Dwarf Species in Iskatel: Fortunebound | World Anvil

Dwarf

The dwarves of Iskatel are a hardy and stoic lot, dwelling within the deep mountains in massive kingdoms carved from stone and earth. In these great halls, the dwarves mine, craft, and fight off the encroachment of goblins, orcs, and darker things of the deep earth. From the imposing fortified entrances to their kingdoms flow ores, refined metals, weapons, armor, coin, gemstones, jewelry, and other workings. None who are not of dwarven blood are permitted access beyond the great citadels that guard the dwarflands, all business done between dwarf and other races is done among the lands of men.   While dwarves are dedicated lovers of both history and tradition, there is little that they love more than fine craftsmanship and ornate metalworks. A dwarf takes great pride in the personal pieces he or she might own, choosing to wear ornate bracelets, armbands, earrings, necklaces, rings, and other workings whenever possible. However, rather than load oneself down with as much jewelry as could possibly be worn — as some humans would do — a dwarf will pick and choose only the best few pieces in their collection to wear, leaving the others to be given as gifts or displayed on shelves for others who would appreciate craftsmanship. When a dwarf wears armor or wields a weapon, only the finest will do. To wield a rusted weapon, wear dented armor, or use an inferior metal in either is a humiliation for a dwarf, especially one of high status.   In the years of prosperity that the Nine Kingdoms have experienced since the Spellwars, dwarven merchant and banking empires have spread throughout the realm. Each is run by a single great family, with other families sworn under them in much the same way a king may rule and have barons and knights serve underneath. These families keep loyalty by expanding their networks, increasing their profits, and holding their craftsmen to the highest quality output. If a family should fail in these dealings, they may lose their position — and sometimes even their heads — to another family in the organization. Outside of the dwarven kingdoms, the majority of any of the great merchant and banking houses are made up of hired hands of races other than dwarf. However, the dwarven houses regularly send their own out along their networks to look over their holdings, monitor the performance of their workers, and negotiate new and better business deals. In larger cities, a house may set up a permanent base of operations and run shop themselves.   There are three dwarven kingdoms within the area of the Nine Kingdoms and while they all share many unifying dwarven characteristics, each is also unique in its own right.  

Thohak


The mountains of Thohak are rich in iron, adamant, coal, and gemstones. From this dwarven kingdom come the most desired weapons and armor in the world. A dwarf of Thohak pays particular pride to his own arms and armor, often wearing at least a weapon and armored shoulders or greaves even in day to day life. The great merchant families sponsor and outfit tournament warriors (always other Thohak dwarves) who show off the quality of their wares through contest both within the kingdom of Thohak and throughout the Nine Kingdoms. As true opponents have dwindled, the art of combat in Thohak has taken on great traditional and ceremonial importance, filled with codes of honor and ritual. While combat is rarely engaged to the death, Thohak dwarves still take great pride in their skill at arms.  

Morarr


Morarr is the source of most of the coin (called, appropriately, Mors) of the Nine Kingdoms. Rich in gold, silver, and copper, Morarr is home of the Coin Lords and their great banks. These lords both safe keep the gold of merchants and nobles and, when need is great and payback (with interest) is likely, lend their own gold to those who need it. Their banks serve as money-changing centers in cities with traders holding foreign coin and as exchanges of gold and silver for gems or jewelry. Dwarves from Morarr dress in expensive, well made, yet practical, clothing dyed in many bright colors and adorn themselves with jewelry, especially armbands, torqs, and earrings. These pieces of jewelry are also often given as gifts. The home, or even the tent, of a dwarf from Morarr will often be outfitted with gold cups, silver plates, and ornate candlesticks. The dwarves of Morarr trade gold and silver to their brothers in Thohak in return for precious gems to place in jewelry. The dwarves of Thohak, for their part, then inlay their armor and weapons with the gold or silver from Morarr.  

Reizak


Located in the mountains that mark the eastern border of the Outlands, the dwarven kingdom of Reizak is, for the most part, disconnected from the economic activity and trade networks of the Nine Kingdoms. What little trade they engage in is with the people of the Outlands, who are usually a rougher, more solitary, and less wealthy lot. Reizak is a stronghold on the borderlands that fights back orcs, goblins, and other creatures that would otherwise invade and wreak havoc upon the lands of men. The kingdom has its own craftsmen and mines its own metals, but the armor and weapons they create are hardy and functional without flourish, grand design, or inlay. Dwarves from Reizak are thought of as backwoods cousins by the dwarves of Morarr and Thohak, looked down upon because of their relatively simple garb and lack of great merchant houses. However, the Reizak dwarves consider themselves the only ‘true’ dwarves left in the kingdoms, strong and battle-tested like their forefathers.  

Relations


Dwarves maintain a special hatred for the orcs that once marauded throughout the Nine Kingdoms and who now pirate the shipping lanes along the Sea of Splendor. They also greatly distrust half-orcs and will never hire or travel with one if given a choice. The Sea Kin are respected, but treated warily. Dwarves are neutral toward both Humans and Asarlai, thinking of them as entirely too short-lived and rather impatient, but easy to work with and industrious. As for the earthwalkers, dwarves hold a special respect for them born out of a mutual love of the earth and out of the earthwalkers calm and balanced demeanor.  

Religion


Dwarves, for the most part, worship the Twelve.    

Adventurers


Dwarven adventurers in the Nine Kingdoms are relatively common. Many travel as emissaries of, or guards for, great merchant or banking families. Representatives of Thohak might travel from kingdom to kingdom entering tournaments to show not only their strength at arms, but also the quality and craftsmanship of the arms they wield and the armor they wear. A few dwarven clans have even established small mercenary orders to guard shipments of goods and gold as they travel up and down the Trade Rivers. Finally, the offspring of dwarves permanently stationed within the major cities of humanity may find themselves swept up in the stories of honor and glory told by men at taverns and decide to strike out to find their own fortunes and establish their own houses. Such is especially true of younger sons who do not stand to inherit command over their family’s holdings.
 

Dwarf Traits

 

Ability Score Increase

+2 CON +1 STR

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. Size: Medium

Speed

25 feet; Speed is not reduced by wearing heavy armor

Darkvision

See in dim light for 60 feet as if it is bright light, and in darkness for 60 feet as if it was dim light. Cannot discern color in darkness, only shades of gray.

Dwarven Resilience

Advantage on saving throws against poison, and resistance against poison damage.

Dwarven Combat Training

Proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool Proficiency

Proficiency with the artisan’s tools of choice: smith’s tools, brewer’s supplies, or mason’s tools.

Stonecunning

Anytime making an Intelligence (History) check related to the origin of stonework, considered proficient in the History skill and add double proficiency bonus to the check.

Dwarven Toughness

Hit point maximum increases by 1, and it increases by 1 every level.

Languages

Common, Dwarvish

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