@tolkienfashionweek day nine | off the map | dragon-hunters of the sunlands
Of all Morgoth’s twisted creations, dragons are perhaps the most formidable. After their Master’s defeat in the War of Wrath, most were destroyed, but enough fled the destruction of Beleriand that a small population established themselves in the Northern Wastes and multiplied to harass the Free-peoples of Middle-earth in later Ages, often (though not always) at the bidding of Sauron the Terrible.
Yet there were other dragons, manipulated by other evil spirits in other realms. The Were-worms of the Last Desert burrowed beneath the sands of the East and South; in the far north-eastern regions, some smaller dragons were even domesticated into wily, dangerous pets; and in the Lands of the Sun, East of East and past the Sea of Rhûn, Túvon the Serpent-Lord bred his dragon-servants for his own dark purposes.
Though these were weaker and smaller than the most formidable dragons of the First Age, and never so destructive as those under Sauron’s dominion, the dragons of Túvon’s lairs were nevertheless vicious and cruel, and much more numerous. When his conquered peoples among the Sun-dwarves and East-men threatened to rebel, Túvon would unleash his creatures upon them to render them weak and desperate. But his will was not so strong as Sauron’s, and many of his dragons would escape his dungeons and fly free, wreaking havoc of their own designs.
Thus dragon-hunting became a respected profession among the Sûhalar Axe-Men and their neighbors among the Blacklock and Stonefoot dwarves, and also the reclusive Kindi elves who dwelt high in the mountains of the Walls of the Sun. Though Men were always best at dragon-slaying, hunters of all those kindreds claimed victory over these wild beasts, and brought back the spoils of their kills.
Dragon-meat is, of course, highly poisonous and inedible even for the hardy dwarven-folk, and the carcass of a dragon must therefore be burned and the ground beneath it purified, lest nothing ever grow there again. But the teeth and claws and most of all the scales are valuable, and can be crafted into fearsome weapons and fireproof armor. Still, these resources are scarce, and dragon scales are rarely numerous enough to make up a full body’s worth of armor, leading to many partial or ceremonial dragonscale outfits and embellishments, only somewhat useful in actual battle and more a symbol of the wearer’s status.
The Sun-dwarves especially are fond of dragonscale armor; the Sûhalar prefer to wear dragon-like imagery in their jewelry. The Kindi, while they use dragonscale mail and dragontooth daggers, treat such necessities as a grim reminder of Arda Marred, and only their fiercest warriors who have pledged themselves to dragon-hunting are permitted to wield such evil tools. These dragonslayers are kept apart, lest they corrupt the souls of their kindred, and if one should retire and wish to rejoin the Kindi community, they must endure a decade-long purification ritual to cleanse themselves of the Shadow’s influence.
@tolkiengenweek Day six // Places ● Objects + Symbols
²⁄₇ of dwarven clans » Blacklocks
Great architects and Jewell makers that made their homes in the Mountains of Shadow’s far eastern side (Ered Glamhoth), among the remnants of Hildórien in the arid lands scorched by the never-ending sun.
Another dwarrow moon priest. I imagine that in dwarven society, albinism has religious significance. These dwarves are believed to have souls connected to the moon itself, which some say give them mystical powers.They are born visually impaired, but are said to be able to see into realms beyond instead.
Their skin is extra sensitive to sunlight, so they rarely leave the mountains during daytime without protective gear. This has created the belief that they are bound to the night sky itself. They are highly revered and many of them become religious figureheads because of this.
They are also regarded as highly attractive marriage candidates for royal marriages, this has led to some royal families having a genetic disposition to albinism. Blacklock dwarves of royal blood are especially prone to being born with the condition, which is seen as an indication of their strong connection to the celestial bodies
Longbeards (Durin's Folk): Durin´s, the eldest of the Dwarven fathers, folk are one of the longest lived dwarf clanes and can, they live long even for other dwarves. Their capital is Khazad-dûm, later known as Moria, located in the Misty Mountains. They speak Sindarin (common) and Khuzdul. Longbeards can be around 250 years, and presumably have longer beards than the rest of the Dwarves. The Longbeards woke in Gundabad.
Firebeards: The Firebeards are residents of Belegost, Nogros, and the Blue Mountains. They speak Sindarin (common) and Khuzdul. Firebeards don´t live as long as Durin´s folk so they can probably be around 200 years old and presumably have red beards. The Firebeards woke in the Blue Mountains with the Broadbeams.
Broadbeams: The Broadbeams are residents of Belegost, Nogros, and the Blue Mountains. They speak Sindarin (common) and Khuzdul. Broadbeams don´t live as long as Durin´s folk so they can probably be around 200 years old. Nothing is said about their appearance. The Broadbeams woke in the Blue Mountains with the Firebeards.
Ironfists: The Ironfists are residents of Rhûn. Looking at geography Rhûn is in the east so they presumably have darker skin tones than the other Dwarves. They speak Sindarin (common), Khuzdul, and the language of Rhûn. Ironfists don´t live as long as Durin´s folk although they were said too to live about 250 years, so they have been close to the Longbeards in life span. It is unknown where the Ironfists woke other than that they woke with the Stiffbeards.
Stiffbeards: The Stiffbeards are residents of Rhûn. Looking at geography Rhûn is in the east so they presumably have darker skin tones than the other Dwarves. They speak Sindarin (common), Khuzdul, and the language of Rhûn. Stiffbeards don´t live as long as Durin´s folk although they were said too to live about 250 years, so they have been close to the Longbeards in life span. It is unknown where the Stiffbeards woke other than that they woke with the Ironfists.
Blacklocks: The Blacklocks are also residents of Rhûn. Looking at geography Rhûn is in the east so they presumably have darker skin tones than the other Dwarves, and for their name black hair or locks. They speak Sindarin (common), Khuzdul, and the language of Rhûn. Blacklocks don´t live as long as Durin´s folk although they were said too to live about 250 years, so they have been close to the Longbeards in life span. It is unknown where the Blacklocks woke other than that they woke with the Stonefoots.
Stonefoots: The Stonefoots are also residents of Rhûn. Looking at geography Rhûn is in the east so they presumably have darker skin tones than the other Dwarves, and for their name black hair or locks. They speak Sindarin (common), Khuzdul, and the language of Rhûn. Stonefoots don´t live as long as Durin´s folk although they were said too to live about 250 years, so they have been close to the Longbeards in life span. It is unknown where the Blacklocks woke other than that they woke with the Blacklocks.
Pros: Dwarves start out as devoted to Aule no matter what, but if you play dwarf and want to be devoted to another, or be loose of any ties to the Vala you have to manually do that. Here you can change to any Vala you want or just want since you are his child and will always be in his favor no matter what. You will have + 2 on strength and + 4 when smithing.
Cons: Most elvers, except the Noldor and Avarin, bear distrust towards dwarves. They are slower than others and move at half the speed of others. They have disadvantaged on insight as they are distrustful in nature, and on deception and sleight of hand, unless their class gives them advantage.
Stiffbeards: Renowned Craftsman, they make their homes in ice caves on the vast frozen lands up north, starting around the ice bay of Forochel and all the way down in between the mountains of Angmar and the grey mountains (Ered Mithrim). Very secretive and peaceful, they avoid taking part in any troubles from the outside world at any costs. Despite their secretive ways, they are also accomplished merchants, and regularly travel vast spans of the frozen lands to trade with many diverse cultures. The items they create from exotic materials such as Ivory and bones from sea monsters are very sought after, in particular their fabled toys. Stiffbeards are ultimately free spirits, lovers of music, stories and the tribe above everything else.
Stonefoots: They are the somewhat less developed branch of Durin’s folk, widely regarded as great miners, gem cutters and delvers. They are otherwise considered by many to be quite simple-minded, stubborn and difficult to deal with, but despite that they are greatly favoured by the Longbeards, which hold them in high regard as dependable and trustworthy allies. They dwell on the southern part of the Orocani on the east side, near the pinewoods and shores of the sea of Rûn.
Broadbeams: Great merchants from Zirakbhund (Mallost) and later Mount Dolmed in the Ered Luin, they were Founders of the great city of Belegost (Gabilgathol). The Broadbeams are well known for their wealth, their prosperity, and the formidable fortresses they have built. They are also widely respected for their military might, and in particular for their legendary Dragon-Warriors. They are also considered the greatest armourers the dwarves had ever produced and were the creators of the fearsome Dwarf-Masks. Most prominent among the Broadbeams was King Azaghâl who wounded Glaurung the Dragon, and whose Dragon-helm was later passed down to Turin Turambar as part of his family heirloom.
Longbeards: Noble and wise rulers, originally from the northern part of misty mountains on Mt. Gundabad (under which Durin himself is said to have awaken) and later on its southern ranges where they founded the great city of Khazad-dum, dug under the three peaks- Barazinbar, Zirakzigil and Bundushathûr. Regal, prosperous and traditionalist, they are the righteous heirs of Durin I The Deathless, and are therefore the supreme rulers of the dwarf kind. The Longbeards are held as a divine and sacred lineage by the other clans and command great power.
Firebeards: Hot-headed, warlike and tough, Firebeards came from Nogrod (Tumunzahar) in the Blue Mountains. Supreme metalworkers, they are said to have invented maille. They are also hailed as the greatest Blade-smiths among Dwarves, and naturally many of the best came from their ranks, such as: Gamil Zirak (said to be the greatest of all times, maker of the knife Angrist, the sword Andúril and the Dragon-Helm of Dor-Lómin), as well as the legendary Dwarf-smiths Telchar and Garmur. They befriended the elves with whom they traded profusely, and were commissioned by King Thingol of Doriath to delve Menegroth as well as to create treasuries and weapons for him. The necklace Nauglamír was their greatest creation for the King, and the cause of equally great woe.
Ironfists: Proud, strong and fierce, the Ironfists are renowned for their formidable warriors of noble descent and their military might. Hailing from far up north on the Orocani mountains and near the gulf left by the now extinct sea of Helcar, they are said to be the first to unveil the secrets of Iron and Steel, which they brought to Durin as their gift when they answered to his call. They are a very warlike and greedy people though, and are accounted to have been involved in many shameful minor wars against other clans, particularly with the Firebeards, to whom they bear a grudge and consider to be their rivals. It is also with great difficulty that they accept to be ruled over by the Longbeards, and despite recognizing their authority as rightful rulers of the dwarfkind, they take every opportunity they can to act independently.
Blacklocks: Great architects and Jewell makers that made their homes in the Mountains of Shadow’s far eastern side (Ered Glamhoth), among the remnants of Hildórien in the arid lands scorched by the never-ending sun. They were the first to develop civilization and are prodigiously rich and unbelievably proud. The Blacklocks are very famous for their wealth and they guard it with extreme avarice. They are also accused of being the “black sheep” of Durin’s folk and of being greedy and selfish, as well as of worse things such as dealing with orcs and perhaps even Mordor. Unfortunately, many times those accusations bear more than a hint of truth.
“Since they were to come in the days of the power of Melkor, Aulë made the dwarves strong to endure. Therefore they are stone-hard, stubborn, fast in friendship and in enmity, and they suffer toil and hunger and hurt of body more hardily than all other speaking peoples; and they live long, far beyond the span of Men, yet not forever.”
@tolkienofcolourweek day seven | gender | gender among the sun-dwarves and their southern kin
All seven clans of the dwarves have distinct ideas of gender, some overlapping with their sister-clans and others with concepts unique to themselves. For dwarves, gender is a sacred personal identity, never assumed or assigned at birth, and rarely explained to non-dwarf outsiders. As a dwarf comes of age, they are expected to declare a gender, usually signified through some exterior symbol (such as a style of braiding or beading, dyed hair, or jewelry, depending on their clan’s customs). Sex is viewed as an entirely separate concept completely divorced from gender; as all dwarves are bearded and most very stout, the traits mortal men use to distinguish sex do not apply. Gender is indicated to others through dress and symbolism, but sex is a private matter between one’s self and one’s procreative partner, should the circumstance arise, and rarely of concern otherwise.
The Longbeards and the Blue-dwarves of the West are the most inclined to interact with other species, and have borrowed some of their gender concepts from those other kindreds; the Stiffbeards of the North are deeply isolated and secretive with their ideas of gender; but the Sun-dwarves of the East and the Ironfists of the South share certain similarities in understanding, and are most inclined to trade with one another, leading to a shared kinship between the three, for the Ironfists have long been sundered from their sister-clan of the Stiffbeards.
Among the Sun-dwarves of the East, there are three primary gender categories: khulz (male), zain (female), and zatakhuzdûn (self-made; often abbreviated as zatak). Roughly two-fifths of the population identify as khulz, another two-fifths as zain, and the final one-fifth as zatak. In the Blacklock clan, these genders are largely personal identities with little bearing on social status or ability, treated more as a culmination of spiritual exploration than as a marker of one’s place in Blacklock culture.
The Stonefoot clan shares these genders, but has in addition seven secondary genders, deeply connected to a dwarf’s chosen craft. These are zaraz (wood), aban (stone), zirin (iron), kheled (glass), ubraz (gold), kibil (silver), and urus (fire). Each secondary gender fulfills a specific role in Stonefoot society, and these genders may change over time if a dwarf moves from one craft to another. Indeed, the ubraz gender is inherently a gender one must achieve through time and experience in a leadership role. A Stonefoot dwarf may also have multiple secondary genders, should they be accomplished in more than one craft, though this is rare.
The Ironfist dwarves, once close to their sister-clan the Stiffbeards, but sundered from them for many generations due to the collapse of their home-range the Mountains of the Wind, lost much of their culture and lore in the disaster that forced them southward to the Yellow Mountains. This included many of the gender concepts now fiercely guarded by the Stiffbeards, even from them, and amid their struggles the Ironfists developed a system of a singular gender: khazad, simply meaning “dwarf.” They view all dwarves to be unified in gender under Mahal their maker, with divisions into various identities as a frivolity reserved for other cultures. Yet as they reconnected with other dwarvish kindreds, this construct of uniform gender relaxed somewhat, with many younger Ironfists adopting the many genders of the Stonefoots and Blacklocks. Still, the khazad gender remains significant and nearly universal among the Ironfist clan, with other gender identifiers accepted as additions to the base identity of khazad.
[transcript of image text below the cut]
A full image description is available in alt text. Below is a transcript of the text in each image.
Gender among the Blacklock Dwarves
khulz || male
zain || female
zatakhuzdûn || embodiment of oneself; abbrev. zatak
Gender among the Stonefoot Dwarves.
zaraz || wood
Among the Stonefoot Dwarves, there are three primary genders and seven secondary genders. The primary genders are shared with their sister clan, the Blacklocks: khulz (male), zain (female), and zatakhuzdûn (self-made). A Stonefoot Dwarf's secondary gender is related to their chosen craft. Zaraz, wood, is the gender of foresters, hunters, travelers, carpenters, and others who interact primarily with the natural world.
zirin || iron
Zirin, iron, is the gender of smiths. If one works in a forge, one is most likely zirin, regardless of whether one is a blacksmith, whitesmith, silversmith, jewelsmith, etc. Zirin is the most common gender among the Stonefoot Dwarves.
kheled || glass
Kheled, glass, is the gender of glassblowers, dyers, weavers, sculptors, painters, and others who work with ceramics or fibers. Anything to do with sand, clay, or thread is associated with kheled dwarves, who tend to prefer vibrant colors and colorful homes.
aban || stone
Aban, stone, is the gender of stonecutters, jewelers, builders, masons, and others who work primarily in stone or with the mountains themselves. Most aban dwarves are also khulz. Of all Stonefoot genders, aban dwarves are the most physically fit, and the most likely to bear multiple children.
ubraz || gold
Ubraz, gold, is the gender of guides and leaders. This gender must be earned and is generally reserved for elders within the Stonefoot clan. A dwarf may be ubraz and another secondary gender if they are a leader in their field. All dwarf-kings are ubraz, but other lesser lords do not necessarily qualify to claim this gender.
kibil || silver
Kibil, silver, is the gender of those who dedicate themselves to serving others, whether in a position of civil service, as a footman or maid, a bodyguard, or in special circumstances, a parent or caretaker. This is a highly esteemed gender, and is made up primarily of zain dwarves.
urus || fire
Urus, fire, is the gender of writers, actors, philosophers, musicians, and others whose craft is primarily of the spirit or soul. While most Stonefoot dwarves are passably good at one or more of these crafts, the true masters and devotees of spiritual creation are those who claim the gender urus. This gender is made up primarily of zatak dwarves, who necessarily have a deep connection to their self-made primary gender.
Gender among the Ironfist Dwarves.
khazad || dwarf
among the Ironfist dwarves, gender is mostly uniform and universal
@tolkienocweek day six | original peoples | the sun-dwarves
The Blacklock dwarves and their sister-clan the Stonefoot dwarves dwell in the mountains of the Walls of the Sun in the East of Middle-earth. They are known by their western kin as the Sun-dwarves, for their lands are ever under the Sun’s light, and they honor her as a spirit of fire akin to Mahal their maker. The Sun-dwarves are more open to trade with other races than some of their kindred, and trade with the many tribes of Men in the Lands of the Sun as well as the Kindi tribe of elves who reside on the seaward side of the mountains.
Yet though Men, elves, and dwarves dwell in harmony in the Sun-stained East, it is the dark spirit Lord Túvon who rules the lands from the eastern oceans to the sea of Rhûn. Túvon was once a servant of Morgoth, though he took no part in the horrors of Beleriand, and uses many of his old master’s powers in his own realm. It is Túvon who stole the dwarven-rings of the Stonefoot and Blacklock kings by trickery and force, breeding dragons and dreadful serpents to do his bidding and turning the hearts of ambitious dwarven sorcerors to his evil magics. Only Thû Sunlord, known in the Westlands as Sauron the Terrible, is greater than Túvon, and his reign is feared much more by the Sun-dwarves than the familiar tyranny of the Túvon.