I would like to talk about my homebrew world, Muluth. (mah-LOOTH)

Last time, I talked about two of the races that exist in my world of Muluth: The Dragonborn – or Tarans as they’re called there, and the Humans, or Baylans as they’re now called. They were once united, and peaceful, but became bitter enemies thanks to the actions of Tiamat, the Godslayer.

This week, I’d like to talk about another.


In this world’s creation myth, the god Moradin sculpted the first dwarves from the rock at the base of the first mountain, and breathed life and law into them. In these beginning years, the dwarves were tribal, and were fierce hunters. They possessed a compulsion to dig into the mountains and create sprawling homes within.

Eventually, tribes began to make contact. They would become amicable, they may even merge. Though, sometimes, the outcome was more violent. Over time, the dwarves grouped together and grew into two separate subraces – hill dwarves, and rock dwarves. These two often struggled between war and peace with each other, before finally making a lasting peace and transforming into one dwarven nation, called Dvarga.

Historically, Dvarga was the first nation of Muluth. Up until this point, the various races had survived by living a cloistered, close-knit, tribal way of life, and were not trusting of others.

As the humans and dragonborn began to wage war against goblins, orcs, and fell creatures of Muluth, Dvarga was approached to form an alliance for strength, protection, and trade. An agreement was made, and then, 50 years later, those alliances grew to include the other races of Muluth. Open trade was established, and the human/dragonborn capital of Halasthas was bursting at the seams. The dwarves went to work, and expanded the city to three times its size to accommodate this time of prosperity.


But everything changed when the Fire Nation attacked. Nearly two centuries later, Tiamat became a god and murdered Bahamut, throwing Muluth into chaos. Tiamat’s forces of evil swarmed Halasthas, taking advantage of the surprised, now-godless people, and seized control of the city. Dragonborn defected to Tiamat as the evil goddess queen offered them power, kinship, and long-life. The Soparcreste faction was formed.

The godless humans came to Dvarga and begged for help. They had lost everything. So, because of the looming threat of Tiamat’s expanding darkness, the dwarves agreed to merge their nation with the humans, becoming the Dvargaduine.

After 20 years of preparing, the Dvargaduine forces marched against Tiamat’s followers, marking the official start of the centuries-long Voynerod War. Forty years into the war, the elves of Calen Anoron join the Dvargaduine’s armies to resist the growing Soparcreste, and the dragons of Muluth begin choosing sides as well. War envelops nearly all of Muluth.

Control of Halasthas passes from Soparcreste to Dvargaduine, and back again. As more victories fall in favor of the Soparcreste, the borders of the new dragonborn nation of Tara Natala are declared.

When the Tartinn Phoenix reawakened, the diminishing Dvargaduine armies rallied together with the remaining Knights of the Phoenix. They effected an attack on Tiamat’s greatest of armies, and were nearly wiped out. The phoenix was killed. Morale was at its lowest.

Five years later, the first tieflings appear – the transformed remnants of the Knights of the Phoenix, who had made deals with devils of the Nine Hells for power – and ally themselves with the Dvargaduine. They prove themselves by attacking a dragonborn city and razing it to the ground. Hope is rekindled.

The Dvargaduine allied forces – which include dwarves, humans, tieflings, elves, and halflings – march together on the Soparcreste-held Halasthas. The “Dekampa Muluth” – the battle for Muluth – is the final conflict of the Voynerod War. It ends when Tiamat herself descends unto the Material Plane, and lays waste to the Dvargaduine and destroys Halasthas, before disappearing again.

The victorious Soparcreste reforms into the Dragul Empire, and begins Cel Inrobi – the enslaving. Dwarves are put to work in the mines, mainly. Though their strength is utilized elsewhere too. They are forced to help rebuild Halasthas in the Dragul Empire’s image.

In the mines of the eastern Tartann Mountains, dwarves are under guard by House Otrava – the green dragonborn house of the Dragul Empire. Their vicious and brutal overlords work them day and night. Many dwarf clans died out. Some never saw daylight again. The worst, possibly, was the forced breeding to keep numbers up. During this time of slavery, the Dragul Empire was able to discover the secret to superior dwarf-crafting and blacksmithing, and they incorporated it into their own methods.

Finally, the kind Emperor Amabilaur came to power, and enacted Cel Osvoboz – the liberation. The dwarves were free! They worked together very quickly and efficiently, forming a ruling council that made the best decisions for the collective of their kind. They named their new nation in the east the Morkh Velve (the dark well), and formed the Dwarven Foireann – a consortium made up of various jobs and duties that their people could find work within and make a living.


The main purpose for the Foireann was so that the captains of the consortium could come before the Dragul Empire and work out a deal of trade. The Empire purchased the Foireann’s employment in exchange for goods, which made the newly formed Morkh Velve a very rich nation right away. As part of the deal, the Foireann was able to ban House Otrava from the Morkh Velve entirely.

A few years later, as the Foireann miners were digging deeper beneath Muluth, they discovered a rich deposit of ore beneath the far-north region of Darkrenia, upon which stood a dragonborn-built fortress of black stone. House Otrava’s enforcers had settled here after being driven from the Morkh Velve. Still feeling a need for vengeance, the Foireann successfully negotiated with the Dragul Empire, and Kind Emperor Amabilaur, to annex the whole region of Darkrenia as part of the Morkh Velve, and drive House Otrava even further away. This was a great victory for the dwarves.

Since then, the dwarves have been in business for themselves. The Foireann remains employed by the Dragul Empire, supplying them with materials and items that are needed in exchange for goods and other resources not as plentiful in the Morkh Velve. They were able to help the freed halfling nation of Virdis Cael write up an airtight contract establishing trade between them and the Dragul Empire as well, making the Weefolk very rich also.

The Dwarven Foireann is made up of five guilds. A dwarf, upon introducing him or herself, may say their name, their clan name, and the guild for which they work, if applicable. It’s a matter of pride, in most cases, to be a part of the Foireann – a thing that stands as a beacon of accomplishment following the darkest period of dwarven history.

Dwarven names, and their language, are derived from Scandinavian and Celtic words.

GEARRTHOIR – the Stonecutters

They use water and tools to cut and shape the refined stone that’s used all over Muluth. They’re masons and carpenters, architects and visionaries. They also help the mining guild open up new caverns underground so that they can reach new depths.

GAIBHNE – the Steelsmiths

They work in the massive refineries to make usable materials out of raw ore and other mined resources. They smith weapons, armor, and other pieces of metal for all sorts of uses around Muluth. They use their secrets to create hard, sturdy stonework that is then sent to the Gearrthoir for shaping.

OIBRI – the Deepminers

The diggers. They spent all day down underground, working away at the rock and soil. Members of the captains guild collaborate closely with the leaders of the Oibri to map immense cavern systems, and plot where to go next. The Oibri workers only go down below 4 days a week out of the 7, in rotating shifts.

UISCIGH – the Wetworkers

They have a large installation set up at the edge of Lake Faras, and they siphon water from the lake for use throughout the Morkh Velve and within the guilds of the Foireann. The Gearrthoir use water to shape and cut the stone. The Gaibhne need it to cool the metals. The Oibri use it to dig deeper underground.

CEANNAS – the Captains

These are the leaders of the Foireann. Politically minded, well-educated, and tough businesspeople, the Ceannas are proud to lead the Foireann in new directions. The current ruler of the Morkh Velve is Hersker Linjal, High Ceannas, of clan Olandig. He oversees everything, and makes the final decisions for the Morkh Velve from the ruling council.

Not all dwarves work within the Foireann guilds, of course. Some are shopkeeps, or tavern workers. Others are historians or archaeologists. The Foireann is huge, and accounts for the majority of the Morkh Velve’s population, but there are plenty of other jobs for the dwarves to hold.

Finally, since the dwarves are said to have been created by Moradin, they are referred to as “Morfolk” within Muluth.

Alright! A whole article about the storied history of the dwarves in Muluth. They’ve been there since the beginning, and have endured much hardship, only to see a golden age of prosperity. But…how long will that last?

Until next time – Well Met!