryn, Simia, Valaron, Yveshin
Some examples of female elven names include: Alari, Aramis, Azaril, Cyrianil, Feynira, Gwendala, Lilieth, Lysira, Mythria, Oionil, Orima, Sayri, Shanariel, Thea, Vayadona, Yndis
Some examples of second names include: Crimsonleaf, Cloudrunner, Dewglimmer, Dreamsinger, Faithleaf, Firebringer, Greenwood, Icewhisper, Lakemoon, Lynxstrider, Peacesinger, Shadowdance, Starlight, Summerdew, Windbringer, Wintergaze
Of Knife Ears and Beard Mumblers – The relationship between elves, dwarves and other races
Elves and dwarves have a difficult history. The first interaction between the races was reportedly peaceful, even if most of it has been lost to legend. Unlike orks, goblins, ogres and other horrors, the dwarves never sought to fight the elves, which earned them Simia's gratitude and under his rule, the elves always respected the dwarven desire to be left alone. This changed when many elves fell for Pyrdacor's temptation. With the war between the dwarves and the dragon growing stronger, many elves chose to support their benefactor. This led to a period where the dwarves saw the elves as nothing better than the lizardfolk they fought against for centuries and relations between the races are tainted to this day. There are stories of bloody battles between the two races and not all that happened back then has been forgiven.
Fenvarien's stand against Pyrdacor and the heroic effort of the High Elven race even as their empire collapsed did impress the Children of Angrosh, however. Though things were never quite as peaceful and harmonic as they used to be, the new elven tribes got along better with the dwarves than their ancestors did. Nowadays, there is no hostility between the races, although animosity and prejudice remains. Typically, dwarves see elves as stuck-up, arrogant and treacherous, whereas elves see dwarves as crude, aggressive and disrespectful.
Humans are the common ground both races can find, as they both have close, positive contact to the human kingdoms and there has never been any true hostility between them. Thanks to Calaman, there is even friendship between the races. Many dwarves choose to live among humans, within human cities, and the dwarven High King has even made a contract with the Middenrealm, the Lex Zwergica, which details the rights and limits of dwarvenkind within human cities. Many dwarves can find similarities with humans and tales of close friendships are known. Meanwhile, elves appreciate the natural curiosity of humans and many of them wish to guide them into their own era, now that the Era of the Elder Races is about to end. Humans are also the only race that can naturally have children with elves and though such relations always end in heartbreak due to their vastly differing lifespans, it is not exactly uncommon for humans and elves to fall in love. Their offspring are half-elves, who show slightly pointed ears and softer, more beautiful features than their human ancestors, as well as a longer lifespan and a natural affinity for magic, but are also not connected to the World of Light in any way. They are children of neither world and often either learn to assimilate into one of them, or are desperate loners. Elven blood carries far and can manifest itself even after generations, though each later generation loses a bit of their elven ancestry.
Orks are enemies to both races. The High Elves have fought a bloody war against the old orks and the orks have not forgotten this. In their songs, they sing of the knife-eared butchers, whom they hate even more than they hate humans and positive relations between the two races are extremely rare. Usually, elves and orks fight on sight. Meanwhile, dwarves have also fought wars against the orks in the past, but in their case, they merely defended themselves and never attacked the Orkland as the High Elves did. This earned them some forgiveness from the orks and more open-minded warchiefs are willing to trade and deal with open-minded dwarves.
Then, there are the Achaz, the only remnants of the lizardfolk of old. Ancient and eternal enemy to the dwarven race, the lizards are seen as only one step below dragons in how vile and treacherous they are. More conservative dwarves will attempt to kill Achaz on sight. Their hostility is one-sided, however, as modern Achaz are usually more preoccupied with the survival of their species than a war with the dwarves. The elves used to be enemies of the lizardfolk, but with no tribe sharing a border with what remains of the Achaz territory, relations between the races have calmed and they are more or less neutral towards each other.
Angrosh's Children – The Dwarves of Aventuria
History of the Dwarven Race
History of the Dwarven Race
The dwarves are one of the older races in Aventuria, pre-dating the elves, as well as any human kingdom, though not the orks and lizardfolk, who came before them. They call themselves the Children of Angrosh, or Angroshim in their language, after their sole deity, Angrosh the Father of Flame and Steel. The pantheon of the Twelve Gods knows this deity as Ingerimm, god of fire and craftsmanship and there are favourable relations between the Cult of the Twelve Gods and the Church of Angrosh.
Similar to the elves, a lot about the mythic beginnings of the dwarven race has grown to legend and it is impossible to find the truth behind. Their early days are closely connected to the self-proclaimed god dragon Pyrdacor. During the First War of the Dragon, he tried to ascend into Alveran as a genuine god, but his plans were thwarted and he was bound to the third sphere, where Aventuria lies and to atone for his deeds, he was ordered to keep the balance between the elements.
The ambitious dragon never had any intention of doing this, though, and he quickly abused his power to gain the worship he craved for. For this, he supported the lizardfolk empire of Zze'Tha, who worshipped him as a god, strengthening them far beyond their destined end. In doing so, he disrupted the cosmic balance, as a fundamental law within the universe had already destined a new dominant race to lead the coming era.
This race was the dwarven race, who were meant to rule over the eleventh era alongside the newly arrived elves. They were directly created by Angrosh, who specifically created them as guardians of the earth, who were meant to guard its treasures against the greedy ones, especially against the dragons. It cannot be said for certain if this is true, but fact is that all but the earliest of the dwarven legends tell of the war between their kind and Pyrdacor's lizardfolk.
At first, the dwarves were meant to be silent and secretive guardians of the earth's precious gems and metals. They lived beneath the ground, in underground mountain kingdoms and for the first couple hundred years of their existence, none knew of them. The first eight of their kind, the Forefathers, were outright immortal and they led the dwarven race for centuries, increasing their numbers and expanding their power in secret. Each had a clan beneath them, consisting of their sons, daughters and further offspring.
It was the youngest of the Forefathers who first brought death upon the dwarves. His name was Ordamon the Daring and though his clan was the smallest, he spoke with the most confidence in the Forefathers' council. His plans have always been the most brave, the most daring and he was revered by many, not just from his own clan. In fact, a notable part of the dwarven race wanted him to be their first Rogmarok, their High King, who should lead them in Angrosh's name.
It was this support that darkened Ordamon's heart. Prideful and daring to the point of megalomania, he desired to prove himself worthy in Angrosh's eyes. For this, he decided that, as guardian of the earth's precious metals, he should seek to acquire the greatest hoard of gold in all of Aventuria. And the hoard he had his eyes on was none other than the hoard of Pyrdacor, who had, until then, known nothing of the dwarves, not even of their existence.
Unsurprisingly, Ordamon's attempt failed, even if he came farther than anyone before him. Pyrdacor caught him only as the dwarf had already reached his hoard. Intrigued by the thief, especially since he had never seen one of his race before, the dragon subdued him with dark magic and began to torture him for information. And yet, no matter through how much pain he put him, Ordamon remained silent. Pyrdacor learned little of the dwarven race on that day, aside from their existence and their stubbornness.
Frustrated by his silence, Pyrdacor allowed Ordamon to leave, after carving his mark into the king's forehead. Mutilated and half-dead, the dwarf arrived at the halls of Xorlosh, the mighty fortress of his race, but in doing so, he unknowingly led Pyrdacor's spies right to them. His last words were a warning to his brethren, before flames broke from his body and consumed him. To this day, it is not known if the flames were sent by Angrosh, as punishment for his hubris, or by Pyrdacor, who had no use of him anymore. Regardless, Ordamon was the first dwarf to die.
More should follow not long after. The dwarves assembled as much of their army as possible, but they were no match for Pyrdacor's onslaught, as he sent countless lizards against them, led by twenty grown dragons. What followed was the first battle in dwarven history, the Battle of the Skyfire. Two of the three dwarven cities were destroyed entirely in this battle and to this day, their names and locations are lost. Only Xorlosh remained standing, though the price was heavy. Many dwarves lost their lives, fighting bravely against the dragon's army, yet no clan fought harder than the children of Ordamon, none of whom should survive this battle. The last of Ordamon's blood to die was his daughter Organa, who took Pyrdacor's own son and general of his armies, Ancarion the Red, with her. With this deed, she became the first dragonslayer in dwarven history and redeemed her clan despite Ordamon's folly.
A momentary truce was reached, as neither army was capable of continuing the fight. Xorlosh remained standing, as did the council of the Forefathers, though two thirds of the dwarven race died. Pyrdacor himself was weakened by this battle and for centuries, he had to leave the dwarves alone, instead focussing on an uprising within his own empire. And so, the dwarves were able to rebuild, though the dragons should remain their mortal enemies.
What followed were two and a half thousand years of constant war against the dragons. The horrors of these centuries claimed countless lives, entire cities and outposts, whole dwarven kingdoms and little is known about personal feats or tragedies of this era. This long war shaped the dwarven race to this day. Always stubborn, the unspeakable horrors they had to endure made them resilient, stern and vengeful.
In this period of war, one by one, the Forefathers themselves died, returning to Angrosh as their time among the dwarven race was over. With their death, the unity between the dwarven clans faded and personal rivalry began to grow. In the war against the dragon god, the Anvil Dwarves, named after the Anvil Mountains that became their home, became particularly renowned, as brilliant warriors and weaponsmiths. Among other things, they invented the crossbow as a ranged weapon capable of piercing the thick skin of their enemies.
As such, the respected and numerous Anvil Dwarves faced no opposition when they became the first dwarven clan to name their own king, outside of Xorlosh. Their home, the Mountain Kingdom of Tosh Mur, became the first dwarven kingdom entirely independent of Xorlosh. Over time, they grew distant from their cousins, as they themselves had to face brutal battles against the dragon, whereas the people of Xorlosh lived in relative safety.
The darkest hour of the dwarven race came when Pyrdacor created a new weapon. Physically dwarven-sized and shaped constructs made of iron, gold and stone, armed with sharp swords and animated by an enslaved ore elemental. They were the first golems in Aventurian history. Their most dangerous trait was that they were capable of moving through ore. All of a sudden, the dwarves didn't have to fight against giant flying beasts and their fire, but against silent shadows, moving through the walls of their subterranean kingdoms. Even their greatest warriors were no match against these constructs, for their bodies consisted of solid steel, impenetrable to any attack.
The following period was known as the War of the Elements and the dwarven race came close to extinction than even during the Battle of the Skyfire. Finally, a mysterious dream reached several thousand dwarves, telling them of a solution. They were supposed to leave their underground halls and their armour and weapons, for it was useless against this new foe. Instead, they were supposed to walk on the surface and fill themselves with the might of the elements.
It is among the greatest tragedies in dwarven history that the mountain kings rejected these dreams as yet another of Pyrdacor's tricks and as such, of the thousands who had the dream, only a few dozen dared to defy their elders. They became the Geods, the only dwarves capable of magic. Cutting all ties to their former clans, they dedicated themselves to the elements, becoming powerful elementalists and keepers of balance, not unlike the druids.
The greatest of their kind was Brandan, the grandson of Brodar, one of the dwarven Forefathers. Despite his royal lineage, he rejected all titles and became the first of the Geods. Shrouded in elemental might, he snuck into the High Elven city of Tie'Shanna, where Pyrdacor had hidden the secret to control the element Ore and he returned victorious, having stolen the secrets from the golden dragon.
This marked the turning point in their war against Pyrdacor. Supported by the Ore, the Geods managed to destroy the golems and to magically seal their mountain kingdoms, so that no arcane creature could ever enter them again. Pyrdacor had suffered a grievous defeat and for the first time in his life, he felt fear, as the Geods had a mastery over the elements like none other among the mortals.
Finally, he agreed to form a truce with the mountain kings, overseen by Brandan, formed on a small island within the river Yaquir. Here, the Geod made the ultimate sacrifice for his race. Knowing that few words could ever move Pyrdacor to honour the truce, he made all of them, the dragon included, swear on every god, on Pyrdacor himself and the Mother Goddess Sumu swear that they would keep the peace until he returned. Thinking that he intended to leave only briefly, all agreed, after which Brandan immediately drowned himself in the river, so that he may never return, therefore binding the mountain kings and the god dragon to their vow of peace.
For the first time in their history, the dwarven race knew genuine peace and prosperity. Their craftsmanship finally focussed on more than just the invention of devastating weapons and they created truly beautiful things as well. Dwarven jewellers became the most famed in all Aventuria, trading freely with other races and a period of cultural growth began. Generations of dwarves grew up without knowing war, the very thing that had defined the lives of their ancestors.
Truly a child of this time was the dwarf Calaman, who should go on to become one of the most important figures in dwarven history. He was the future king of his clan, a descendant of the Forefather Curoban. Curoban's people were always brave daredevils, who explored the depths of the earth, the ruins of lost cities and even the wilds above their homes, bringing back countless treasures.
Calaman's heart belonged to Aghira, the most beautiful dwarven woman of her time. Her beauty was only matched by her greed, however, and no suitor was good enough for her. Even as Calaman, who had gained more treasure than any other dwarf, laid them down before her, she was still not satisfied. Though impressed by his dedication, she manipulated him into bringing him a proof of his love, namely a piece of Pyrdacor's hoard.
Even though stealing from the dragon would be a violation of the treaty Brandan negotiated and paid for with his life, Calaman dared it. He knew no war and did not grow up to fear and hate the dragon as his ancestors did. As such, he went south, into the lizardfolk empire of Zze'Tha, to the place where the Khom desert is located in modern day Aventuria.
To avoid the lizardfolk scouts, he hid deep in the mountains. There, he was the first dwarf to encounter humans, the ancestors of the modern Tulamids, who lived within the Rashtul Wall. Though they worshipped the god Phex and not Angrosh, they soon became friends with Calaman, for they were also enemies of the god dragon. The ancient Tulamids and Calaman learned a lot from each other and to this day, he is worshipped as a demigod by certain Tulamid cults.
One of these people, the young Assaf al'Kasim agreed to accompany Calaman. He was similar to the dwarven prince, cunning and adventurous, but also knowledgeable about the lizardfolk and with their combined minds, they managed to sneak through the entire empire of Zze'Tha. Their quest would take over five years, but at last, they managed to reach Pyrdacor's hoard, where they found the dragon sleeping atop immeasurable treasure. There, Calaman managed to grab a piece from the hoard and slip away unnoticed.
Only on his way back did he look at the treasure and to his surprise, he realized it was a crown of ancient dwarven craftsmanship. Being royalty himself, he remembered the tales of Ordamon the Daring, who lost his crown while Pyrdacor tortured him. Knowing this to be the greatest treasure he could ever bring back, he returned to Xorlosh, where he presented it to Aghira.
She immediately agreed to marry him, but in her vanity and pride, she presented the crown to all her sisters and friends and by the time the two were to be married, all of Xorlosh had heard of Calaman's adventures. While many were baffled and inspired by his actions, the older dwarves were horrified at how light-heartedly he risked a new war with Pyrdacor. They decided to make an example of him.
At the day of Calaman's wedding to Aghira, armed guards stormed the temple of Angrosh and the High Priest himself declared him unworthy. It was decided that for his foolishness, he should be banished from Xorlosh. Chaos erupted within the halls, as the prince was highly popular with his clan and many younger dwarves and as he had to leave, his clan, stronger than ever, followed him in its entirety.
Calaman and his clan travelled east, to the Mountains of Beilunk, ever looking for adventure and excitement. Their new home was built near the Troll Peaks, whose giant inhabitants became good friends with their small neighbours. With help from the trolls, they built the mountain kingdom of Lorgolosh and became the Brilliant Dwarves, the skilled craftsmen, adventurers, explorers and artists of the dwarven race. Over time, a fifth of the dwarves of Xorlosh had left their home, much to the chagrin of the Church of Angrosh.
Aghira however, despite renouncing her ties to Calaman and remaining in Xorlosh, refused to give up the beautiful crown he gave her. Fearing retaliation if the dragon would not get his property back, the High Priest of Angrosh himself eventually travelled to the home of her clan, to demand the crown. It was in this moment that the true nature of the crown was revealed. Though crafted by dwarves, it had been in Pyrdacor's hoard for too long and it had been infused with a fragment of his power, oozing all his greed, all his vanity and his short temper. These aspects of his personality had warped the minds of the already greedy Aghira and on her command, her brothers slew the High Priest.
It was the first time a dwarf murdered another dwarf and Angrosh's wrath came as swift as it came decisively. Xorlosh was thrown into chaos and fighting, as a massive earthquake shook it, ruining big parts of their natural defenses and leaving the divided dwarves vulnerable. Flames spilled from the walls, many fled in panic and the dwarven clans stood more divided than ever before. Aghira was turned into stone for her actions and her statue erupted into everlasting fire. To this date, she stands in the halls of Xorlosh, perhaps dead, perhaps in eternal agony. Her clan fled to the Orkland, where they built the mountain city of Umrazim, soon known as a dark place, where Aghira's kin ruled through dark magic and the use of orkish slaves. Only a few hundred years later, Umrazim was lost when the orks rebelled against their masters and Aghira's kin fled into the Valley of Svelt, where they lost most of their wealth and pride.
The curse of Pyrdacor's crown, however, remained and the clans were never again a united force. Many of them left Xorlosh, smaller groups forming their own clans even, some of them still around today, others, such as the ghastly dwarves of the Misty Mountains or the mysterious dwarves who allegedly settled in the Rain Mountains in the south, became lost to this day. But it seemed that the entire race was changed by the influence of Pyrdacor's crown. They became more greedy, more short-tempered and even though the clans still tried to work together, all such efforts were doomed to fail. Like with any other race, the dwarves had at last reached a point where separate groups fought against each other, often claiming even more lives.
All of this was part of Pyrdacor's plan to weaken his enemies and it can be assumed that he allowed Calaman to steal the crown on purpose to sow discord between the dwarves. Now confident that nothing could stop him, he went on and attempted to rule over all Aventuria at last. This was essentially a declaration of war against the gods and the Second War of the Dragon began.
Though only the Anvil Dwarves actively fought against Pyrdacor, it was their involvement that turned the tides for the forces of Alveran, even after the god dragon had allied himself with the Nameless One. It was them who eventually killed the dragon after his allies had left him or were defeated, therefore taking vengeance for all the woe he had caused their race.
With Pyrdacor's death, the dwarves lost their oldest and most terrible foe. However, they never lost their hatred for his kind and to this day, the dwarves of Xorlosh claim that their war goes against all of dragonkind. Most dwarves, however, have moved on from their days of eternal war against Pyrdacor's hordes and their more recent history is peaceful and less eventful. They settled all over Aventuria, even in places that weren't below the ground and many of their clans had close contact to humans, even helping the rebel Raul of Gareth against the Demon Empress Hela-Horas.
In general, the dwarven history after the Second War of the Dragon is one of slowly approaching and being approached by other races, with the humans being their closest neighbours. Such contacts were not always easy and full of cultural misunderstandings, even occasional fightings, but in general, their relations have been peaceful. In times of human conflicts, the dwarves tend to retreat into their mountain kingdoms, while in times of human prosperity, they freely open their gates and trade with the tall folk.
The Dwarven Way of Life
Dwarves are a little over half the size of humans at average, but always sturdier. They are strong and resilient, with thick skin and heavy muscles. Every male dwarf wears a long beard and the way it is cut differs from clan to clan. Only dwarves who have brought great shame upon themselves cut their beard short, this style is known as a Beard of Shame and the dwarf is only allowed to grow his beard out again when they redeemed themselves. In general, the beard is a symbol of status for male dwarves and harming it is seen as a great insult. Female dwarves share the male's tendency for sturdy builds, but they, of course, lack beards.
Dwarves are long-lived, with an average lifespan of three hundred years, which has a big influence on how they see the world. Many dwarves are patient and have no problem with waiting months or years for something important. They also have a different view on friendship, as more traditional dwarves only consider someone a friend if they have known them for decades. This is the origin of the stereotype that dwarves are gruff and aloof, but for every dwarf that confirms this stereotype, there's usually two who prove it wrong.
Dwarven culture places a lot of emphasis on family and duty. The clan is of extreme importance to dwarves, they deeply revere their elders and ancestors and have excellent discipline. More traditional dwarves almost always stay within their mountain kingdoms, though only the most conservative refuse to even leave their subterranean halls. However, there are dwarven enclaves in many larger cities in Aventuria, where dwarves live side by side with humans. Often, these enclaves consist of no more than a few dozen dwarves and they tend to form a tight-knit community.
Previously, dwarves had a deep sense of unity, forged together by their neverending war against the dragon, but after the Day of Wrath, the dwarven clans are virtually independent from each other and personal rivalry is not unheard of among them. Even then, murdering another dwarf is seen as the most terrible offence and only the most depraved dwarves have no problem with killing one of their kind, even when they are enemies.
Among each other, dwarven culture expects them to be generous and hospitable. They are not known for hospitality towards other races and even being invited into one of their subterranean cities is seen as a great honour, but they are quite sociable towards other dwarves. Their celebrations are legendary and many dwarves actually love music and feasts. Dwarven beer is the best in Aventuria and they make sure to drink plenty of it, or even stronger beverages. With them, however, they simply enjoy the taste, as no dwarf is capable of getting drunken. Together with their inability to get affected by alcohol, they are also unaffected by mineral poisons. Instead, they like the taste and use it to season their dishes. Dwarven cuisine is noted to be excellent, even if many dishes are actually lethal to members of other races.
More conservative dwarves will always prefer to stay within their cities and mountain kingdoms and it will take good reason for them to ever journey beyond the borders of where they grew up. As such, it is seen as a pretty big and unusual step if a dwarf decides to leave their home and go on an adventure. The exception are the Brilliant Dwarves, who have a deeply adventurous streak and love to go on a journey. Dwarves within human cities often lack this feeling of a proper home in the way the dwarves within the mountain kingdoms experience it and they are, as a result, more susceptible to the human culture. Though a dwarf will always remain a dwarf, and as such prideful and stubborn, dwarves who live away from their kind and are surrounded by humans for decades tend to pick up human mannerisms and habits.
The Dwarven Clans
All dwarves originate from the Forefathers and their clans. However, over their history, the original clans mingled and changed and ever since the last of the Forefathers died, these original clans are essentially nonexistant. Instead, there are dozens or even hundreds of smaller clans, though many of them vaguely consider themselves to be part of one of several larger cultures among the dwarves. The most influential cultures are as follows:
The most influential of these are the Anvil Dwarves. They live in the mountain kingdom of Tosh Mur in the Anvil Mountains in the Middenrealm kingdom of Almada. They are the most numerous of the dwarven clans and roughly seventy percent of the dwarven race in Aventuria is influenced by the customs of the Anvil Dwarves. As such, they are majorly responsible for the view other races have of the dwarves. They are usually honourable fighters, sturdy and resilient, although stubborn as well. No other clan has as earned as much renown in the war against the dragons and other enemies of the dwarves. This also means that the Anvil Dwarves are the most battle-hungry of the clans and insulting one of them can easily end in bloodshed. The majority of dwarves who live among humans are Anvil Dwarves and in some parts of the Middenrealm Duchy of Kosh, they even outnumber the humans.
The Ore Dwarves are the most conservative of the dwarves. They live in several subterranean cities in the Iron Forest mountain range, especially in Xorlosh, the oldest city in Aventura. Ore Dwarven society places utmost importance on tradition and there are rituals even for mundane occurrences. Breaking with tradition is seen as scandalous by the Ore Dwarves and many of them have little tolerance for the more spontaneous nature of human societies and those of the other dwarves. As such, they usually stick together and rarely venture beyond the borders of their kingdoms. Their cities are not usually open for outsiders and especially Xorlosh grants only the most renowned friends of the dwarven race entrance into its halls. Fond of rules, Ore Dwarves are also great scientists and mathematicians, as well as responsible for the most intricate and complex music in all Aventuria.
Where the Anvil Dwarves and Ore Dwarves had a big hand in shaping the view of their race, the Brilliant Dwarves seek to subvert as many expectations as possible. Their kingdom is Lorgolosh in the mountains of Beilunk, on the other end of Aventuria and so far removed from the traditions of Xorlosh and Tosh Mur, they have created their own society and customs. As the descendants of Calaman's people, they are adventurous and many of them venture across all Aventuria. They are the explorers and adventurers among the dwarven race and many Brilliant Dwarves make a living as travelling merchants. The Brilliant Dwarven culture also loves beauty in all its forms and the most gifted jewellers of the dwarven race hail from Lorgolosh. With not much of a sense of tradition, Brilliant Dwarves are usually the most sociable of the dwarven clans and there are even some among them who wear their beard short, which evokes shock and disgust from the traditional Ore Dwarves.
The Hill Dwarves are quite unusual as far as dwarves go, as even the nonconforming Brilliant Dwarves still prefer caves and mountains over the surface. Hill Dwarves, however, live aboveground, in only semi-subterranean houses that resemble hills, therefore their name. They are skilled craftsmen, though ironically they are not all that good at mining, the prime discipline of the other dwarven clans. Hill Dwarves live in small villages, especially in the Duchy of Kosh, where they have close contacts to their human neighbours. They brew the best beer in Aventuria, the Ferdokian, and though they get along splendidly with humans, they prefer the comforts of their home and few of them are found outside the Kosh.
In the Darkencrest, the harsh mountain range that separates the Middenrealm from the Orkland, live the Darkencrest Dwarves. They originated from the Anvil Dwarves and share their love for battle, especially against the orks, but they are way less sociable than their ancestors and have no notable connection to the humans who settle near their cities. In fact, relations are almost hostile, as the Darkencrest Dwarves see any stranger as a potential threat. They live a harsh life, constantly battling against orkish raiders. Recently, a civil war has split the clan into the traditional Darkencrest Dwarves, who live in their excellently built fortress cities and another clan who are called the Darkling Dwarves. They embody the worst of dwarvenkind, as they see the younger races as lesser beings and they openly keep slaves.
Finally, the lost clan of Umrazim, once founded by the family of Aghira, the dwarven woman responsible for the Day of Wrath. Though Umrazim fell, her clan fled into the Valley of Svelt, where it split into several different groups. The Red Dwarves are the most influential of these groups, they are called by that name due to their predominantly red clothing. They are seen as treacherous, especially as the dwarves of Tjolmar, who caused the city to fall to the orks during the Orkenstorm, consider themselves part of this clan. Recently, their queen has rediscovered Umrazim and many red dwarfs settle within the dark city nowadays. It is said, however, that their queen has lost her mind while exploring the ancient city and now rules as a cruel tyrant. The Red Dwarves outside of Umrazim live on the surface and are obsessed with obtaining gold, even using criminal means to increase their fortunes. They are culturally degenerated and have little in common with the dwarves of the other clans.
Those of Aghira's kin who did not settle in the Valley of Svelt degenerated even further and are now called the Deep Dwarves, or Pale Ghouls by some. Without a home, they wandered and eventually settled in caves and the canalisations of human cities. As the only kind of dwarves, they have no hair at all, which puts more emphasis on their ghastly pale skin. Though intelligent, they have a harsh, cruel culture and little relations to other races. Humans in particular hate them, as the Deep Dwarves are known to desecrate graves, sometimes to consume corpses, but especially to steal hair. They believe that the consumption of hair will allow them to grow their own eventually, at which point, they hope, their race will be redeemed and allowed to rejoin with the other dwarven clans.
Dwarves know no last names and instead refer to himself as "Son of X" or "Daughter of Y", where male dwarves use the name of their father and female dwarves the name of their mother, unless the other parent is a great hero of the dwarven race, in which case an exception is made. Especially renowned dwarves of noble lineage sometimes also include the names of their grandparents. An exception are the Hill Dwarves of Kosh, who have adopted last names, often hinting at the work they are doing. Especially traditional dwarves prefer to give their children names that are similar to their own, often starting with the same letter. In general, they prefer hard and strong names. An unusually high amount of male dwarven names ends with the letters 'sh', similar to their god Angrosh, whereas almost all female names end on the letter 'a'. Female names also tend to be slightly longer than male names at average. In their own language, the Rogolan, the terms "Son of" and "Daughter of" are translated as grosho and groshna respectively. This means Brandan Son of Brogar would introduce himself as Brandan grosho Brogar in Rogolan.
Some examples for male names include: Andrash, Artagh, Berosh, Brandan, Calaman, Cratosh, Darbrek, Ebrash, Grubak, Gurthag, Hogish, Jandrim, Karosh, Mulgrimm, Murtagh, Obolosh, Pogolosh, Thorgrim, Tobin, Ugosh, Xenosh
Some examples for female names include: Aghira, Branka, Curima, Dagrima, Erika, Fenya, Garesha, Greta, Halrima, Irika, Jorima, Karisha, Lugra, Mulrine, Nadesha, Obosha, Thora, Ugine, Xorima, Ygrisha, Zarya