THE DWARVEN MITHARIM CLAN ("METALFOLK")

APPEARANCE - COAT OF ARMS - TERRITORY - PEOPLE - HOUSING - CLOTHING
DIET - WEAPONS - OCCUPATIONS - GOVERNMENT - PRODUCTION/TRADE
 
NATURAL RESOURCES -
FESTIVALS - HISTORY

Mitharim ("Metalfolk") are the main dwarven clan in the area of the Mithral Mountains, along the east coast of the Santharian province of Manthria, producing a great deal of ore and metal work, as can be seen by their name. They are used to extra-racial contact and do quite a bit of trading with the humans of the region. As a result they tend to ‘represent’ the dwarven race in human eyes, and may be considered characteristic of Thergerim ways, habits, and culture in most areas of their lives.

A Mitharim Warrior
View picture in full size Image description. A Mitharim Warrior with the classic diamond-scale armour and his beard in war-braids. Picture from the game Magical Empire™, used with friendly permission. Illustration drawn by Quellion.

Appearance. The Mitharim are archetypal dwarves in appearance: short and stocky compared to a human, proportionately much broader and heavier. The average adult Mitharim stands one to one-and-a-half peds tall, and averages four spans across the shoulders. Their chests are wide, sloping down into flat, broad stomachs and solid hips. Their legs are sturdy and the major bones dense and breakage-resistance. Arms are well-fleshed, and hands muscular, with short, strong fingers, padded with calluses from the daily labour the dwarf undertakes.

The typical Mitharim face is wide, with broad cheekbones and a firm chin. The space between nose and upper lip is long and deeply indented, while the lips themselves are full and of a faint brownish hue. The eyes are deepset and large, as indeed are all the features of the Mitharim face when compared to a human or elf; ears, nose, and teeth are all prominent and well-shaped. Their skin is pale, almost pallid, and the hair a solid black, dark brown, or deep grey (even among young dwarves). Reddish and golden highlights sometimes occur in head and facial hair, but it is unusual.

Both genders are naturally bearded and long-haired, like all Thergerim, but the females of the Mitharim, most unusually, depilate their facial hair almost completely, except for lashes and brows. It is unknown how long this custom has existed (for example, whether it began as a result of frequent contact with humans) and how exactly it is accomplished. A secret herbal lotion is suspected, but apparently the Mitharim women also add a certain plant or fungus to their diet to reduce the natural growth to a minimum. The knowledge would doubtless be a profitable source of income for the Mitharim, but they are reticent to the point of rudeness on the subject…
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Coat of Arms/Sign. Although dwarves do not use coats of arms or other insignia as humans do, they consider their steelmarks and orestamps highly important. Steelmarks identify the product of a particular clan, while orestamps signify the origin of an item from its cave or mine. Simple and unique, these graphic designs are etched or cut into every piece of dwarven metalwork, and painted on every orebag that leaves a cavern. A particularly talented smith, jeweler or armourer may also have his own personal forgemark, though this is rare.

The Mitharim Steelmark

Image description. The steelmark of the dwarven Mitharim clan, a stylized anvil on a square. Picture by Artimidor Federkiel.

The Mitharim steelmark is a stylized anvil on a square. When painted it is usually shown as a bronze anvil on a red square. Return to the top

Territory. The Mithral Mountains is the name given to the rugged range along the eastern part of province Manthria. These mountains were so named both for the vast amounts of mithril ore mined there and also because of their overall silver-gray coloring when seen from a distance. The Mithralrotrumerons (as the mountains are called in the dwarven tongue) are rich in mithril, naturally, but also in iron, lead, copper, and other industrial ores.

The main Mitharim city-cavern, the famous Kor Mithrid, is located somewhere near the source of the Mashdai River which flows into the Adanian Sea. It is the oldest known dwarven settlement on Caelereth, according to the ancient Thergerim histories and engravings. Occasionally a traveller along its banks may see large barges going down to Chrondra and Marcogg, laden with ore-bags stamped with the Mitharim runes.

The dwarven settlements Tyr Donian and Tyr Ethran are smaller caverns in the Mithralrotrumerons. Originally established as trading posts, their location was known to humans at one point (though the misanthropic nature of dwarves usually prohibits revealing the whereabouts of their home caverns). However, a rich vein of gold ore was uncovered in exploratory digs at Tyr Ethran at one point, and its entrances were immediately concealed and its location eventually forgotten.

Tyr Donian, however, is still an active trading post as well as home to a small community of resident Mitharim. For the benefit of the human merchants and traders who regularly visit, Tyr Donian is exempt from the usual dwarven security features, such as hidden entrances, concealed smoke vents, and reliance on underground springs. Also, the Mithrarim of Tyr Donian have considerately cut the tunnel ceiling levels to tall-folk height and provided a number of guest-rooms in their caverns, close enough to the surface to fit out each room with an exterior-facing window! This dwarven clan is on the whole accustomed to extra-racial contact and will be courteous even to elves and halflings should they meet in the trading-caves. Return to the top

People. The Mitharim are ‘typical’ dwarves in character, except less suspicious of change or novelty than others of their race. They are forthright and their emotions are obvious. Very persistent and opinionated, they are devout believers in Trum-Barol (Urtengor as humans name him), their great Forgelord. They make their deeds and words accord as far as possible, saying that to do a thing that one would not say is as much a lie as lying words. The Mitharim are also loyal to their family and clan far beyond human comprehension; the attachment of a mother to her newborn seems lackluster compared to the amount of effort and devotion one dwarf will give another who is of his clan.

The Mitharim have excellent hearing and eyesight, and it can seem to humans that they have an extra-sensory ability to detect falsehoods, hedgings, or emotional reservations – which makes bargaining a tricky action indeed! Possibly it is simply that they can ‘read’ their guests’ body motions or even hear a quickening heartbeat. Although Mitharim do not get angry easily and in fact are very difficult to rouse to passion, they have no tolerance for lies or evasions – even the tactful vocabulary of diplomats and shopkeepers – and will quickly terminate a relationship if one is not direct with them.
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View entry on Santharia View complete map of Santharia The Village of Nepris The Province of Manthria
Picture description. The location of the Mithral Mountains close to the Adanian Sea at the east coast of the Santharian Kingdom. Maps drawn by Artimidor.

Housing. Like all Sarvonian dwarves, the Mitharim dwell in underground caverns, linked by a network of sleeping cavelets, storage caves, and traveling/transportation tunnels. As noted above, the location of most caverns is kept a secret from other races, and the entrance is carefully concealed, in some cases with elaborate pit traps and guard chambers, in other cases with labyrinths of fallen stone made to appear natural above the surface, and in still others with magically-created illusions of solid mountainside where in reality a portal stands. However, once inside the main cavern, the layout is very similar from clan to clan, with variety created mostly by the texture of the rock, the depth below the surface, the range of lighting (torch, glowmoss, hearth, lightshafts) and the subterranean vegetation. See the entry on Een Puvtyr for more details about cavern living…

Dwarves generally plan their dwellings, or subcaves, in careful detail before setting their hand to a pick; the outline of the cavelet is sketched out with the sleeping ledges, shelves, and carved-in-place furnishings all meticulously drawn to scale. Even eating tables and benches are hewn from the living rock and remain attached to the cave floor. The dwarves say that they don’t so much carve out the shapes they want as they simply remove the volume of rock that isn’t the right shape!

Deep, cozy recesses are carved into the walls, from about hip-height to just above headheight. A skillful excavator will try to place the sleeping recess back-to-back with someone else’s hearth, so that the heat will permeate the naturally cool stone. The recess is given a shallow lip, about two hands’breadths down from the bottom of the aperture, and the space filled with local vegetation. The Mitharim prefer pine, where other dwarves might use heather, willow, moonmoss, or the scented rosemint branches. Layers of overlapping furs and tanned skins then cover the plant layer to create a springy, aromatic bed with a sensuous texture and fragrance.

Benches are also carved in the same way, with a handsbreadth of stone scooped out where one would expect a flat top. In the resulting tray-shaped recess the woman of the cave places a thick hide cushion stuffed with moss and more scented leaves, bringing the seating surface level or slightly over the top of the bench. Wooden inserts can also be made, or slim metal boxes into which hot cinders from the hearth can be scooped, so that one’s haunches are resting not on cold stone, but a comfortable warmth.

More niches in the walls serve for storage or spots to set cherished artifacts, places where a glowglobe can rest, or a copy of the "Rock Tales" (the Trumesdrummerons). Small grooves and projections in the walls which open towards the ceiling serve as hooks to rest dowels in, for tapestries, artworks, or hanging clothes, while forged rings set at regular intervals into the ceiling allow for even more flexibility – reed mats can be strung up to subdivide the space, lanterns can be hung to allow task light at any location in the cave, and bunches of herbs or drying sausages can find a home.

The Mithral Mountains
View picture in full size View picture in full size (map names) Picture description. View on the silver-gray mountain range of the Mithral seen from the Adanian Sea. The double-peak to the right is named Chalbern Peak, the central one Gray Hood, and the one to the left the Cloudtop Peak. In the center you can see the Ravenwing Falls very clearly. To the left of the pic there are the large hills of the Twynor Grassland (in the south). The front the picture by the way shows the village of Nepris. Image drawn by Quellion.

The public floors are smoothly-polished stone, sometimes inlaid beautifully with contrasting minerals or colours to indicate main pathways or to pick out natural features of the cavern, such as the bathing pool or a particularly lovely stalagmite. Floors in the subcaverns, though, are raised by about a thumb above the main level and are usually covered. An entry area where the homecoming dwarf can take off the boots and set them on a ledge has shallow grooves cut directly into its surface, for scraping away dirt and providing traction to wet feet. The rest of the cave may have reed matting, fur rugs, inset wood flooring, or even traded-for woven carpeting, depending on the family’s disposable income. If there is free-standing furniture, such as a rocking chair or a dwarfbabe’s cradle, it will inevitably be made of the local pine wood, stained to a dark grayish brown, with the Mitharim anvilstamp burnt into it. Such furniture is almost indestructibly sturdy, if squat and undecorative by human standards. Return to the top

Clothing. Because of their wide-ranging trade network with humans and other races, the Mitharim have possibly the most variety of clothing and fabrics of any dwarven clan. While some still prefer the traditional rockmoss weaves, and most have sturdy work leathers to hand, the majority of Mitharim wear tunics and trews in the same range of material that any human city might display. They prefer a strong texture and deep, saturated colours.

The women wear soft, creamy linen underblouses, with sleeves fitting tight to the wrist that will not catch and tear as they work. Over that is usually an ample bodice of wool in some bright, rich shade, with leather thongs laced from the top to the bottom. (A nursing mother can be marked by her two-piece, practical garb of ample underblouse and toggle-fastened vest, much easier of access). Skirts or full-legged trews may be worn depending on the woman’s occupation, also often in wool.

The males favour shortsleeved or sleeveless tunics in darker, earthy tones which set off their pale skin and don’t show dirt stains and burns as easily. The tunic falls to the knee but when belted with the characteristic leather sash tucks up to mid-thigh. Assorted small pouches, and a sheath for a belt knife, are fastened to the sash. Working miners or gardeners also wear a shoulder strap which goes diagonally across the chest and is riveted into the sash front and back, serving as a support for a pick holster or shovel thong.

The Mitharim prefer to buy bolts of solid-coloured fabrics which they make up into their own cut and styling, and then add embroidery in gold or silver threads. Dress clothes are richly detailed and often have gem-quality cuttings of crystal or semi-precious stones set amid the metallic embroidery; the firelight sparkling off these robes makes a holiday cavern a veritable jewelbox of light and colour.

Their magic-users (generally only one or two per cave, with perhaps as many as five in the largest city-caverns) wear the prerequisite bat or mole-skin capes; these softly-furry, multi-pocketed garments are difficult to fabricate but uniquely combine lightness with warmth.

The Denirim, or Holy One, wears a flowing linen robe - which seems to be the cross-cultural mark of a priest throughout Caelereth! Smiths prefer heavy leather aprons with a single large front pocket and side lappets that wrap around their hips to tie at the back, and generally braid their hair back with matching leather thongs.
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Diet. Deer, goat, rabbit (coney, tarep, hare) are all much-appreciated puvjor (potmeat) for the Mitharim, while trout, mithanjor, caéh-fish, blind-fish, and pool shrimp also contribute their protein. Despite the title of ‘potmeat’, these foods are prepared in a wide range of flavorful ways, boiling and stewing being only two. Roasting, grilling, hearth-baking, coal-scorching, frying, and clay-baking are all well-known to the she-dwarves, and they have spices and sauces aplenty to add even more taste.

A variety of fruit and vegetables are available either from their own low-light gardens or through trade: Green-Leaf, potatoes, orange-roots, carroots, turnips, blood-fists, and mezpuu are all popular, as are redberries, waterberries, apples, and pears. Sulcho and gebl’s nose mushrooms, like most fungi, are quite popular. Imported grains, mossbread and borwul (lichenbread) round out the dwarven diet.

The small grayish seeds of the sunflower are harvested, dried, and treated by the Mitharim with trumpuk (rock salt) and a kind of lichen distillate to create a salty snack food known as "sunseeds". The invariable accompaniment to a mug of dwarven ale, or in a pinch a cup of cider, sunseeds are loved by Thergerim children and adults alike.
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Weapons/Tools. A dwarf would appear naked without his axe, whether it be the heavy-bladed wood axe of the forester or the sharp-beaked pickaxe of the miner. Women carry miniature versions known as Thrazeen (Little-Axe), which are about the size and shape of a human hammer or hatchet. Honed to a razoredge and kept in a leather sheath on the left hip, these Thrazeen are multi-purpose blades which can be used for most household, gardening, craft, or kitchen purposes. Some have been carefully balanced for throwing as well, thus making them formidable weapons.

Most Mitharim also carry a signal hammer, a testing punch, and an eating knife as well. With these simple tools, and a firestone pouch with flint, steel, and tinder, they can make themselves at home anywhere underground. In fact, the Mitharim claim that a dwarf only needs a pick and a coal – because from those simple beginnings he can forge whatever else he needs to carve himself a dwelling, obtain food, or defend himself!

Slim, sharp-pointed knives with a single edge are commonly used for eating and preparing food. Spoons are generally carved from wood rather than cast from metal, and dwarves disdain the human two-pronged ‘fork’ that is in fashion in the cities, preferring to scoop their liquids with spoons and stab their solids with eating knives.

The various crafts and occupations (see below) all have their own specific and esoteric tools which we do not need to list here, and part of apprenticeship in any Thergerim trade is learning not only the names and uses of all the tools but also how to replicate them. Dwarven hands-on practicality ensures that any member of the community can be self-sufficient in a pinch, despite gender-specific roles. This training also creates confident, determined adult individuals who are ready to set their hands to the community’s tasks.
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Occupations. The Thergerim are a very organized society, who have specific occupations within their communal clan or cavern; the occupations are divided by sex and sometimes age or experience, so that each person knows his or her place in the community from a fairly early age. One of the main reasons for this gender segregation of various jobs is, of course, cultural. But another, more powerful reason is actually biological. Both genders of dwarves, as we've noted before, appear very similar (secondary sexual characteristics such as musculature, facial hair, and so on, are in evidence for both male and female). However, primary sexual distinctions (see the entry Dwarven Mating, Marriage and Reproduction) are MORE distinctive, because of vastly varying differences in Thergerim hormonal levels.

These hormonal differences mean that the females are (like humans, to some extent) more 'nurturing', have greater manual dexterity, better linguistic and verbal skills, (compared to male dwarves, but not to humans!) and are able to 'multi task'. They also have a stronger psychic and empathic ability, when such abilities are present. Males, however, have greater endurance, lower oxygen consumption (a plus when working underground), claustrophilia, and more highly developed spatial relationships. Neither gender is particularly aggressive but either may have strong leadership and organizational abilities, and what passes for 'people skills' with dwarves.

Since dwarven science is not greatly advanced, the way they put this is, "Man's blood, man's life, man's work Woman's blood, woman's life, woman's work." A list of typical occupations is given below, with details.

Government. The Mitharim clan is led by a single Gornegron (Gornegron), or clan chieftain (may be male or female) who is elected by common consensus. Every dwarf in the cavern who is past the Age of Choosing (sexual maturity - known as "Huregozar" in females, "Baregozar" in males – occurs at an age of approximately 90 human years) may vote for a candidate out of a small pool of well-known individuals who have put themselves forward. Whichever dwarf receives the second-highest number of votes will become the subleader or Gorkavon (Gorkavon), literally "travel-chief". Her responsibility will be to support the Gornegron, put forward various dissenting points of view, travel to clan meetings when the chieftain is unable to do so, and generally assist with whatever other administrative work is required.

Under these two leading dwarves sits a Trutharoon (
Trutharoon, Council, literally, ‘rock family circle’) composed of well-known and respected clan members who are chosen by their peers from a specific age group. The Mitharim clan, like most Thergerim, uses the Council as a representative for the clan, or a sort of sieve to decide what is best for the clan as a whole, and the Gornegron makes decisions with the Council’s assistance and information. If there is opposition or a varying point of view, the Mitharim patiently but bluntly state and restate their cases until they can reach a consensus, no matter how long this takes. Generally the Gornegron will resolve an issue before it becomes a deadlock or resentments can build up.

When the Mitharim clan meet with humans for any ritual or barter purpose, the Gorkavon or subleader (for reasons of security not the chieftain him or herself) and a Denirim must be present, along with the most skilled workmen of whichever trades are represented in the barter. The Denirim must also be present at Trutharoon meetings, births, deaths, weddings, and other significant occasions in dwarven life.
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Production/Trade. Various ores (see Natural Resources) go down the river, as do finished bars of various precious metals, while fine metalwork, jewelry, and armour is traded at Tyr Donion.

Dwarven ale is prized in the area, and the Mitharim-produced salty, nutty, addictive snack known as ‘sunseeds’ is a popular accompaniment. Extra sulcho mushrooms are always welcome, too, whether fresh or dried, for the city markets.

The Mitharim import cloth, various medicinal preparations, grains (which do not flourish in the salty coastal air, nor on the rocky slopes of the Mithral Mountains), leaf vegetables, and assorted gnomish chemicals for tanning leather and tinting their iron.

Trade is regular, reliable, and a daily part of the Mitharim Clan’s life. Many dwarves have human friends or at least acquaintances, while humans in the area have had the chance to become familiar with a culture other than their own.

The Mitharim also trade with the local gnomes – usually raw materials go one way and refined chemicals return, but the gnomes are also fond of sunseeds and ale in return for their alchemists’ labours.

Hunters of any species are welcome to bring smoked, dried, or fresh meat to Tyr Donion for good dwarven coin or services, and even a young boy with only a small trout or sling-shot kuatu to trade can be sure of having a new edge put on his blade or a handful of arrowheads in return. In fact, the dwarves of the Mitharim clans have come to rely on human hunters and butchers for their meat almost entirely, and only the few misanthropes who prefer Aboveground by choice currently serve as dwarven rangers.
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Natural Resources. The area of the Mithral Mountains is both spectacularly bleak, and marvelously rich. The soaring, stark peaks of the mountains themselves from a distance hide the wide variety of wildlife and vegetation in the area. The low, rolling foothills are covered with ferns and brush, while around the knees of the mountains pine trees form a verdant skirt and a habitat for many beasts. The Ravenwing Falls, or to give it its proper Thergerim name, UravAnul WaaInn, (
UravAnul WaaInn, "True Water Falling") is a massive waterfall plunging several hundred peds from the mountain crest to its cauldron pool below. The deep, dark pool ringed by fir and pine is a haunt of both the great aurium-eyed trout and the same, tiny, silvery mithanjor that crowd the Olantani River and the lesser streams and springs of the mountains. Ravenwing Pool is a day’s walk from the little human fishing village of Nepris, on the east coast.

In terms of natural resources, the Mithrals have a wide range of plants: pine, sahnrix, juniper, willow, moss and fern form the forests, and sunflowers, redberries, waterberries, and mushrooms all grow wild on the foothills.

Deer, hynde goats, capricus, rock tarep, coneys, tiny surica rodents, the tree-dwelling kuatu, and grey wolves roam the range of mountains freely, most providing meat to the hunters of the Mitharim. Ravens, crows, banded ricau and the great golden toran eagles have their nests in the pines.

Copper, iron, lead, fyrite, herne, ithildin, and gold are all to be found here. Some small silver and aurium veins have been discovered but never in great quantities, while the vast mithril deposits that gave the mountains their names have long since been mined to naught. In fact, mithril is no longer excavated anywhere on the continent, and artifacts made of the bright metal are correspondingly ever more precious.
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Holidays, Festivals and Observances. Dwarven festivals can be summarized as follows:

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THE ERA OF HARMONY
(YEARS 13.000 B.S. - 11.900 B.S.)
ca. 12000 b.S. Trum-Baroll teaches the Dwarves
According to dwarven myth the Hammerlord Trum-Baroll gives the Thergerim the knowledge of hammer and anvil, and the lore of metal admixture.

THE ERA OF SUNDERING
(YEARS 11.900 B.S. - 10.000 B.S.)
ca. 11700 b.S. Kurak's Magic Anvil
Kurak the Magesmith creates his magic anvil. Vurag of Imlith steals the anvil and hides in the Prominent Mountains.

THE AGE OF MYTHS
(YEARS 3.400 B.S. - 1.655 B.S.)
ca. 3000 b.S. Mithral Mines discovered
The famous Wryhatha and Yrzenerons veins are discovered in the Mithral Mountains. by dwarves. Delving begins, and Kor Mithrid is said to have been founded at that time.
  

2097 b.S.
to 2050 b.S.
Construction of the Mithril Bridge
Expressing a desire to revive the forest known as the Folkmore Trees the Kurakim along with fire attuned mages of the Injerín work together to create one of the wonders of the North, the Mithril Bridge. The ore is provided by the Mitharim Clan.
  

1720 b.S. The Mitharim open a new Mithril Vein
The Zinamor Vein, a rich mithril orestrike is opened at Kor Mithrid by the Mitharim Dwarves.

THE AGE OF AWAKENING
(YEARS 1.655 B.S. - 822 B.S.)
1649 b.S. The Burnt Year
The Mitharim experience the "Burnt Year" in which the aboveworld is dark and crops fail.
  

1500 b.S. The Mitharim discover Iron Secrets
The secret of creating black iron, red iron and blue iron is discovered by the dwarves of the Mitharim Clans.
  

1420 b.S. Birth of Brok Strongarm
Brok Strongarm is born to Ulderon Willful at Kor Mithrid.
  

ca. 1415 b.S. Mithril Veins run scarce
The once rich Mithril veins in the Mithral Mountains begin to run scarce.
  

1408 b.S.
to 1310 b.S.
Mithrid Mines expand
Mithrid Mines expand into the Arilinn Shaft and the Kran Crosstunnel.
  

1322 b.S. The Mitharim dwarf Brok Strongarm commissions a Barek
(This is strongly contested by some dwarven historians.) The ship build for Brok strongly resembles a Barek. Speculation among nautical historians state a theory that Brok may have been the one that gave the Avennorians the concepts of the Barek though they were not realized until 1642 b.S.
  

1317 b.S. The Dwarf Brok Strongarm leaves the Sarvonian Continent
Changing Winds. In the Month of the Changing Winds the adventurous son of the Mitharim's Clan Lord Ulderon Willful, with the name Brok Strongarm, leaves the rich mines of his father at Kor Mithrid overnight without any word to his fellow-dwarves. He takes only a handful of his most loyal companions with him on his long journey trying to cross the Adanian Sea in the hope of discovering the long forgotten Ylaoth Khirril'Drumm, the Isle of the Glimmering Stones, as described in the myths of the ancient dwarven lore and even in the elven Cárpa'dosía: the isle on which Urtengor, the Forging God, made all the wondrous gems before he was forced by the other gods at the beginning of time to hide their beauty from the eyes of the living beings so that they would concentrate on the Thoughts of Avá and not on her appearance on Caelereth.

Other rumours say that this is not the only reason for Brok's fast departure: Brok, who is in his ninties, at the dwarven Age of Choosing, indeed has no intention to marry but wants to become rich and famous just like his father. As he doesn't like the idea of just inheriting the throne of the Mitharims and can not cope either with the many female dwarves who look up to him just for his outstanding appearance, Brok decides to steal away from such "decisions of the simple minded" (quotation) and heads for the east to make his fortune.
The Discovery of Denilou (Brok's Island)
The discovery of Denilou
The discovery of Denilou
Dead Tree. According to the records of Amalgin Starreader, a dwarf accompanying Brok on his long journey, it in in the month of the Dead Tree of the same year when Brok's ship lands on an island which is uninhabitated and which the dwarves later call Deni'lou ("Sacred Land"). Although the Mitharim dwarves indeed find rich mines of every kind of gems and ores Denilou was not the land of Brok's dreams, the secret earthen realm of Urtengor, the domain of the highest dwarven god. Brok Strongarm and his dwarves settle on Denilou, Brok even meets his obligations and chooses a dwarven wife.
  

1302 b.S. Brok leaves Denilou
But one year after Brok's son is born (bearing the name of his father) Brok looks for new adventures. He still is obsessed with the idea of discovering Urtengor's riches so that he tries to convince his fellow-dwarves more than once to leave the island again in order to head for Ylaoth Khirril'Drumm which he guesses somewhere further to the north-east.

Due to many reports of different sources it is said (although never satisfactory confirmed) that one day Brok leaves the island alone in a rowing boat convinced that his strong arms will suffice to carry him to the Isle of the Glimmering Stones - Brok is never ever seen again.

(But in fact there is an ending to this story, at least in Santharian mythological tombes: The myths of the Mène'téka which are well known by the Santharian dwarves claim that Brok in fact finally reaches his goal and lands on the isle consisting only of diamonds, gold and silver. Unfortunately the greed of Brok turns out to be his destruction: Unable to find water and food on the small isle he dies lying in the midst of his glimmering dream...)
  

1202 b.S. Flourishing Denilou: Brok II. new Clan Chief
Brok Strongarm guarding Toll Brok'Baroll
On the discovered island life prospers and exactly hundred years after Brok's departure his son becomes the new clan chief. Brok's successors tries to honour the strong leadership of their former companion by erecting an enormous statue of Brok Strongarm in the center of the island at Toll Brok'Barrol - the underground empire which is named after the dwarf. It is said that the gigantic statue still exists on Denilou and that every now and then dwarves from all over Santharia (especially the Mitharim) leave the continent in order to pay tribute to the famous figure of Brok Strongarm.
  

908 b.S. Fyrite Mines in Kor Mithrid
First fyrite deposits are discovered by the Mitharim dwarves at the lowest level of Mithrid mines.

THE AGE OF THE BLOOD
(YEARS 822 B.S. - 50 B.S.)
806 b.S. Dwarves refuse to aid in human Battles
The Eastern Fore dwarves, the Thrumgolz, make a treaty to assist aboveground battle in return for Rimmerins-Ring mining rights. The treaty is never fulfilled, most clans refuse to aid human battles formally for the next five hundred years.
  

550 b.S. THE BEGINNING OF THE SECOND SARVONIAN WAR (SW II)
The Night of the Hand
7th of Singing Bird. On the seventh day of the month of the Singing Bird dwarven monks acting as honour guard at the Grave of the Leaders (see SW I) are killed from behind by unknown grave robbers. The Grave of the Leaders is looted, but all the artifacts of Karpicor, the former human Warlord, remain untouched and only elven items are stolen. The bloodshed is discovered in the morning of the next day by other monks residing at the monastery from where they report the occurrences to the leaders of the races on the continent.

The night of the looting, which will turn out to be the beginning of the so-called "War of the Inpious", is later on called the "Night of the Hand". This night will be remembered for many centuries to come. From the time of the Peace Treaty of Nyermersys on, which will seal SW II, the Night of the Hand finds its way into the beliefs of many superstitions people of all races all over Santharia: When night falls at the Night of the Hand people lock their homes and won't leave their houses until the morning. Many put blossoming branches on their doors so that the sign of the Tree of Life will fend off dark minded visitors and they pray to the Goddess Seyella to spare their lifes from the evil roaming the lands.
ca. 550 b.S.
to 520 b.S.
Foundings of first Avennorian Settlements
The two settlements Phris and later on Nehran are founded at the coast of Mossy Rocks Cove as the discovery of pearls in this region promises new wealth. Trading with the Mitharim dwarves is already reported back then, but as the pearl resources are soon used up, trade of the Avennorians with the Thergerim become scarce again.
  

212 b.S. The Battle at Crazy Woman Pass
A dwarf of the Mitharim on the battlefield
The battle for the defence of Crazy Woman Pass is fought in the Mithral Mountains and is in fact only a minor confrontation between orcish and joined human and dwarven forces. The resistance the orcs encounter at Crazy Woman Pass is very important though as the pass leads over the central Mithral between the prominent double-peak, the Chalbern, on the southern side and the massive Archare to the north, and therefore constitutes an essential connection to the region of Mossy Rocks Cove. At Mossy Rocks Cove you can find several smaller fishing villages as well as entrances to the dwarven domains of Kor Mithrid and Tyr Ethran.

As the Tharanian army cannot not provide troups for the defence of this region in time, commoners organize armed resistance themselves under the leadership of the fisherman Annils Norgerinth in cooperation with the Mitharim dwarves. At this battle the orcs are finally repelled from crossing the Mithral and further orcish attacks during the war focus on the west instead, leaving the Mossy Rocks Cove area generally unharmed.

Though the couragous Annils Norgerinth loses his life in battle, the villages Nehlan and Phris (the current Nepris) are spared from major destruction. A tomb of stone harbouring Norgerinth's corpse is hewn into the Mithral by the Thergerim. It is located closely to the Pass near Toran's Fall.

THE AGE OF CHANGE
(YEARS 50 B.S. - 172 A.S.)
59 The Oltgyr Vradvo (Mitharim Hundred Year Pilgrimage)
Every hundred years or so, starting from the first Santharian decades the Mitharim dwarves make a pilgrimage to the island Denilou to pay homage to the statue of Brok Strongarm. This usually takes place in a year ending with 9 (such as 1509, 1619) in the dwarven month of Anurilos (Sapphire, the fourth month, which is associated with water). A human ship is retained for this voyage, which begins at the port of Ciosa, hugs the shore of Doranthakar, and then cuts east-nor’east across the open waters of the Adanian Sea for the island of Denilou. Since we know that the densely-boned dwarves generally abhor water in larger quantities than their bathpools, and are very poor swimmers, we can perhaps appreciate the significance of this pilgrimage to the Mitharim.

THE GOLDEN AGE OF KINGS
(YEARS 172 A.S. - 547 A.S.)
321 First Trading Relations with the Mitharim dwarves
Thane Roubins designates a sum of money to the small fishing village of Nepris to "promote trading and cultural exchange with the Thergerim (of the Mithral Mountains)", once more citing their "key role in the establishing of interracial relations between the Avennorians and the dwarves of the Mithral".

THE CLERICAL AGE
(YEARS 610 A.S. - 825 A.S.)
815 Dwarven/human Trade Relations
Kor Mithrid begins trade relationships with human fishing villages.
  

820
to 860
Constructions of Crossmountain Tunnels
Constructions of crossmountain tunnels takes place, paralleling Crazy Woman Pass.

THE ERA OF THE SOUTHERN WARS
(YEARS 825 A.S. - 1.062 A.S.)
875
to 880
The Mithril Trade Route
The Mithril Route comes into existence as a human/dwarven trade road.
  

888 Birth of the dwarven Smith Demtiak
The famous dwarven smith Demtiak born.
  

909 Hundred-Year Pilgrimage ends in Disaster
The Hundred-Year Pilgrimage ship celebrating Brok Stromarms discovery of the island Denilou fails to return. Three dwarven survivors tell a confused tale of some giant aquatic beast destroying the vessel.
  

922
to 938
Construction of the Great Nethorian Temple in Marcogg
The Great Temple of Nehtor is constructed in Marcogg by contracted dwarven masons, creating stronger alliances between the human city of Marcogg and the dwarven cavern-city of Kor Mithrid.
  

938 A new dwarven Trading Post: Tyr Donion
Tyr Donion's main cavern is excavated and designed as a trading post.
  

1.002 Mitharim trade with Chrondra
The Mitharim Dwarves establish trade with Chrondra.
  

1.005 Tyr Donion expansion
Further improvements and human guestrooms added at Tyr Donion.
  

1.009 Successful dwarve Pilgrimage
The dwarven pilgrimage ship makes successful voyage by way of Doranthakar.
  

1.011 Last Mithril Mine excavated
The last of the great mithril veins excavated to its terminus.
  

1.040
to 1.058
Supension of Mitharim Trade
The Mitharim clan under the leadership of Treggan Oldways, suspends outside trade for eighteen years.
  

1.058 Mitharim Trade picked up again
Treggan Oldways deposed by popular consensus, a new Trutharoon is formed and outside trade is re-introduced by the Mitharim. Outside trade will be flourishing within the next years and the Mithril Route is re-established.

THE AGE OF REBUILDING
(YEARS 1.062 A.S. - 1.144 A.S.)
1.099 Tyr Ethran new dwarven Trading Post
Tyr Ethran excavated as secondary trading post.
  

1.108 Mitharim discover Gold Vein at Tyr Ethran
The Koromez Vein of gold ore is discovered at Tyr Ethran and it is closed to humans.
  

ca. 1.129 Shop Treaty between the Mitharim and Ciosa
A treaty is negotiated by the Mitharim Kuan Kasthomin, Earthguide, and a foundation set up in order to procure a permanent retainer to secure the Oltgyr Vradvo (Mitharim Hundred Year Pilgrimage). The responsibility for having a ship always in good sailing order is passed down in the Avennorian family of Harooming, human merchant traders from Ciosa, and the bargain has been satisfactorily met on both sides to this day.
1.129 Ship Treaty between the Mitharim and Ciosa
The Mitharim Kuan Kasthomin makes a ship treaty with Wil Harooming of Ciosa.
THE AGE OF DISCOVERY
(YEARS 1.144 A.S. - 1.440 A.S.)
1.217 Founding of the Trading Post Kolbruk
Kolna Altnaus founds a small trading post to take advantage of trading for gold being dug in the dwarven enclave of Tyr Ethran.
  

1.222 Bridge Construction over the Raven River
Trade along the old Mithral Route is starting to slowly increase and Kolna Altnaus contacts the Mitharim dwarves at Tyr Ethran to replace an old bridge in poor condition near the mouth of Raven River.
  

1.377 Haunting of UravAnul WaaInn
A Haunting of UravAnul WaaInn (Ravenwing Falls) is reported at this time.

THE AGE OF HAVOC
(YEARS 1.440 A.S. - 1.540 A.S.)
1.522
to 1.558
The Mitharim Time of Cleaving
A group of dissident liberal Mitharim leave to live above-ground. Most eventually make their way to one or another of the human cities, the group disbands, and their philosophies fall into disuse.

THE TIME OF REUNION
(YEARS 1.540 A.S. - TODAY)
1.550 The Invention of the "Hawkeye"
A device is created by the Mitharim dwarves, the "Hawkeye", which manages to reduce labour time by one-third when cutting stone blocks. The Hawkeye would prove to be a popular tool not only in the local quarry but in many parts of Manthria. So popular is this tool that the physical quarry takes on the mantle of the tool as its official birthplace. Ciosa once more establishs its name as a driving force of technological innovation.
  

1.616 Birth of the dwarven Inventor Kori Notlek
The well-known dwarven smith/inventor Kori Notlek is born.
  

1.639 Record Pilgrimage to Denilou
A record number of Mitharim dwarves makes the pilgrimage to Denillou.
  

ca. 1.660 Kor Mithrid prosopers
Kor Mithrid prospers, trade is steady, and all is well in the mountains.
  

1.662 Expansion of the Nehtorian Temple
Duchess Jassitha Erphana Karyestran negotiates for expansion of the Great Temple of Nehtor with dwarven masons overseeing construction.

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