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The Matahashir

The Dwarves (Matahashir)

The Matahashir (singular Matahash) organize their society on a somewhat militaristic model. The whole of dwarfdom is overseen by the Bazh-zaluuk (literally marshal/translated as monarch), their Bashi (literally high command/translated as council) who are selected from the Gala-Zaqir (Literally Genrals/translated as clan chiefs), who head the three Yasi-Zilir (literally armies/translated as clans) in triumvirates acclaimed by their subordinates. Each Yasi-Zil is comprised of Figin-Zair (literally Divisions/translated as Branches) that are further broken down into Vuug-Zhiir (literally platoons/translated as houses), then Opazt-zviir (literally Units/translated as families) and finally into Matahash-zovair (Literally Stonefolk Soldiers/translated as Adult Dwarves). Children have no political standing until they come of age. This is a bit of a moving target however, as a dwarf only comes of age once they can prove that they can face live steel to defend themselves, their homes, and their loved ones.

Dwarves also have no gender until they become adults. All dwarves are able to breed with all other dwarves, and exhibit no sexual dimorphism. Instead they affect gender presentation based upon broadly accepted archetypes of Dwarfish heroism. Though it is reductive to do so, this phenomenon can be understood broadly through the lens of Halfling (Lothaern) quaternary gender. There are masculine archetypes (Xalkir, Kaazh, Ghemit, Fruul) feminine archetypes (Gaarz, Zhvas, Miirept, Neefal), balanced archetypes (Maagruz, Azhghaz, Diir, Kopft), and a neutral archetype (Ghazht-literally outsider, but lacking the cultural baggage that word has in other cultures. A better translation is one who walks their own road). Young dwarves are expected to spend time living with members of all genders, and gain an understanding of the meanings thereof, as well as the fact that each has myriad expressions by the time they come of age. When a dwarf faces their trial of arms, they declare which gender they identify as most strongly. Though this is static for most dwarves, some later come to realize that their gender doesn’t fit who they are. This can be a thorny problem, as transition requires the undertaking of a heroic task particularly suited to a dwarf of that gender.

In fact most major life events in Matahashir culture involve a task or trial. Dwarves practice Baast-Yail (literally Tying of the Knot) which is analogous to marriage in that those who swear the Baast are intertwining their lives, agreeing to share their resources, and most likely raise children with someone that they love. However, it is not generally a monogamous state, and some Baast-Yail ceremonies include as many as 24 dwarves. In order to make the vow of Baast, each dwarf in the partnership is required to procure, or create a masterwork or wonder with their own two hands. Meaning that they cannot buy either the finished product or the raw materials that go into it. These are offered to the officiant of the ceremony as proof of their devotion. The breaking of a vow of Baast requires that the dwarf undertake to retrieve their masterwork and either publicly give it away, or unmake it.



The Red Dwarves


Matahashir-Ghazdul, literally Selenium Dwarves


The Red Dwarves, like all Dwarf Clans, draw their exonym from the Ghazdul-accht, deep red glass beads, and beadwork that serve as currency in their communities. They tend towards pale olive complexions, with large, gemlike eyes, which are always heterochromatic. Their hair, and facial hair are dark and tightly curled, but relaxing, and dying are always in fashion. Braids incorporating ghazdul-accht are popular as status symbols. Though fakes can be had at reasonable prices, they won’t pass close scrutiny, and trying to present them as currency is likely to earn you an audience with a less than understanding Tribunal. A Red Dwarf is likely to speak a number of different languages, and dialects, especially when addressing guests, who custom dictates are to be made as comfortable as possible. Their own dialect of Dwarfish is called Matahashir-Raachilya, usually shortened to Raachilya. It is considered to be the easiest of the dialects to pick up, as it utilizes a simple, but rigid syntax, and has adopted more loan-words, and phonemes common to Trade Tongue than the others. The Red Dwarves inhabit several converging mountain ranges near the Aval Sea coast, and their cities are considered architectural triumphs. The form and placement of every arch and column is considered with an artist's eye, and their decoration tells the story of the settlement, or of its founders. Of all the Dwarfish Clans, the Red Dwarves are the most accomplished stoneworkers. They have made incredible advancements in tunnel boring, and ore extraction as well, leading to a larger than average class of dwarves with more time and energy to devote to leisure pursuits like music, theatre, and arcane magic. This has resulted in a lot of the greatest Dwarfish bards being of the Matahashir-Ghazdul, or at least trained by them. The Red Dwarves are the least isolated Dwarf clan, with their homeland being in the path of a major route through the Dragon Gap pass in the Muir-Gheez Mountains, which separate the coastal savanna from the Az’qir Desert. The trade city of Miiya-Aghzur (Cavern of Wonders) has a massive, and inviting entrance gate with its own paved spur that can be spotted almost an entire day before reaching it. 


The Yellow Dwarves


Matahashir-Daakuil literally Cadmium Dwarves


Like all other Yasi-Zil, the Yellow Dwarves’ exonym is derived from the color of the Daakuil-accht, yellow glass beads that are used as currency. A single bead is generally only worth about as much as a copper piece, but more elaborate beadwork constructions have higher values. Outside of Matahashir settlements these trade tokens are prized for their art value rather than their utility as currency. Yellow dwarves are known for their jewel bright eyes, often emerald green or ruby red. Heterochromia is very prevalent but not quite universal, and matched eyes are considered lucky. They generally exhibit darker olive complexions than their kin, a product of their partially terrestrial lifestyle, and their tight ringlets are red as often as black. Though many Yellow Dwarves wear elaborately styled mustaches, it is common to wear one’s hair high and tight, or braided close to the scalp. Their dialect, Matahash-mazhilya, is extremely distinctive, with a nasal accent, and a more nuanced syntax than others. It’s a highly referential language, which makes it difficult for outsiders who only speak Raachilya or Gadjilya to follow as they don’t have the cultural context for the colloquialisms. The most geographically isolated dwarf clan, they make their homes in the flint hearts of the grassy foothills on the eastern side of the Scaazh-Foilya (Black Tooth) Mountains. Though they build their homes in the stone, an appreciable percentage come out into the sunshine regularly to raise bighorn sheep, grain, and grapes in the summer cycle, before retreating entirely inside of the hills to delve for gems and legendary mithril when the winter wind whips up off the prairie. The Yellow Dwarves are brewers and vintners of legendary skill who some say invented all beer. That isn’t certain, but their capital city Ghazh-djuun (Last Home) can absolutely lay claim to Dwarfish Trail Ale, a drink ubiquitous among dwarves. It is known for its potency and for staying good basically forever, as well as its unique taste, which non-dwarves find bracing to say the least. They also control the only source of mithril in the known world. 


The Blue Dwarves

Matahashir-Kobvalzh literally Cobalt Dwarves


Just as the other Dwarfish Clans, the Blue Dwarves' exonym is derived from the color of their currency, cobalt blue glass beads known as Kobvalzh-accht. Single beads are used as the smallest monetary denomination, usually worth about as much as a copper piece. More elaborate beadwork designs represent higher denominations, and the ultimate status symbols are garments beaded with accht from all three clans. Blue dwarves are built heavy, even for dwarves, and their pallor tends to be rosier. They wear their tight, black or red ringlets long, sometimes bushed down to frame the face or teased into clouds of pleasing geometric shapes. Like all of their kin, Blue dwarves have gem toned eyes, most often amber or emerald green, and they exhibit heterochromia more often than not, with matched amethyst eyes considered to be the mark of one destined for greatness. Although they were instrumental in the creation of Remasharloth, and the development of trade tongue, the Blue Dwarves tend to speak matahashir-gadjilya, their distinctive dialect of dwarfish, among themselves. Gadjilya has adopted more loan words and calques than Mazhilya, but has maintained a similarly nuanced syntax. Blue dwarves are the most numerous clan, and thrive in the harsh lands of the far north, no matter if they live in the great subterranean metropolis of Kobvalzh-Eshiir (Cobalt Crown) or in far flung mining camps like Bashi-quorvax (Hoard of the high council) and Zhuulkova-qidaash (the dragon delve). Though their settlements are not as beautiful as those of the Red Dwarves, they are generally larger, and busier. The Blue Dwarves are considered the unchallenged masters of logistics, getting resources to and from their mines with seemingly magical speed. This has led many surface folk to believe that the dwarves have some sort of magic that allows them to move through solid stone. The reality of the situation is that The Blue Dwarves are the chief explorers and road builders of the Matahashir, having constructed a network of roads utilizing large cavern systems to reduce the amount of tunnels they had to bore through. There are also micro settlements called stations built along these routes to allow travelers to rest in relative safety, and sometimes comfort. There are also royal couriers at each station to carry urgent messages between the three great cities. The Matahashir-Kobvalsh have built many impressive things but their crowning achievement is the Maab-acchtu (Trade Road), an underground trade route connecting Miiya-aghzur, Kobvalzh-eshiir, and Gazh-Djuun, which is kept a secret from outsiders under pain of death. 



Origin/Ancestry
Dwarves are the creation of Meistri and Garchul, stone soldiers cut from the bones of the world.
Lifespan
Dwarves usually come of age around 20, are considered midle age at 80, elderly at 140, and rarely live past 200.
Average Height

4'1"-4'10"

Average Weight

150lbs-250lbs


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