Dwarf
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a collective passion for celebration and indulgence – these common threads unite all dwarves.
Basic Information
Biological Traits
Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Their base walking speed is 25 feet and is not reduced by wearing heavy armor. Accustomed to life underground, Dwarves have superior vision in dark and dim conditions. They can see in dim light within 60 feet of them as if it were bright light, and in darkness as if it were dim light. However, they can't discern color in darkness, only shades of gray.
Dwarven builds are resilient and disciplined, sturdy against most diseases and familiar with the rigors of combat. Their proficiency in craftsmanship is well-known, with most Dwarves possessing a keen eye for stonemasonry and smithing. 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.
Dwarves, like all races, are capable of harnessing Arcana. Additionally, there are various different diasporas of Dwarves depending on their geographical location; Hill Dwarves and Mountain Dwarves for example differ slightly from one another.
Civilization and Culture
Major Language Groups and Dialects
Dwarves 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.
Dwarven as a language is among the oldest, diverging from ancient Common during the early ages of the Divine Accord. The language stems from the denizens of King's Chasm, spreading throughout the Dwarves that had since charted their own path beyond the old Dwarven Kingdom.
History
Dwarves have existed alongside Humans, Orcs, Elves, and other old races since the Primal Age. However, they were only united when Vulcan Stonehelm, one of the Great Heroes of Mortalkind, ascended posthumously as the patron God of Dwarves, Crafts and Forges and the subsequent founding of the King's Chasm. Unlike other races, Dwarves rarely stray from wherever they first settled. This means Dwarves are not as often seen as other common races like Humans, Elves, Orcs or Tieflings away from long-settled grounds. Exceptions include places which espouse both martial prowess and innovation in equal parts, attracting these talents in their pursuit of learning or a show of their brilliance. In turn, because of the Dwarves' focus on discipline and tradition, these places experience the benefits of Dwarven ingenuity and innovation; old, ancestral grounds like the King's Chasm are among the most powerful nations of Muria while new centers like Stonehall has attracted old, storied Dwarven families to the city.
Historical Figures
Vulcan Stonehelm

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