Dwarves

Summary:   Runost (hill) Dwarves:
  • +1 Constitution, -1 Charisma
  • +1 to Poison Saving throws per 3.5 constitution points
  • Penalties for attacking while mounted or while running are halved.
  • Gain a +1 proficiency point to one of the following: Animal Handling, Animal Husbandry, Armorer, Blacksmith, Carpentry, Charioteering, Endurance, Foraging, Hunting, Jeweler/Lapidary, Leather Working, Locksmith, Masonry, Music Instrument, Miner, Mountaineering, Pottery, Riding Land, Running, Smelter, Sound Analysis, Survival Cold, Survival Heat, Trading/Bartering, Weapon Smith.
  • Due to their lifestyle & location they are most likely to have underdark detection
  • Possess Infravision
  • Language Discounts: Alignment Language (free), Runost Language (only costs 1), Dwarf Languages (-1 cost)
 
  • Their focus is divided between mining and farming (typically herding & forestry)
  • Hold to traditions but more adaptive than their Dorgûr bretheren due to them needing to be ambassadors, negotiators, etc. to other surface races.
  • Obey their king & Clan thane, but also have councils & community decisions
  • Produce Riders as well as militia
  • Respect strong grips. Refusing a host's food is immensely disrespectful. Time is precious, don't distract them without good reason. Wealth balanced with Practicality.
  • They highly distrust magic and try to avoid it when possible.
  Dorgûr (mountain) Dwarves:
  • +1 Constitution, -1 Charisma
  • +1 to Poison Saving Throws per 3.5 constitution points
  • +1 to Magic Saving Throws (for rods/wands/staves exclusively)
  • Gain a +1 proficiency point to one of the following: Appraising, Architect, Armorer, Blacksmith, Blind Fighting, Cartography, Direction Sense, Endurance, Etiquette, Foraging, Glass Blowing, Heraldry, History, Jeweler/Lapidary, Locksmith, Masonry, Musical Instrument, Miner, Mountaineering, Plant Lore (fungi), Resilience, Runeology, Running, Smelter, Sound Analysis, Survival heat, Weapon Smith
  • Due to their lifestyle & location, they are most likely to have underdark detection
  • Possess Infravision
  • Language Discounts: Alignment Language (free), Dorgûr Language (only costs 1), Dwarf Languages (-1 cost)
 
  • Their focus is on mining and expanding at all times
  • Hold fast to their traditions and grudges, mastered metallurgy
  • Always obey their king and clan thane, who distribute tasks to lower officers
  • greatest smithing, produce armors, arms, architecture, & militia
  • Stubborn, disciplined and proud. Ancestry is a big deal, as well as status and oaths. Titles always matter, never speak to leaders without permission. Oaths are sacred. Never mock one's craft, only constructive criticism. Magic is despised and shunned.
  Zaagnar (abyssal) Dwarves:
  • +1 Constitution, +1 Dexterity, -2 Charisma
  • +1 to Poison Saving Throws per 3.5 constitution points
  • When Alone or with Others with this Trait, Gain +1 to surprise enemies & +10% to move silently
  • Gain a +1 Proficiency point to one of the following: Alertness, Apothecary, Appraising, Architect (underdark), Armorer, Blacksmith, Blind Fighting, Cartography, Direction Sense, Endurance, Foraging, Glass Blowing, Heraldry, Hunting, Jeweler/Lapidary, Locksmith, Mason, Miner, Mountaineering, Plant Lore (fungi), Resilience, Runeology, Running, Scribe, Slow Respiration, Smelter, Sound Analysis, Survival Heat, Tracking, Weapon Smith
  • Due to their lifestyle & location, they are most likely to have underdark detection
  • Possess Infravision
  • Language Discounts: Alignment Language (free), Zaagnar Language (only costs 1), Underdark Languages (-1 cost)
  • Their focus is on mining and magic/mysticism
  • Secretive, cunning, ambitious, & cruel
  • Pursuit of metallurgy, knowledge & magic is the highest calling
  • Extremely strict hierarchy, where intellect, strength and cunning is highly valued, the weak overthrown
  • Never insult them. Any slight can lead to a blood feud. Weaknesss is intolerable. Those who can't pull their weight are cast aside or worse.

Basic Information

Biological Traits

What dwarves lack in their height they make up for in their sturdiness. Every dwarf has thicker than normal bones and tougher skin. These particular features of a dwarf make it easier to endure mining, combat and other such dangerous tasks, which gives them little reason to leave their particular homelands. Dwarves grow more hair than other races, and more quickly as well. Additionally, both male and female dwarves grow facial hair. Additionally every dwarf has a unique property in their skin and bones which makes them resistant to most magics (as seen above). Additionally, after many years digging underground, their lungs and organs have adjusted to semi-toxic minerals and dusts in the air, grating them resistant to most poisons as well (as seen above).

Growth Rate & Stages

Dwarves live longer than most races other than elves and nephilim, however their physical differences are great. A newborn dwarf is the first growth stage, and the only one whose bone density resembles that of a human. Once they reach the age of a child, their bone density will begin to grow, and their skin slightly thicker. A dwarf child will start growing body hair halfway through their childhood. As they near the end of their childhood they will reach the size of a fully grown adult. However it isn't until they become a young adult when their resistance to magic and poison begins to develop. When they grow into mature adults, their physical growth has reached it's peak. As they grow older their physical strength will begin to decline as every other race.

Dietary Needs and Habits

Every dwarf loves a great variety of foods and drinks, though most dwarves tend to dislike eating only vegetation, but always enjoy any meal (so long as there's meat available). They are usually heavy eaters as well, thus light meals and snacks are less appealing to them than large meals, feasts and buffets. They are also hearty drinkers, enjoying ale, beer, and mead. They also enjoy other drinks in addition to these, though to a lesser extent. Contrary to popular belief, they drink water as much as everyone else, and do not have an addiction to alcoholic beverages.

Additional Information

Social Structure

Excluding the duegar, the dwarves have a different meaning to the name "kingdom" than humans do. The dwarves live in different clans, which each could be called their own "small kingdom". A collection of dwarven clans can work together and form their own kingdom which is the unity of each clan. What makes them different is that each clan still operates as they did before the union, but with an added rule or agreement that is made between each of the individual clans. Each clan has a single dwarf appointed as the clan leader who acts as 'king' for that clan. However should the requirements be filled and/or the need arise, a dwarf appointed by the leaders of each clan in the kingdom known as the 'Clan King' can become the leader and representative of every clan within his or her kingdom.   Thus is the hierarchy: The Clan King stands at the top, but only during specific situations which require a single ruler directing all others. The Clan Leaders stand under the king, and act as the complete rulers of their own individual clans. Beneath them are other rankings and titles that make up that clan's government. These rankings, titles and government systems vary based on what sub-race of dwarf is being discussed.

Facial characteristics

Every dwarf, both male and female, has facial hair. This facial hair comes in the form of sideburns, moustaches, chin beards, neck beards, and rarely unibrows. If not trimmed, their beards can grow incredibly long, and their eyebrows can even become bushy. There is no difference between male and female beards, hence the story that there are no female dwarves. There are as many beard styles as there are hair styles among female humans.   Their foreheads and eyebrows are angled and almost even with one another, and their jaws are always sharp and squareish. Their noses are larger than it would be on a human, though their ears are of average proportions. A dwarf's eyes are always an earthy color, ranging between shades of browns and grays. While it is rare, their eyes can come in the colors of dark red, dark green, and dark blue, or as the dwarves call them: "Ruby, Emerald, and Sapphire eyes." Duegar are said to have pale eyes.

Geographic Origin and Distribution

While the stereotype that dwarves love mountains is certainly true, even for hill dwarves, there are dwarves that enjoy forests and valleys as much as mountains. When settling down however, or establishing any form of base, dwarves will always choose mountains or steep hills, or more commonly underground locations. With their expertise in mining and stone masonry, dwarves can easily locate a prime location for a base, typically set on the side of a mountain overlooking a valley or hills. On the rare occasion dwarves choose to live in a more open area such as a valley, they will always choose to live with another race, usually halflings or gnomes. Dwarves will never choose to make their homes in a forest.

Average Intelligence

Dwarves are incredibly clever, and are usually able to find a way to get through a problem. Always preferring to take challenges head on rather than ignoring them, they have grown to be excellent problem solvers over the years. This combined with their excellent mining skills, stone masonry skills and metal-working skills have resulted in a great number of masterfully crafted armors, weapons, and especially jewelry. Some dwarves have even learned engineering skills from their gnome brethren and brought this knowledge down into the mountains with them. Despite all of their accomplishments however, their stubbornness, greed, and long held grudges tend to give off the impression that they are more child-like than they truly are.   As a testiment to their skill and knowledge in the field of mining and underground construction, they are able to detect the following facts when within 10' or less of the particular phenomenon (except determination of approximate depth, which can be done at any distance):
  • Detect grade or slope in passage upwards or downwards (75%/d4 1-3)
  • Detect new construction or passage/tunnel (75%/d4 1-3)
  • Detect sliding or shifting walls or rooms (66 2/3% /d6 1-4)
  • Detect traps involving pits, falling blocks and other stonework (50%/d4 1-2 or d6 1-3)
  • Determine approximate depth underground (50%/d4 1-2 or d6 1-3)

Perception and Sensory Capabilities

Like most races other than human the dwarves have the capability of looking into the infrared spectrum, which allows them to locate enemies in the dark, and makes it a little easier on them should they suddenly be plunged into darkness. Their infrared vision is limited to sixty feet in range, and while it is powerful it has weaknesses, as any cold object can block heat sources from view.

Civilization and Culture

Naming Traditions

Dwarves usually prefer to give easily pronounced names to their young, though some of their 'easily pronounced' words can be difficult for humans, they are at least short on average. Dwarves will typically have two names and their clan name. Their first and last names are used to identify the individual, and of course their clan name identifies which clan they hail from. Oftentimes when a dwarf becomes accomplished at something, they will trade their surname for their profession when greeting someone, such as "Gavin the Blacksmith". If they should ever do anything that earns them a title, then they would trade their profession for their title, such as "Mavin Forgehammer." To earn a title for your name is one of the greatest honors a dwarf can attain.

Beauty Ideals

Just as it is abnormal for a human with a disfigured limb or face to be considered beautiful, so is it abnormal for a dwarf to look at a hairless individual as beautiful. To a dwarf, having no hair on your body (excluding the head ironically) is discouraging and displeasing. The more hair the more handsome or beautiful they are in the eyes of a dwarf. Their beards are especially vital for this, as a dwarf with no beard is rebuked with immense shaming and ridicule. While they do not speak as harshly to other races, they do little to hold their opinions on the "hairless" and "beardless" ones. Additionally, a dwarf without at least a somewhat stout stature or belly is usually deemed somewhat malnourished, and is often told to eat something immediately. Many amusing events have occurred when someone from another race enters the abode of a dwarf and is almost forced by the lady of the house to eat a meal meant for seven humans.

Average Technological Level

The dwarves have come a very long way in regards to their craftsmanship. Their armors, tools and weapons rival any other race's, and put the elves, gnomes and humans to shame. Their jewelry is cut in such a fine and flawless manner that their work is often described as to "catch the sun, moon and stars and all their radiance". However this is only the beginning of it. The dwarves have not only discovered many mystical metals such as mithril and orichalcum, but have also invented alloys which make steel look like bronze in comparison. Many whisper rumors that they've experimented with mithril alloys, but none of these rumors have any evidence or proof to back them up.   In addition to these feats, with the knowledge the gnomes have provided them, they've managed to construct their own stone and metal golems without the use of any magic. This was an incredible accomplishment to the dwarves, who despised magic, and the gnomes, who rejoiced in newfound creations and designs. Of course the dwarves jealously keep the designs of these golems a secret, and keep them for themselves as guards for their clans and kingdoms.

Major Language Groups and Dialects

All dwarves speak the languages of dwarven, gnome, goblin, kobold, orcish and "common" tongue of man. Depending on how high their intelligence is, they can learn up to one to two additional languages.

Culture and Cultural Heritage

The culture of the dwarves is overall the same. Every dwarven clan and culture was shaped and designed after the stones, caverns and earth the dwarves live in. From their architecture, style and decorations, to their personality and legacy, to their etiquette and gestures. Conforming to the characteristics of stone (hard, resilient, unmoving, strong), this can be seen in everything they do. Their architecture, decorations, and even clothing are all sharp, and often without curvatures or smooth turns. Even their written texts and runes are all straight lines and corners. Their personality is mostly stoic, hardy, and sometimes cold. However, like the glimmering caves and caverns, the friends of the dwarves can see their secret, pleasant side. They are immensely stubborn, and can hold a grudge for dwarven generations. Even their hand gestures have no grace woven into them, consisting of sharp and hard movements.

Common Taboos

There are several things that are taboo among dwarves. Some are common sense, others can appear silly in the eyes of other races. Nonetheless, the punishment for breaking these taboos can be severe, though some are more easily forgiven than others.  
  1. Dwarven kind first. Kingdom second. Clan third. Never betray any of the three.
  2. Never cut or trim by any means a dwarf's hair, be it head body or beard.
  3. Never disrespect a dwarf's hospitality.

History

"Aye, we dwarves have a rich history. Almost as rich as the treasures we so jealously cling to. But ye have to remember that in the vast cavern of memories we write down, the true history will always be obscured. For that is what happen when ye hold onto a grudge. Ye see the other as nothin' but the enemy, and forget that they are mortal just like us."
-- Barram Mortharm
  The history of the dwarves is one of riches, destruction, despair, betrayal, and preservation. The dwarves' recorded history states that the first dwarven king Thomir Erumin traveled great leagues before finally deciding on a place to call home. He and the other Six Night Stones built homes in the side of a mountain. It wasn't long before they discovered the metals the earth had to provide. Over the years Thomir learned, practiced and perfected the art of smelting and blacksmithing, and forged the first great hammer of the dwarves known as Korsvin. This hammer was used to create most of the dwarves' capital city, as well as slay a great many foes. The capital known as Hrothgon which still stands tall and proud today, was constructed by Thomir, and was the first dwarven settlement in Erelest's history. During Thomir's reign the dwarven provinces expanded, prospered, and flourished. They lived in perfect harmony with each and every race around them, even the elves, who were enchanted by the jewelry made by the dwarves. Often times they would trade, for the elves sought the beauty of the dwarves' craftsmanship and the dwarves sought the protection of the elves' enchantments.   Two dwarven generations later, a dwarven mine dug too deep and opened up the first massive passageway into the underdark. From it's depths came many horrors. Both the mine and city fell, many slaughtered as the hordes surged outward. This event was named Kazhad Vu Dhazed (death has unleashed). It was during this time when the dwarves and elves came to hate one another. Their relationship was already shaky due to their different opinions on magic, however when the elves did not come to the dwarves' aid to drive back those from the underdark. The dwarves believe the elves refused to help while the elves claim they were fighting off their own assault from the underdark. With tensions high and the sting of betrayal fresh in their minds, they withdrew from the rest of the world and focused on keeping the forces of the underdark at bay. To make matters worse, multiple dwarven clans had turned against the others in hopes of taking over all of dwarven kind, and to top it all off half-orcs began to lead orc clans on raids and minor invasions, and still the elves did not come.   After the "War of Sin" was over, the forces of the underdark began to recede over time, until all that remained were occasional raids and thievery. With their attention no longer on the underdark, the dwarves united together and destroyed the rebelling clans, and banishing them into the underdark to later become the duegar. With the numerous conflicts over and done, a weary and tired peace had finally washed over the lands. A sense of normalcy returned to the dwarves, but they have yet to forget, or forgive the elves for their betrayal. Their hatred for the half-orcs equally fresh. And their distrust of the nephilim was yet to be swayed. Many cities and temples had been destroyed. Monuments uninhabitable. Mines made abandoned by corrupted magics. Much of their past lay now in ruins. Yet the dwarves keep digging, carving, building, and crafting. They intend to live their lives as Thomir once did. They wish to create a second golden age in this era of adventurers.

Historical Figures

Thomir Erumin, otherwise known as "The wise king of diamond" was one of the Six Night Stones, and lead the foundation of the dwarven kingdoms. He created the dwarves' first tool and weapon, which was also their very first magical item. He had achieved every dream of every dwarf, and it was he who gave name to everything the gods had provided him and his brethren. Under his rule there wasn't a single unhappy dwarf, and their relations with the other races were strong. As he passed away it is said the gods granted him and the other Six Night Stones the status of demi-gods and wrote them in the night sky.

Interspecies Relations and Assumptions

Dracon: Tolerance - The dwarves have never cared much for the dracon in most of their history. The reasons for this are as follows: Their resemblance to dragons which the dwarves have constant grief with. The magic casters sprinkled throughout their clans. And their stubborn resistance to reveling parties and drinking alcoholic beverages. When push comes to shove they will still work with dracon, and respect them as warriors, but do not prefer them. Despite this, the dwarves admire the dracon's dedication to their gods. It's this reason the two races tolerate each other's presence.   Elven: Antipathy - Most dwarves have nothing but anger and distrust towards elves. One of the main reasons is the elves' love of magic and their chaotic behavior regarding it, treating it as if it were a new toy or wild pet. Another is that while the elves did enjoy the beauty of the jewelry the dwarves had so expertly carved, it would never sway their attention from magic for very long. Often times their jewelry would only encourage elves to enchant them. However their anger towards elves comes from their betrayal during Kazhad Vu Dhazed when they did not appear to help protect their homelands. Ever since then the dwarves look upon elves with distrust and prefer not to work with them.   Gnome: Goodwill - Dwarves greatly enjoy the company of gnomes due to their many common traits. They both dislike the concept of magic, have a love for gemstones, prefer living underground, both are short and 'different' in appearance, and enjoy feasts and drinking. Just as the gnomes respect the dwarves for their massive constructs, so do the dwarves respect the gnomes for their engineering skills. While they don't prefer the humor of gnomes, they do tolerate it in favor of their skills. They even tolerate a gnome's pranks so long as it does nothing to create setbacks in the progress of their work.   Half-Elven: Neutral - While elves are seen as untrustworthy, disliked, overly frivolous and unambitious, all of these being traits the dwarves reject. The half-elves share the inherent qualities of humans just as much as their elven ancestors. Because half-elves are generally rejected by elves due to not being pure blooded, they tend to be influenced by humans, the race they end up spending time with. Even then they are more frivolous, curious of magic, and other such traits, but they are not as bound to them. Additionally, they show the ambition of humans, which in the eyes of the dwarves acts as their prime redeeming trait.   Halfling: Goodwill - While the halflings do not dwell in deeply dug settlements and prefer the surface, and while they only desire precious metals and gemstones as a means to an end (mainly to attain comforts), as well as having no overly huge ambitions, the dwarves enjoy the company of halflings. Both races love to feast and drink, though halflings enjoy food more than drink, and the halfling's general acceptance and outgoing nature. Furthermore, like the dwarves they are hard working, and diligent. However this is only to pure-blooded stouts. They tolerate half-breeds.   Half-Orc: Hatred - The dwarves hate everything about orcs, and as such hate everything about their half-breed spawn. Their cruelty, dominating nature, vicious acts, and the rather horrid events that occurred between the two races in the ancient past. To the dwarves, the orcs could be considered a lower form of demon that was exiled into the material realm. To see an orc is to rile them up, and if there is nothing stopping them from doing so, will attempt to kill the half-orc on sight.   Human: Neutral - Unlike every other race they know, humans are the one race they are respectful, cautious, curious and merry with all around. The greatest trait the dwarves see in the humans is their pure ambition. Examples of how grand their ambitions are they see in the kingdoms and empires the humans have managed to establish, and the sheer haste in development of their culture, technology, etc. This said, they don't fully trust humans since each is different, however they are never completely biased against them either.   Nephilim: Hatred - Much like how the dwarves hate the half-orcs, so do they despise the nephilim. Any dwarf who encounters a nephilim will never trust them and will attempt to turn the others against the half-devil as well. Unfortunately their distrust is founded by the fact that every nephilim has a sinful nature that continuously pushes them to do dark deeds including the seven deadly sins. This coupled by all the horrid things the race has committed not only to the dwarves but every race has earned the dwarves malice.
Lifespan
Dwarves generally live up to between four hundred and fifty to five hundred and twenty five years.
Average Height
Most dwarves stand between three feet eleven inches and four feet one inch.
Average Weight
Most dwarves weigh around one hundred and fifty to one hundred and seventy pounds due to their bone density.
Average Physique
Most dwarves tend to be somewhat stout with thick muscled arms and legs.
Related Organizations

Articles under Dwarves