Dwarves

An Excerpt From The Diversity Of Species

". . . So it was that the dwarf Runskas the Proud slew Granis the Brave and left his remains to the crows, thus fulfilling the Thousand Year Grudge and ending the war between clans Garuk and Makri. And so it was that Granis failed in his delivery of High Chief Nelis' missive, and the Eight-Hundred Year Grudge was made to continue for another thousand years."
A True Account of Dwarven Grudges, Vol. 87
  Few people groups rival the dwarves in their proclivity for leadership and diplomatic power. In spite of a very low population relative to other sapient peoples, Aedevan dwarves hold more total political power almost any other people group, rivaled only by Alarian Immortals and the Cirethean dukes and duchesses. Numbers that become even more impressive when calculated per-capita.   In spite of their involvement in nearly every government on Aedeva, dwarves populations are largely centralized to Agruk and Union Bridge , with other groups being composed primarily of outliers and exceptions.   Politically, dwarves are, in most things, subtle and stubborn. Tending toward tradition and avoiding unnecessary change, and preferring to prevent or enact changes calmly and quietly and incrementally. Unless the issue at hand is slavery.  

Culture

  Deeply rooted in tradition and long lived enough to propagate it, the dwarves of Aedeva are a strong, determined people. This determination has served as a double edged sword throughout their histories, though most would die before admitting such a fact.   This root of tradition and stubbornness makes dwarves naturally suited to the political and financial arts. Dwarven merchants are some of the world's most prominent, and rare is the diplomat who does not fear a dwarven negotiation.   In their everyday life, dwarves are, by all accounts, an eccentric folk. Prone to sudden bouts of emotion, the otherwise excessively stoic dwarves of Aedeva are difficult to understand for outside cultures. Seemingly stoic, immoveable dwarves can suddenly lash out with rage and slaughter a visiting diplomat only to make a macabre statue from the victim's remains. Or throw down their pickaxes to go and carve an elaborate poem into the tavern door. These occurrences are not frequent, but they are a well documented idiosyncrasy of particularly alcohol deprived dwarves. All of this leads to an incredibly tough and hardy people. Dwarven armies, and even civilians, are well known for their willingness to fight to the death, even against truly terrifying foes.  

Regarding Slavery

  Mentioning slavery is a surefire way to polarize and excite a dwarven conference. The peoples of Agruk and Union Bridge are diametrically opposed on the issue. Though there are strong arguments that this conflict stems more from ancient grudges than any kind of moral code.   On one side, Agruk has very strict laws prohibiting slavery and slave trafficking. They actively patrol their borders and cities hunting for Snatchers to execute.   On the other side, dwarves of Union Bridge are some of the world's most staunch proponents of slavery. They form a large percentage of the Snatcher guild, and frequently manage non-dwarf Snatcher teams.   Numerous wars throughout the centuries have spawned from this conflict between the two nations, and such conflicts are usually particularly brutal. It is said that both sides have carven record of every death, insult, and salted field that has resulted from these wars, and that both sides will continue until all grudges are settled.   Though there are some dwarves who do not belong to either of these groups, it is rare to find a dwarf who is truly ambivalent to the problem of slavery.  

Magic

  Creatures of tradition and action, dwarves have an almost reluctant relationship with magic. The type of magic being used makes little difference to most dwarves. Magic in all its forms is a strange pursuit for strange people, and while the results of a wizard's study or a cleric's devotion are often useful, the magic itself is regarded with an air of cautious superstition.  

Religion

  Most dwarves adhere to some variation of Emberhearth. Some may focus more on Brumil, while others focus more on Makil, and entire wars are sometimes fought over the differences between the two.   Dwarves who do not follow Emberhearth are most often agnostic or atheist. Those who choose to devote themselves to other religions are usually well read on the tenants of the religion they serve, and are strong proponents of the belief's more ancient traditions.  

Adventurers

Despite their reputation as homebodies, dwarven adventurers are actually quite common. Whether they are guarding (or leading) a merchant caravan, hunting a Snatcher cell, or searching ancient ruins for new riches, dwarves' toughness makes them invaluable allies on any quest.
Lifespan
150-300 yrs.
Average Height
4' - 5'