Dwarves of the Flanaess
Once a mighty and united people, the dwarves of the Flanaess have fractured into scattered strongholds and feuding clans. Legends tell of the Axe of the Dwarvish Lords, a relic that, if recovered, could usher in the return of the Age of High Kings. Until then, the dwarves remain stalwart, ever ready to defend their homes and uphold their honor against the forces that seek their ruin.
The dwur, as they are known in the Flan tongue, are a hardy and resilient people, divided into several subraces. The most common are the hill dwarves, who stand at an average of four feet tall, with deep tan to light brown skin and black, brown, or gray hair. Their eyes come in various colors, except for blue. The mountain dwarves, slightly taller and stockier, have lighter complexions and equally thick beards. Both subraces share a deep-rooted tradition of craftsmanship, battle prowess, and unwavering loyalty to clan and kin.
Origins and History
Dwarves rarely share their ancient history with outsiders, but it is well known that they once ruled over great underground halls in the northern Crystalmists. These mighty fortresses were lost in the Invoked Devastation, and their last High King perished in the aftermath, leading to the sundering of the clans. In the centuries that followed, dwarves allied with elves, gnomes, and humans of trustworthy nature to defend their strongholds and trade routes. Today, dwarves are found in rugged mountains and hills across the Flanaess, particularly in the Lortmils, Glorioles, Crystalmists, Iron Hills, the Principality of Ulek, and Ratik.
Culture and Society
Dwarves are known for their materialism, hard work, and grim determination. They tend to be dour and taciturn, keeping to themselves but fiercely loyal to their allies. In times of war, dwarves unite with unwavering resolve, willing to achieve victory at any cost. However, they are also known to hold grudges, avenge old slights, and reject mercy toward their enemies.
Dwarves take immense pride in their beards, often braiding them with jewels and gold wire. Being shorn is a mark of deep dishonor. Their attire consists of woolen trousers, belted linen tunics, and heavy leather boots, with earth-toned and checkered patterns being the most common. Both males and females dress identically, except on ceremonial occasions.
Trade, Craftsmanship, and Gold-Fever
Dwarves are among the greatest blacksmiths, engineers, and miners in the world. They produce vast quantities of gems, metals, and fine crafts, trading only in finished goods of unparalleled quality. Their skill allows them to charge premium prices over other races.
A dwarven leader is expected to distribute wealth among their loyal followers. Those who fail to do so may be afflicted with gold-fever, a condition where their desire for gold becomes an all-consuming obsession. This affliction is seen as a terrible curse, leading to a loss of status and often exile.
Dwarven Strongholds and Warfare
Dwarves typically dwell in fortified strongholds carved into mountains. Their cities, built around profitable mines, can stand for millennia without maintenance. They are also fearsome warriors, famous for their battle axes and impenetrable armor. Their ongoing wars against orcs, goblins, ogres, and giants serve to keep these monstrous races in check, though it has contributed to the decline of dwarven numbers.
Family and Clan Structure
Dwarven society is structured around clans, each specializing in a particular craft. Apprenticeships begin at age 26, lasting 10-25 years, after which a dwarf becomes a full-fledged artisan by age 50. Some clans focus on blacksmithing, weaponsmithing, mining, trade, or military service, while others specialize in animal husbandry, engineering, or governance.
Dwarves are monogamous, and marriages are often arranged. Divorce is permitted and cannot be refused. Children remain within their clan’s quarters, rarely interacting with those of other clans. Dwarven women can bear children once per decade from ages 50-150, with twins being uncommon.
Religion and Mythology
Dwarves venerate Moradin, the All-Father, whom they credit with creating their race and the world itself. A variant myth states that their true creator was imprisoned by jealous lesser gods, and that dragons were formed from the sparks of his struggling forge.
The Dwarven Pantheon includes:
- Moradin (Creator and All-Father)
- Berronar Truesilver (Motherhood, Healing)
- Clanggedin Silverbeard (War and Honor)
- Dugmaren Brightmantle (Innovation and Scholarship)
- Dumathoin (Secrets Beneath the Earth)
- Vergadain (Wealth and Luck)
- Abbathor (Greed and Corruption)
Some dwarves also revere Fortubo, Jascar, and Ulaa, while derro and duergar worship their own dark gods. Dwarven warriors believe that upon death, they travel to a Hall of Heroes, where they await their call to battle once more.
Dwarven Subraces
- Hill Dwarves: The most numerous and commonly encountered.
- Mountain Dwarves: Taller, fairer-skinned, and dwelling deeper underground.
- Duergar (Gray Dwarves): A grim, psionically gifted subrace that resides in the Underdark.
- Derro: The result of Suloise magical experiments, derro are a twisted, cruel breed.
- Frost Dwarves: Once duergar, now enslaved by frost giants in the Abyss.
- Marsh Dwarves: A unique culture of dwarves inhabiting the Lone Heath marshes.
Language and Writing
Dwarves speak Dwarven, a language of low vowels and hard consonants. Many non-dwarves, including gnomes, goblins, and orcs, have adopted the Dwarven alphabet. The script, mostly composed of straight lines, is designed for easy carving into stone. Unique punctuation marks include diagonal slashes (//) for sentences, horizontal lines (=) for pauses, and diagonal crosses (X) to denote questions.
Names hold great significance among dwarves. Each dwarf receives a birth name, an apprenticeship name, and a hearth-name upon marriage. Upon death, their names are returned to their clan in a solemn ceremony.
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