# The seven peoples of Mithrall

> One race, seven peoples, each with its own homeland, capital, ruler and lore, and three old feuds between them, as the team tells them in its devlog.

Page: https://mithrall.com/peoples

Your people is who you are, not a class: every dwarf can wield any weapon and learn any craft.

## Kahzuld: The common dwarves

The melting pot of Kahzul'Grim: artisans, brokers and diplomats who think in ledgers and favors. At home everywhere, master of nowhere.

- Homeland: Kahzul'Grim, the neutral capital
- Capital: Kahzul'Grim
- Ruler: Peace-Warden Vahl'Dur the Evenhanded

Neutral: the Kahzuld trade with everyone.

## Volzar: Dwarves of the Dark Lands

Basalt-grey skin fissured with ember light. Smiths before anything else, patient with metal and short with everything living, and they tame drakes the way others tame hounds.

- Homeland: The volcanic Dark Lands
- Capital: Grumm'Kadar
- Ruler: Grozal the Ash-Crowned

An old feud with the Skral: the oldest hatred in the realm.

## Skral: Dwarves of the frozen north

Frost-pale, rune-etched, disciplined. They believe endurance is a moral quality, and their feud with the Volzar is the oldest hatred in the realm.

- Homeland: The frozen north
- Capital: Fjor'Grimm
- Ruler: Fjoruk the Rime-Warden

An old feud with the Volzar: the oldest hatred in the realm.

## Galdruk: Dwarves of the forest

Stag antlers, boar tusks, moss in the beard. The realm's traditionalists: rangers and timberwrights who cultivate the wood like a garden their grandfathers planted.

- Homeland: The woodland east
- Capital: Bryn'Gald
- Ruler: Bryngar the Oak-Hearted

An old feud with the Grullok: to a Galdruk, a jungle let in is heresy.

## Grullok: Dwarves of the jungle

They stopped fighting the jungle and let it in: living fungal caps, spore-marked shoulders, poison-lore, swamp paths no outsider walks twice.

- Homeland: The tangled jungle
- Capital: Morg'Vhun
- Ruler: Mhorruk the Root-Bound

An old feud with the Galdruk: to a Galdruk, a jungle let in is heresy.

## Hjorlok: Dwarves of the plains

Ram horns, feathers, beadwork, herds. Shepherds, beast-tamers and riders who trust the wind more than any wall.

- Homeland: The great grasslands
- Capital: Gron'Vael
- Ruler: Hjorvak the Wind-Sworn

An old feud with the Sethuk: who owns the horizon.

## Sethuk: Dwarves of the dunes

Skin like cracked sandstone under gold and turquoise. Caravan-masters and sun-priests who measure wealth in water and think in decades, the way stone does.

- Homeland: The desert and its oases
- Capital: Zarr'Ophal
- Ruler: Zarrok the Sun-Sworn

An old feud with the Hjorlok: who owns the horizon.

## Seven peoples, seven capitals

Kahzul'Grim stands neutral at the crossroads. The six capitals of the other peoples stand out in the black lands, and their markets, services and contracts open only to those they trust.

- **Their craft**: Each culture's blueprints, garb, weapon lines and signature gear.
- **Their gates**: The markets and contracts of their capitals, open to the trusted only.
- **Their secrets**: Knowledge older than all seven peoples, for those who earn it.

[Read the devlog: the seven peoples, their feuds and their kings](https://anklebreaker-studio.com/devlog/the-seven-peoples-of-mithrall)
