MITHRALLLORE

The Seven Peoples of Mithrall

The wider world has its elves, humans and orcs, but this realm is not theirs. Mithrall belongs to the dwarves, all seven peoples of them. Meet the Kahzuld, Volzar, Skral, Galdruk, Grullok, Sethuk and Hjorlok: how each biome reshaped its people, and how earning their trust opens their craft, their capitals in the black zones, and knowledge older than all of them.

François Cugy
AnkleBreaker Studio
July 17, 2026
8 MIN

You think you know dwarves. Meet the other six.

Until now we have talked about Mithrall mostly through its machines: the world generator, the netcode, the platform. Today is different. Today is about who you will actually be when you set foot in the realm.

This is a lore post, and it comes with the usual honesty: everything below is in active development. The art is our first visual pass, concept work straight from the pipeline. Some details will shift before you play. The bones of it, though, are set, and we think it is time you met them.

One race, seven peoples

The wider world has its elves, its humans, its orcs. They are out there, beyond the edges of the map, and their stories will keep. You will not meet them here. This realm belongs to the dwarves, and it has for as long as the stone remembers.

But "dwarf" does not mean one thing here. The realm broke its people apart a long time ago, and the land finished the job. Six biomes surround the neutral capital of Kahzul'Grim, and each one reshaped the dwarves who stayed: their bodies, their crafts, their tempers, their politics. Same blood, seven answers to the question of how to survive.

A warning before the introductions: these are not classes. Every people can swing every weapon, learn every craft, wear every armor. Who you are born as sets how you look, where you feel at home, and a few small knacks of your homeland. It never decides a fight. We will come back to that.

Kahzuld, the common dwarves

A Kahzuld dwarf of Kahzul'Grim, the classic artisan-merchant dwarf

The dwarves of Kahzul'Grim, and the face everyone pictures when they hear the word dwarf. The Kahzuld are the melting pot: artisans, brokers, and diplomats living at the one crossroads where all seven peoples trade without drawn steel. They think in ledgers and favors. They hold no grudge, because grudges are bad for business, and they answer to Peace-Warden Vahl'Dur the Evenhanded, whose title is the whole job description. At home everywhere, master of nowhere.

Volzar and Skral, the oldest argument

A Volzar dwarf of the Dark Lands, skin cracked with cooling lava

The Volzar hold the Dark Lands, the volcanic west. Centuries beside the forges and the lava fields have crept into their bodies: basalt-grey skin fissured with ember light, eyes like open coals. They are smiths before they are anything else, patient with metal and short with everything living, and they tame drakes the way other peoples tame hounds. Their king is Grozal the Ash-Crowned, and his hall is Grumm'Kadar, a city that glows from the inside.

A Skral dwarf of the frozen north in rune-etched frost-forged plate

The Skral hold the frozen north, under peaks where dragons roost. A fine frost-pale pelt at the jaw and forearms, ice-blond braids, rune-etched plate: elegant, disciplined, cold in every sense that matters. They believe endurance is a moral quality and that the Volzar are what happens when you let the forge think for you. The feud between fire and ice is the oldest hatred in the realm, and neither side remembers a time before it. Fjoruk the Rime-Warden rules them from Fjor'Grimm.

Galdruk and Grullok, the two greens

A Galdruk forest dwarf crowned with stag antlers

The Galdruk are the forest dwarves of the woodland east, and the forest did not leave them unchanged: stag antlers, boar tusks, patches of coarse fur, a beard with moss in it. They are the realm's traditionalists, rangers and timberwrights who cultivate the wood like a garden their grandfathers planted. Slow to anger, impossible to move. Bryngar the Oak-Hearted keeps their hold at Bryn'Gald.

A Grullok jungle dwarf with a fungal cap instead of hair

The Grullok took the opposite lesson from the green. In the tangled southwest, the jungle does not get cultivated; it gets survived. The Grullok stopped fighting it centuries ago and let it in, to the point where a Grullok's head carries a living fungal cap and their shoulders vent spores. Keepers of poison-lore and swamp paths no outsider can walk twice. To a Galdruk, that surrender is heresy. To a Grullok, a garden is just a forest you have insulted. Mhorruk the Root-Bound speaks for them from Morg'Vhun.

Sethuk and Hjorlok, the open frontier

A Sethuk desert dwarf, sandstone-cracked skin under regal robes

The Sethuk rule the dunes and oases of the arid south, and they rule them richly. The sun did not just tan them; it petrified them, leaving skin like cracked sandstone under gold and turquoise. They are caravan-masters and sun-priests who measure wealth in water and think in decades, the way stone does. Opulent, dignified, and exactly as generous as the contract says. Zarrok the Sun-Sworn holds court at Zarr'Ophal.

A Hjorlok plains dwarf with ram horns and a shepherd's crook

The Hjorlok roam the great grasslands of the north with their herds, and the plains marked them the way every biome marks its people: curved ram horns, pointed ears, goat-fur legs, feathers and beadwork in their hair. They are shepherds, beast-tamers, and riders who trust the wind more than any wall, the least underground dwarves alive. Where Sethuk caravans and Hjorlok herds cross the open frontier, the two peoples have been arguing about who owns the horizon for generations. Hjorvak the Wind-Sworn leads them from Gron'Vael.

A birth, not a destiny

Now the part we care about as designers.

Your people is a choice at character creation, and it is a choice about identity, not power. Each people carries a few small passives flavored by its homeland: the Volzar shrug at heat, the Skral at cold, the Grullok at poison, the Hjorlok sit a mount better. These are conveniences, tuned to matter in your home biome and to be near-invisible everywhere else. They will never win you a duel. Fights in Mithrall are decided by your skill and what you wear, never by the people you picked on a menu. No meta race, ever. That is a promise we intend to keep boring.

Reputation: seven ledgers, one realm

Every people keeps its own ledger, and your name goes in all seven.

Reputation in Mithrall is tracked per people, and it is earned by deeds, not by birth: run their caravans, defend their holds, clear the threats in their lands, trade into their markets, serve their kings. A Skral-born dwarf grinds the Sethuk ledger exactly as fast as a Sethuk-born one. Nobody starts trusted.

Earning that trust opens three doors.

First, their craft. Each people guards its own blueprints: garb, armor styles, weapon lines, building sets, up to the signature end-gear that marks you, at a glance, as someone that culture accepted. Style and prestige, statistically comparable to everyone else's best. You wear where you have been, not how much you paid.

Second, their gates. Each people keeps its capital far from the safe lands, out in the black zones where the realm stops being polite. Grumm'Kadar, Fjor'Grimm, Bryn'Gald, Morg'Vhun, Zarr'Ophal, Gron'Vael: these are not tourist stops. Reaching one is a journey through full-loot country. Being welcome when you arrive is the reward. Their markets, their services, their contracts open to the trusted, and the trusted only.

Third, their secrets. The peoples are old, and each of them keeps knowledge that is older still, older than all seven of them put together. Earn a people's trust and some of what they guard becomes yours to learn: knowledge tied to that people and to no other. What that knowledge is, and who left it behind, is a story for another post. We are not telling it today.

One more thing, because it changes everything: the ledgers talk to each other. The old feuds are alive. Grow close to the Volzar and watch the Skral remember it. Court the Sethuk and the Hjorlok will hear of it. Three rivalries, three lines you cannot walk both sides of, and the Kahzuld in the middle, neutral as always, trading with everyone. Your reputation across the seven peoples will be a map of your choices, written where every player can read it.

Whose trust will you earn first?

That is the realm's actual question, and we would like to hear your answer in the Discord.

The usual honesty to close: no dates today, the window is still Q4 2027, and everything you saw is first-pass concept work that will keep improving. If you want to walk these lands early, the playtest platform is open at playtest.anklebreaker-studio.com, and wishlisting Mithrall remains the single most helpful thing you can do.

The realm has seven peoples. Pick your ledgers carefully.

  • François