Dwarves Species in Fehr’gia | World Anvil
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Dwarves

Dwarves

Short, stout, and stubborn, dwarves are some of the best craftsmen across the land. They have built long standing architectural marvels across their mountain homes of Torrix, and were one of the first races to redress their grievances with humans. Throughout recorded time, the dwarves' foremost characteristic has been their unyielding will. The hearty and headstrong folk of the forge will rarely bend to outside influence. Their pride can deepen grudges that often last generations. Conversely, dwarves' respect and loyalty to their allies will last well after the mountains turn to dust.  

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.

 

The High King.

The range of impressive mountains that housed the dwarves since their first days have gone by many names, but the most widespread is the Bulwark of Avani. Just as many wars have been fought over control of the peaks, seemingly each and every mountain has had its own king vying for control. Dwarven mosaics and engravings tell of days where valleys were filled with blood and corpses, until one dwarf sought to end the suffering once and for all. Seeking the blessings of Gravita, the earth mother, he led a years-long crusade with a righteous fury. Thunder crashed with each strike of his hammer, and with each step a valley would open. Once he conquered the lands, he cemented his rule through blessings of god and dragon alike. His name, Hjalmiir, would ring in the halls and songs of the dwarves forever more, and dwarven society has since followed his example. Any dwarf worth his beard respects the name Hjalmiir almost as highly as the gods themselves.

 

The Great War

One millennia ago, during the Great War, the dwarves maintained a purely defensive conflict against the invaders, using the mountainous and rocky terrain to their advantage. While the toll was heavy on both sides, humans found little success in pushing through the dwarven defenses. Comparatively, the losses of the dwarves were quite small. The ensuing years would see the dwarves tend their wounds, and they would slowly become close friends with the River Lily Empire. While the process was slow, dwarven ale eventually broke even the cruelest human.

   

The Shoulders of Giants.

The first high king established many hallmarks, such as the council of nine nobles who would advise the ruling monarch and provide their wisdom. From his decree, only a dwarf of royal blood may rightfully take the throne. While some see this as antiquated, many dwarves swear by this system as it has guided their lands through the harshest of times. Even the most remote of dwarven farmers put great faith in the crown of the high king. Recent schools of thought have raised a slowly growing party of detractors to the crown, known as the Bronze Wolves, who cite recent tragedies as reason to draft a constitution.

While politics are debated in the halls of scholars, in the mountain homes dwarven pride is as immovable as stone, and has crept into every facet of their culture. From the countless wonders to the simple blacksmith, dwarves will put their entire being into a task, and then some. This culture of perfectionism weighs heavily on the shoulders of the dwarves, but thankfully they have a tightly knit camaraderie. Family and friends join together in events and festivities, from labor on the mushroom farms to holiday tradition. This kinship between dwarves is reflected in their workers guilds. From the adventurers of the Emerald league to the mages of the Sapphire Circle, many guilds have become worldwide organizations due to their popularity.

 

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.

  Male Names: Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal   Female Names: Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra   Clan Names: Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart
ability score increase: Your Constitution increases by 2.
age: Dwarves mature at the same rate as humans, but they are considered young until they reach the age of 50. On average, they live about 350 years.
alignment: Any, trends towards Lawful Good
Size: Medium
speed: Your base walking speed is 25 feet. Your speed is unaffected by heavy armor.
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.
race features:
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 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.
Stonecunning. Whenever you make a 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.
Subrace. Select one of the following as your subrace:

Hill Dwarf

Hill dwarves have adapted to the surface, making their homes far from the mountain reaches of Torrix. They are more accustomed to other races and less cocksure than their stone-born cousins.

Ability Score IncreaseYour Strength increases by 1.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

 

Mountain Dwarf

The mountain holds are inured and inhospitable, demanding able hands to defend and entrench them deeper into the earth below. Constant orcish raids have made mountain dwarves dauntless, hardy, and resilient.

Ability Score Increase. Your Strength increases by 2.
Dwarven Armor Training. You have proficiency with light and medium armor.
Lifespan
350 years
Average Height
4-5 feet
Average Weight
150 pounds
Geographic Distribution
Related Organizations

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