Dwarf Species in Faerûn | World Anvil
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Dwarf

Overview

Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of pickaxes and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs - these common threads unite all dwarves.   The Stout Folk are deliberate and steadfast, with a proud history as great artisans, builders, and warriors. Although the glory of their empires faded long ago, the dwarves still hold to their ancient ways and traditions. They stubbornly defend what remains of their old domains beneath hill and mountain, and some seek to reclaim what they have lost to the depredations of orcs, goblins, and the inexorable march of time.   According to their own legends, dwarves were formed from iron, mithral, earth, and stone on the Soulforge of Moradin. After the All-Father breathed life into them in the heart of the world, dwarves found their way to the surface and, from there, spread across each continent.   Thousands of years of settlement and separation divided the dwarves into distinct subraces: the shield dwarves, most common in The North and the Sword Coast; the gold dwarves of the southern lands; and the gray dwarves, or duergar, of the Underdark.   The Dwarvish language of Faerûn uses a runic alphabet called Dethek, whose characters are easy to etch into stone and metal, as evidenced by the runestones and way-markers found in ancient dwarven tunnels and mines.  

Short and Stout

Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.   Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.  

Long Memory, Long Grudges

Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Felbarr can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.   Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don’t abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.   Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf’s entire clan, so what begins as one dwarf’s hunt for vengeance can become a full-blown clan feud.  

Clans and Kingdoms

Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can’t find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off-limits even to them.   The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors’ names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.   Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.  

Gods, Gold, and Clan

Dwarves who take up the adventuring life might be motivated by a desire for treasure - for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan’s lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.  

Dwarf Names

A dwarf’s name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf’s name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.  

Dwarf Deities

The gods of the dwarves are a pantheon, or clan, collectively known as the Morndinsamman.  

Forge Father and Revered Mother

Moradin, the Soulforger, leads the dwarven gods. Known as Dwarf-father or All-Father, he is the god of the dwarf people as a whole, as well as the god of creation, “dwarf-crafts” (smithing and stonework), and protection. His wife is the Revered Mother, Berronar Truesilver, goddess of hearth and home, of honesty and faithfulness, and of oaths, loyalty, and honor.  

Gods of Battle

Clangeddin Silverbeard is the dwarven god of war and valor. Gorm Gulthyn, also called Fire Eyes and the Lord of the Bronze Mask, is the god of defense and vigilance, the protector of dwarves. Haela Brightaxe is the goddess of luck in battle, and the patron of dwarf fighters.  

Gods of Craft

Dumathoin, the Keeper of Secrets under the Mountain, is the patron of the shield dwarves, as well as the god of buried wealth, mining, gems, and exploration, and the guardian of the dead. Sharindlar, Lady of Life and Mercy, is the goddess of healing, romantic love, and fertility, often associated with the moon.  

Gods of Far Places

The god of invention and discovery is Dugmaren Brightmantle, called the Wandering Tinker or the Gleam in the Eye. Marthammor Duin is the traveler’s god, patron of expatriates and guides, and deity of lightning and roads.  

Gods of Wealth

Vergadain, called the Merchant King, is the god of thieves (who commands his followers never to steal from other dwarves), luck, and chance, as well as commerce and negotiation. Abbathor is the god of greed, sometimes portrayed as a dragon filled with envy of the wealth of others, who jealously tends his own hoard.  

Gods of Evil

Laduguer is the patron of the duergar, god of magic and those crafts not governed by Moradin. Also worshiped among the duergar is Deep Duerra, a goddess of conquest and of the powers of the mind.  

Dwarf Traits

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.  

Ability Score Increase

Your Constitution score increases by 2.  

Age

Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.  

Alignment

Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.  

Size

Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.  

Speed

Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.  

Darkvision

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.  

Dwarven Resilience

You have advantage on saving throws against poison, and you have resistance against poison damage.  

Dwarven Combat Training

You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.  

Tool Proficiency

You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.  

Stonecutting

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.  

Languages

You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
Lifespan
350 years
Average Height
4 to 5 feet
Average Weight
150 pounds
Related Ethnicities

Articles under Dwarf


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