Dwarves of the Lonely Mountain
Erebor: History
Khazad-dûm (called the Dwarrowdelf by Men of the North) was an ancient settlement of the Dwarves. The waking place of Durin the Deathless. It's true founding date is unknown, even to Dwarven kind. Here they settled into a great unending Hall with mansions and houses of renown for their rulers. Khazad-dûm was and is the sole place in Middle Earth where the famed metal truesilver -(Elvish: mithril) was mined. Stronger than steel but easier to work than silver, it never dulled or tarnished. It was highly sought by both Man and Elf though rarely was it sold but instead granted as a gift of the highest regard.
The Dwarves established a rare friendship with the local Elves of Eregion and Celebrimbor one of the most noted First Born smiths assisted in the creation of the Hall's famed and beautiful western gate inscribed in starmoon - (Elvish:ithildin) a magical substance that reflected the glint of the stars and moon. Celebrimbor also presented King Durin III with a great Ring of Power. The Ring brought Khazad-dûm safety in the days of darkness when Eregion was overrun by the Shadow known as the Black Hand (Sauron) in his attempt to claim Khazad-dûm and the mithril within. But it slowly gave those who wielded it - the Kings of the line of Durin the "dragon sickness" an unending need for physical wealth even beyond what normally might be considered Dwarven interest.
And so ever and deeper they dug seeking more and more riches into the darker and darker depths of the earth. And in 1980 TA the Dwarves of Khazad-dûm encountered a feared Balrog - a creature of fire, shadow, and malice in the deepest regions of their mines. Rampaging through the Dwarven Halls it killed many including the standing King - Durin VI and earned the moniker Durin's Bane. After which Khazad-dûm after it's long and glorious history was abandoned. Now was it called Moria - the Black Chasm and following the fleeing of the Dwarves was it filled with Orc and Goblin who served and worshiped the terrible Balrog within.
After years of wandering, in 1999 TA Thráin I heir of Durin VI established Erebor- the Kingdom Under the Mountain. Here Thráin I discovered the famed Arkenstone - the Heart of the Mountain, a jewel of both size and beauty that was beyond compare, and argued by many to be the most beautiful found in Middle Earth since the Great Jewels (Simarils). The Arkenstone sparkled like "ten thousand sparks of white radiance shot with glints of the rainbow." Erebor was deserted for a time in 2210 TA when King Thorin I led the Dwarves there to resettle with their kin in the Grey Mountains in the north of Rhovanion, but following incursion by Dragon and Orc in those realms, Erebor was re-established in 2590 TA. For nearly two hundred years, Erebor was a wonder, that brought prosperity for both the Dwarves of it's Halls and to the nearby settled of Men called Dale.
Erebor: The Fall of Erebor
Since it's refounding in 2590 TA, Erebor was a kingdom that gave hint to what Khazad-dûm had been in ages past. It was unrivaled in its supply of beautiful gemstones, precious metals, and stone and of skilled artisans who worked them into fine jewelry and metal-wrought armaments that were rivaled only by the work of the Elves. They traded with the nearby city of Men - Dale, that was nestled into the nearby Lonely Mountain called for foodstuffs and other sundries brought in from wider Rhovanion and the settlement upon the Long Lake known as Esgaroth. Hewn from the mountain and built from stone, these cities were made by both the hands of Men and of Dwarves, and the Men within them learned a great deal from the Dwarven artisans that lived near and around them.
Erebor was well situated within the heart and womb of the Lonely Mountain, a solitary titan rising above the northwestern shore of Long Lake and yet it was not saved from the fearsome attack of Smaug the Terrible, a Fire-Drake of cunning and deceit that rained fire down upon Erebor, blowing open it's great doors and pouring dragon-breath upon all within. The memory of the fire, the ash, the burning flesh, and the screaming is a memory preserved in tale and song by both Man and Dwarf that can only faintly be understood by those hearing of it later. The nearby settlements of Men - Dale and Esgaroth Upon the Long Lake were both sundered by Smaug as well. As much as Man and Dwarf had prospered in life, they suffered together in the tragedy.
So the Dwarves of Erebor fell to shame and exile. Some have found passage and welcome into other Dwarrow Halls, most commonly the Iron Hills, many simply wandered the winding and wayward roads of Middle-Earth ever looking to the direction of the mountain, ever wondering and wanting for that which was lost. There are those who still yet dream of reclaiming their once-held, now-lost halls.Dwarrows within Laketown and nearby Rhovanion cannot help but ever look to the reflection of the Lonely Mountain dancing over the waters of Long Lake on a clear day.
Playing a Dwarf of Erebor: Quick Tips
- Dwarves have a long and complicated history with the other Elder Race - the Elves. Various Houses of Dwarves have been friends and enemies with Elves over the long Ages. The exact offenses and grievances are lost on most annals and memories of the Dwarves but the most common are skirmishes similar to those with Men over treasure and perceived theft and generally over funeral goods or most importantly gems.
The Refugees of Erebor relationship with Elves is no less complicated. Knowing of stories passed down from Khazad-dûm, they recognize that certain Elves - like Celebrimbor can have great skill at crafts of the earth and are clearly inspired in some way by Mahal. But they also hold that Elves can be haughty and high-minded even when they have no leave to be.
Their relationship with the Elves of the Woodland Realm (Mirkwood) is likewise dual minded. They recognize that the Elves of the Woodland Realm are curious for Elvenkind - that they live in Halls hewn under the ground by the Khazad long ago when the Woodland realm was set upon by the Black Hand and Orcs. That long ago the Elves of the Greenwood and the Dwarves of Erebor and the Grey Mountains had trade and friendship much like the relationship between their kin in the Blue Mountains and the Elves of Doriath (who similarly dwelled in a Dwarven carved Hall) in the Ancient Days.
But the King of the Mirkwood Elves - Thranduil is known to be the embodiment of haughty high-minded Elves. He is known to have rather publicly insulted Thrór, King Under the Mountain during a delegation between their two peoples, though the exact words that were exchanged are now only the stuff of legend and rumor and each telling of them makes them worse and worse. That the Woodland Realm refused any effort to help following the Desolation of Erebor only made the feeling worse given how Dwarves helped the Elves of the Woodland Realm during their own time of struggle, generations ago. Whether that agitation is addressed to Elvenkind as a collective or particularly at the Elvenking is a matter of personal resolve for individual Dwarves.
- Descendents of the Men of Dale (and those Men who live in the Redwater near the Iron Hills) are known to use the more ancient terms Dwarrow for a Dwarf and for a female a Dwarrowdam or simply Dams. Dwarrows or Dwarrowkin describe the Dwarven people as a collective.
These Dalish terms fall out of favor among the general citizenry of Rhovanion, and their use is often denoted as an attempt to be polite and call upon the ancient friendship between Men and Dwarves of Rhovanion.
The Dwarves of Erebor hold similar respect by often referring still to Laketown by it's old name - Esgaroth it's stony predecessor, as an unspoken idea that when Erebor the Kingdom Under the Mountain is resettled, once again will the Dwarves help the Men to rebuild their kingdom to the joy of both peoples.
- Dwarves of Erebor are likely keen to remember that Girion, the Lord of Dale died in honor attempting to defeat Smaug the Terrible and save both peoples while Thrór, the King Under the Mountain escaped with his life. As such, some might feel a debt of kind to the people formerly of Dale who live now in the Laketown or those of wider Rhovanion.
How this is expressed by different Dwarves varies - some work to serve as mercenaries imagining that they are saving the Men of Rhovanion from their troubles, some are known to have joined the Sons of Girion or smaller militias in Rhovanion villages to work for honor rather than primarily coin. Others work as artisans who might even take apprentices amongst Men to ensure that arts like stonework, gemcraft, or metalworking are not lost to the Men of the North. Others promise to be fair in their trades and dealings with Men to honor that sacrifice. In their own way, the Dwarves of Erebor remember that in their time of greatest need, it was a Man who stood defiant despite the frailty of his race (for Men were not made by Eru from the same firm stuff as Mahal made the Dwarves.) Girion is thus seen as the example by which all other Men are measured.
That the line of Girion's descendants didn't naturally resume their rightful place as Lord of Laketown when the people resettled is equally confusing given that to the Dwarves such a thing would only be seen as natural. The concept of electing or choosing a Master without regard to his line, his prestige in battle or his skill as an artisan is also a confusion. That for some Men the sacrifice of Girion is viewed as folly because it was not successful is equally confusing as it shows that Men have little true depth or appreciation for the danger that a dragon, and a fire-drake at that represent.
- Dwarves who hail from Erebor are noted to have dark brown or black hair prone to little wave, mostly of a straight and thick sort. Kept often long, their hair is usually left unbraided and flowing if not collected in a single thong so as not to distract from the intricacy of their braided beards (if any are present).
- Eye color ranges in gemstone-like colors in shades of green, with noted shades of jade, moss-agate and emerald. Like all Dwarves, some have dark hued eyes described as onyx, jet, or obsidian. A yellowish-green hue like peridot is a highly-prized color carried by the dwarrowdams and is considered quite beautiful.
- Many Dwarves of Erebor have internalized the loss of their home by growing their beards shorter or even trimming them as a ready and constant display of mourning.
When beards are present among the exiles of Erebor, they are extremely elaborate even for dwarrows in general. Not just intricate in design, they are usually beaded, threaded or charm-strung with precious metals in labyrinthine or runic patterns. Indeed, Thrór, the seated last King Under the Mountain of Erebor was well-known for his own spectacular knee-length beard that he was known to proudly decorate with golden bands and set with sky-blue gems. It was a thing of awe and splendor.
These are generally not worn in battle, when war is necessary, for the gleam of their beards would attract too much attention away from their prowess as a warrior (and might not always fit well under a proper masked helm.) The most precious of metals in Erebor is gold and it is the preferred material used for their beard adornments.
- Dwarves as a collective actively avoid riding horses or ponies or other mounted beasts unless in times of dire need. Those exiles of Erebor who have resettled into Esgaroth have likely long settled into a life of using boats and barges as much as it displeases them. Because a boat or barge is far preferable to the even less desirable alternative of swimming which is only done when death is the likely alternative.
-Dwarrows of Erebor are a dwindling and finite number. As Dwarves do not mother or father children to be raised outside of proper Dwarf Halls, those who did not join their kin in the Iron Hills or the Blue Mountains will not marry. They will not suffer more of their kind to wander the roads or live in the cities of Men, and those Dwarves of Erebor out in the world are all well-aged (over 150 years as of 1919 TA).
Female Dwarves of Erebor who still live among Men are unlikely to be recognized as such by Men as they will often dress and present themselves as male to in order to avoid trouble or discrimination.
- Dwarves are most likely to carry the traditional professions common to their people: metalwork, mining, masonry and gemcraft. Those who have not made home in other Dwarven Halls, those who still yet wander in the world of Men, would be the very few of Dwarrows to take up professions outside of their traditions so as to survive and adapt in their homeless existence. Brewing is common with cooking being a close second to it for their love of food and their preoccupation with numbing their woes with drink. Others take up woodcrafting, pottery, or leathercrafting, or work as artists and sages of a kind. Despite their wandering nature, it would still be all but unheard of to find a Dwarf of Erebor tilling in a farm work. Working with clothes in leather or fabric might be the work of a Dwarrowdam living among Men as providing their own clothing would ease their ability to keep their true nature best hidden.
Others take up arms, working as mercenaries and merchant guards in various villages and settlements of Men, or returning to the hunting they might have engaged in as youths.
- Dwarves of Erebor who live among Men are those most likely to be simply found wearing whatever fashion of Men is common where they live. They generally will prefer leather and woollen tunics, trousers, and vests or longcoats.
Dwarrows of Erebor, being the most common of their kin to keep their hair long and flowing, some find it rather stylish to wear a hat, or perhaps the hat simply helps to better conceal them as they walk through a world with no proper dwelling to call their own.
Grey, black and various earthy shades of green are the preferred colors worn by those of Erebor. A shade of topaz or sky-like blue was noted as being the preferred color of the Kings of Erebor, and thus many Dwarves or Erebor will shy away from wearing the color.
Like all Dwarves, those of Erebor like to decorate their clothing, weapons, and armor with geometric and angular patterns. Others will decorate things with stylized runes of the Cirth script, with the words in Old Dalish as Khuzdul is not for the eyes of Men. Others, particularly hunters, might decorate with patterns reminiscent of raven's feathers, a fond remembrance of the loyal Ravens who served as the messengers and scouts of the King Under the Mountain in days of old.
- Sickness is not common among Dwarves as they are a hardy sort but they are extremely prone to obesity, a sight very common amongst their halls and those that travel for trade beyond their walls. Alcohol and pipe-weed are the most common vice of the Dwarves of Erebor, often said to numb the pain though at times can give them a rather poor reputation as a whole for being drunkards.
- Dwarrows of Erebor greet other Dwarves in one of three ways: If kin, they grip forearms only with their left hands and will ask after wives and daughters if with kin of the Iron Hills, or if not, generally will ask after family in general. If King or Lord, they will lower to kneel on their left knee and grip both fists to their fest, pinky to pinky and knuckles outward in a fashion that shapes one of their most common runes. They rise only when given leave. If greeting another Dwarf who is not kin and not Lord or King, it is typically acceptable to simply give a nod of affirmation, which says I see you. I note you. This gives the other the option to proceed with pleasantries or not. This sometimes can be a test of pride and position, a dance of who will surrender first to polities of society.
When greeting Men, a Dwarf of Erebor will afford them a look, and if feeling polite will nod, and little else while when greeting an Elf, they are more prone to offering little other than a squint and a keen, watchful eye of the tall, willowy creature before them. Such behaviors often attribute to the belief that Dwarves have no manners, are uncouth or as rough and stolid as the rocks such outsiders believe them born from.
When before one’s King or Lord should be the only time a Dwarf would kneel. Kneeling, not bowing, is a sign of supplication. To bow, is to mock a King. Truly, to bow, within the Dwarven culture, is a mockery. Very few dwarrows of Erebor would bow even in the delicate polities of commerce with those of Dorwinion, they’re more prone to carve their path through the world and wish to exist as they must amongst Men without losing too much of themselves and their culture in the process.
Dwarrows of the Lonely Mountain Reference
- Dwarrows of the Lonely Mountain were born and raised in Erebor, a deep, earthly dwelling carved into the womb of the mountain in elaborate and beautiful stone halls. Built like a massive city, Erebor was sculpted from the very rock within the mountain layer after layer, giving it a spiraling aspect downwards and upwards along its many roadways and halls stretching between districts and quarters of the dwarrow dwelling. The mountain stands northwest above Long Lake in the northern expanse of Rhovanion near the Grey Mountains.
- Being so close to the Iron Hills, the dwarrows of Erebor share kin amongst them and are often on good terms like cousins.
- Precious metals such as gold and silver and precious gems such as diamonds, rubies, emeralds and more were the primary export of goods from Erebor to the rest of Middle-Earth. With its loss, other smaller mines scattered across the various mountain ranges have made profit though the cost of such luxuries now in Rhovanion would be extremely high due to such.
- Dwarrows of the Erebor can be described as a somber, serious sort, prone to long quiet, introversion, alcoholism and gold-lust.
What Would Other PCs Know About Dwarves of the Lonely Mountain?
- The realm of the Lonely Mountain was once called Erebor and it was a place of friendship and trade with the Men of Dale. Though trade blossoms in Laketown, the economic fortunes of Rhovanion as a whole all but collapsed with the destruction of Dale and Erebor.
- The Dwarves of Erebor are the wayfarers of their people. For whatever reason, they have chosen not to resettle with their kin in the nearby Iron Hills and now live in the villages and towns of Men. They are highly sought after as smiths, masons, and warriors.
- Dwarves of Erebor are prone to drinking and smoking and can be rowdy.
Suggested Backgrounds and Roles:
Please note: The sacking of Erebor occurred in 2770 TA. As such, all Dwarf who choose an Erebor-born background must have an age appropriate relative to the current IC date. As 250 years old is the average lifespan of a Dwarf, (165 - 225) is a good recommended zone. Dwarves in the over 200 zone should have hair that is greying/grey/whitish.
Refugee Crafter of the Lonely Mountain
Requires 4 RPP. Grants the Dwarven racial language - Khuzdul
Strongly Suggested Skills: Metalcraft, Armorcraft, Stonecraft, Weaponcraft, Jewelrycraft
Other Useful Skills: Dalish, Artistry, Woodcraft, Leathercraft, Bonecraft, Brewing, Distilling, Cooking, Baking
Background: You once hailed from Erebor, the shining jewel of Middle-Earth now lost to Smaug. You were born in the Dwarrow halls beneath the Lonely Mountain and escaped from the fury of dragonfire with what remained of your kin. You are born of dark brown or black hair and either greenish or black hued eyed and are of a fair-skinned complexion. Like the rest of your kin, you are not taller than five feet. You are no younger than 150. As a refugee who has chosen not to fully rejoin your kin and settle in the Iron Hills you would have no dam-wife nor children. For whatever reason, you have chosen to make your way in the world of Men working your craft among them most likely in a traditional craft of your people - working with metal or stone in some capacity. Or perhaps you have followed another trade as you found your place among Men. You remember Erebor and likely remember its demise with sadness, anger, or some blend of both. You now only dream of the days when a descendant of Durin, the Kings of your people can reclaim your proper home. Until such a time, you find yourself in Laketown.
Boosts: +10 to 2 chosen crafting skills.
Refugee Warrior of the Lonely Mountain
Requires 4 RPP. Grants the Dwarven racial language - Khuzdul
Strongly Suggested Skills: Bludgeon, Dual-Wield, Short-Blade, Long-Blade Other Useful Skills: Sole-Wield, Hunting, Butchering
Background: You once hailed from Erebor, the shining jewel of Middle-Earth now lost to Smaug. You were born in the Dwarrow halls beneath the Lonely Mountain and escaped from the fury of dragonfire with what remained of your kin. You are born of dark brown or black hair and either greenish or black hued eyed and are of a fair-skinned complexion. Like the rest of your kin, you are not taller than five feet. You are no younger than 150. As a refugee who has chosen not to fully rejoin your kin and settle in the Iron Hills you would have no dam-wife nor children. For whatever reason, you have chosen to make your way in the world of Men as a warrior for pay or honor and your preferred weapon of choice is more than likely a mattock, a battleaxe, or a short broadsword with a shield. You remember Erebor and likely remember its demise with sadness, anger, or some blend of both. You now only dream of the days when a descendant of Durin, the Kings of your people can reclaim your proper home. Until such a time, you find yourself in Laketown.
Boosts: +10 to a combat a skill, +10 to another combat skill
Note - Use of Hide/Sneak and Bows are not typical for Dwarves given their shape and size.
Wayfaring Lorekeeper
Requires 4 RPP. Grants the Dwarven racial language - Khuzdul
Required Skills: Education, Cirth
Other useful skills: Dalish, Tengwar, Artistry, Leathercraft, Dyecraft
Background: You once hailed from Erebor, the shining jewel of Middle-Earth now lost to Smaug. You were born in the Dwarrow halls beneath the Lonely Mountain and escaped from the fury of dragonfire with what remained of your kin. You are born of dark brown or black hair and either greenish or black hued eyed and are of a fair-skinned complexion. Like the rest of your kin, you are not taller than five feet. You are no younger than 150. As a refugee who has chosen not to fully rejoin your kin and settle in the Iron Hills you would have no dam-wife nor children. For whatever reason, you have chosen to make your way in the world of Men in scholarly work and in such are a keeper of lore, driven to document those still yet alive of your people, the stories they recall, the feats and dreams and memories of those still yet carrying the blood of Erebor. You now only dream of the days when a descendant of Durin, the Kings of your people can reclaim your proper home. Until such a time, you find yourself in Laketown.
+ 10 to Education and +10 to Cirth
Songs and Stories of the Dwarrows of the Lonely Mountain:
Players are encouraged to submit songs and stories for the dwarrows of the Lonely Mountain as they’re playing. Please respect all Copyright Laws. If it is someone’s work, heavily or loosely based on someone else’s work, or even that of work too old to maintain a maker’s name – give the source, when submitted, due credit.
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