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Dwarves

Description

Dwarves are a short, stout people known for their affinity for craftsmanship. For this reason, in some variations of the creation myths they are Aurora's failed experiments in using Elemental Earth while she was trying to make the elves, although any dwarf would vehemently deny this and no one in their right mind would utter this opinion anywhere near a dwarf. Instead they put their faith in myths that say they are descended from Earth Elementals and their souls return to the earth when they die, continuing the cycle and allowing for new dwarves to be born. This is also why they are traditionally buried beneath the earth, rather than given a sky or sea burial. The connection to Elemental Earth in both theories does seem somewhat plausible considering that as they age, their skin slowly turns to stone while their eyes, hair, teeth, nails and bones turn into crystal.   They are considered dead when they are fully petrified, at which point they are buried. The onset of this starts relatively early, usually halfway through a dwarf's life and it begins with a few random spots of petrification. As they age both new spots form and old spots expand, which means the process ramps up exponentially over time. If a dwarf displays these spots at a younger age than expected on average, it is seen as a grim event and a curse, knowing that they will die at an early age. Even though they live longer than other races, their slow petrification means that the idea of death feels more imminent and inescapable for them than for other races. It is something that is always at the back of their minds, and they are often considered a rather melancholic people by others.   While they lack height, they certainly do not lack in bulk and they are generally sturdy and muscular. Like humans they can display a variety of skin colors, generally dependent on region and whether they live fully inside their mountain holds or on the mountains and hills near the holds. The Pale Dwarves of the Rinn Queendom for example are typically pale, while those of the Commonwealth of Furan are usually deeply tanned or brown. They are a long-lived race and mature slower than humans, which affects their perspective on personal growth and inter-personal relations, though not as much as it has affected the elves. The fact that they can slowly see themselves dying (or petrifying rather) does color personal relations, as a husband and wife will know that one of them will pass before the other, long before it actually happens.   Dwarves are typically incapable of utilizing arcane magic, with the exception of a particular bloodline known as the Kharaz who can draw power out of the khazalid gems. They use these gems to power things like machinery or lighting, and the presence or absence of these gems and the bloodlines that utilize them have had wildly varying effects on dwarven societies around the globe.  

In the Rinn Queendom

The Pale Mountains where the Rinn Queendom makes its home is exceptionally rich in khazalid gems, and this has massively increased the importance of the Kharaz upper class who have ensured their power over the centuries. There is a very strong divide between the classes in the Queendom, with the upper classes being firmly in power in all governmental and important non-governmental positions, whereas the lower classes have barely any chance to work their way up. The isolationist policies that have been implemented have further ensured that the Kharaz can maintain their hold and the generally traditionalist views and lack of willingness to go out that is in dwarves' nature made it so that the vast majority stick to their holds, despite their poor living conditions.  

In Middenland

While it is rare, occasionally a dwarf may flee the Queendom to try and seek out a life with more freedom within the melting pot of Middenland. Depending on the person they may end up as lonely outsiders, or they may find solace in their new-found freedom. They often end up finding jobs as blacksmiths or craftsmen in the larger cities. Regardless, they are few in number and it is rare to see more than a handful in a single place. As such, there are few dwarf communities of significant size found within the duchies.  

In the Commonwealth of Furan

The Obsidian Peaks may be surrounded by fertile land, but unfortunately home to few khazalid gems. This, combined with the large population of the magically-inclined gnomes have led to a vastly different society in Furan. They have quite a bit of personal freedom in the Commonwealth, perhaps more than they would even like, but such is the influence of the free-spirited gnomes. Though they may be unable to imbue their inventions with magic themselves, they are at the world's forefront when it comes to new inventions and crafting items, particularly jewelry, ready to be imbued by another's magic. Together with the gnomes they form a perfectly symbiotic society based on invention and stability.  

In the Lu'Qua Tropics

Long ago, when the Dragon Cult of Xivuran still ruled the Commonwealth, a large group of dwarves fled the capital of Bhar Thaldur and went south into the Lu'qua Tropics. They made their way through the Zephyran Hills full of predators, all the way down into the Living Jungles, where they settled. They have since lost any form of contact with the Commonwealth and have developed their own culture around spirit calling and worship of the great predators they saw in the Zephyran Hills. Their belief is powerful enough to tap into divine magic and they have combined this with basic forms of artifice to survive in eastern regions of the jungles.  

In Mészsbanya

In the arctic continent of Mészbanya live several tribes of sarkidéli, a people that are a mixture of dwarf, human and goliath. Growing crops has never been possible in the horrible climate, so these people have traditionally been hunters and fishermen. But recently some among them have adopted a new way of life, applying industrialism to ease survival in this frigid wasteland. Interestingly enough, there are khazalid gems on this continent, which means that the dwarves here have never had the social issues that the rinnians have, nor do they know of the wondrous capabilities hidden in their blood.  

Statistics

  Base statistics and existing subraces remain the same.

New subrace: Kharaz Dwarf

  Ability Score Increase.
Your Charisma score increases by 1.   Khazalid Blood.
Once per day you can draw magical energy out of a khazalid gem to cast any cantrip on the Wizard or Sorcerer spell list. In addition, when you reach 3rd level you can cast a spell on the Wizard or Sorcerer spell list of 1st level once per day using a khazalid gem. You regain both these uses on a long rest. Constitution is your spellcasting ability for these spells.  

New subrace: Arctic Dwarf

  Ability Score Increase.
Your Dexterity score increases by 1.   Arctic Endurance.
You have resistance against cold damage. You are also acclimated to cold climates.   Hunting Tradition.
You have proficiency with the Heavy Crossbow.

Basic Information

Biological Traits

Dwarves mature slightly slower than humans do, reaching their adulthood at approximately 30 years old. However they are considered young until they are 55 years old. On average they live about 300 years. They are shorter and bulkier than humans are, reaching similar weights at far shorter lengths.

Genetics and Reproduction

Similar to humans, except the gestation period is 1.5 years.

Civilization and Culture

Naming Traditions

Dwarven names are generally passed down from elder to newborn and each name has been reused countless times throughout the centuries.
Genetic Descendants
Lifespan
300 years on average.
Average Height
1.2m-1.4m on average.
Average Weight
60-90 kg on average.
Average Physique
Dwarves are a short, yet bulky race.

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