Dwarf Species in Aolara | World Anvil

Dwarf (dwawf)

The dwarves of Aolara are tough, ruthless, and stubborn enough to survive and thrive in all climates. Nearly all dwarves follow the teachings of the forge god Moradin. It is their belief that the first dwarvish people were moulded from earth and stone and given the gift of breath by the great Soul Forger himself. Although short in stature, dwarves have a physical prowess and a blazing workmanship that has resulted in an old and powerful people with a secure grip on the planet and it's resources.    

Short and Stout

One might think that dwarves are aggressive and heavy-handed; known famously for their strength as skilled warriors, miners, and workers of stone and metal. But there is also a delicate and precise side to them; filled with jewellers, enchanters, artists, and master craftsmen. Dwarven architecture and jewellery is so staggeringly impressive and stunningly beautiful, it rivals that of the elves.

Though most stand 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 pale hue tinged with red. The most common shades you'll find however, are a ruddy brown or tan, like soil and earthy rock. Their hair, worn long but in simple styles, is usually black, grey, or brown, though the mountain dwarves of Bricor and the sun dwarves of Sargulir often have red hair. Male dwarves value their beards highly, and groom them carefully.    

Long Memory, Long Grudges

Dwarves can live to be as old as 400 years, so the oldest among them often remember a very different world full of very different power dynamics. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack. If a dwarven lord or chief does not agree with the rulings of a human king and his kingdom, it is not uncommon for them to close their stronghold doors and wait out the decades until the inevitability of death removes the human from the equation. Dwarves are solid and enduring like the mountains they love, weathering the passage of time with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don’t abandon those traditions lightly. They have an unwavering devotion to the father of all dwarves, Moradin, who upholds the dwarven ideals of industrious labour, skill in battle, and devotion to the forge.

Most dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget the wrongs they have suffered. In some extreme cases, a wrong done to one dwarf is a wrong done to the dwarf’s entire clan, so what begins as one dwarf’s hunt for vengeance can become a full-blown clan feud. Squabbles between the thrumm (lords) of each of the kazamar (clans) happens periodically, and many wars against one another have occurred over the centuries, leaving clans cut off and isolated. The only current and notable dwarven conflict is in Eltera between Kazamar Huldrum of Vordan and Kazamar Kildor of Mol Kildor.    

Clans and Kingdoms

Dwarven kingdoms stretch deep beneath the mountains where they mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewellery, and in some dwarves this love festers into greed. Whatever wealth they can’t find in their mountains, they gain through trade. Most dwarven domains are open too all looking for honest work and a safe, stable lifestyle. However some of the more militant kingdoms allow only trustworthy members of other races into their settlements; and even then, some areas will always be off limits. The largest and most affluent dwarven realms on Aolara are Khulbor's Summit in Kasar, Vordan in Eltera, Khern in Sumara, Sargulir in Lanali, Toruhm Citadel and Berthaid in Murath and finally, the Doru'ul in Bricor where the thrummaz (self-appointed king) of dwarves now sits.    

Gods and Gold

Dwarves who take up adventuring might be motivated by a desire for treasure, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to Moradin and his family. Kazamar (clan) and ancestry are also important motivators. A dwarf might seek to restore a clan’s lost honour, avenge an ancient wrong the clan suffered, or maybe even earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.  
"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 burning hatred of goblins and orcs, these common threads unite all dwarves."
   

Dwarf Traits

 
Ability Score Increase
When determining your character’s ability scores, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.  
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.  
Size
Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.  
Speed
Your walking speed is 25 feet. Your speed is not reduced by wearing heavy armour.  
Darkvision
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 discern colours in that darkness only as shades of grey.  
Dwarven Resilience
You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have 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 an Intelligence (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.  
Languages
You can speak, read, and write Common and Dwarvish, and one other language of your choice.

Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.    

Dwarf Subraces

 

Hill Dwarf

As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. The hill dwarves of Aolara can be found all over planet in the hilly plains and warmer mountain ranges, laughing, drinking and enjoying the company of all races, within reason. If you were to come across a lone dwarf wandering the world in search of purpose, it's much more likely to be a hill dwarf than their more regimented mountainous cousins.  
Ability Score Increase
Your Wisdom score increases by 1.  
Far Travelled
Your base walking speed is increased to 30 feet. You can also take the dash action as a bonus action, but you can only use this trait a number of times equal to half your proficiency bonus (rounded down) and regain all expended uses after finishing a long rest.  
Dwarven Toughness
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.  
Rugged
You regain 1 additional hit dice when you take a long rest. You cannot exceed your maximum number of hit dice.    

Mountain Dwarf

As a mountain dwarf, you’re strong and hardy, accustomed to a difficult life in rugged terrain. You’re probably on the tall side (for a dwarf), and tend toward lighter coloration. There are multiple mountain kazamar (clans) across Aolara and most dwarven families that claim a level of nobility come from these jewel enriched strongholds. Their strict regimented lifestyles and proud personalities have caused numerous wars over the years with other clans and other races. The only common ground and universal enemy of all mountain dwarves is the Underdark and the monstrous creatures that dwell within.  
Ability Score Increase
Your Strength score increases by 2.  
Dwarven Armour Training
You have proficiency with light and medium armour.  
Mountain Dweller
You ignore difficult terrain made of earth or stone.  
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.    

Duergar

Duergar, or grey dwarves, are dwarves whose ancestors were transformed by centuries living in the deepest places of the Underdark. That chthonic realm is saturated with strange magical energy, and over generations, early duergar absorbed traces of it. They were further altered when mind flayers and other aberrations invaded and performed horrific experiments on them. Fueled by Underdark magic, those experiments left early duergar with psionic powers, which have been passed down to their descendants. In time, they liberated themselves from their aberrant tyrants and forged a new life for themselves in the Underdark and beyond. Duergar have similar lifespans to their mountain and hill cousins. Duergar skin is a decayed grey colour, their hair stark white, and their eyes are either milky or insect black.  
Speed
Your walking speed is increased to 30 feet.  
Superior Darkvision
Your darkvision has a range of 120 feet, instead of 60.  
Duergar Magic
Starting at 3rd level, you can cast the enlarge/reduce spell on yourself with this trait, without requiring a material component. Starting at 5th level, you can also cast the invisibility spell on yourself with this trait, without requiring a material component. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).  
Nocturnal
Whenever you make a Dexterity (Stealth) or Wisdom (Survival) ability check at night or in an area shrouded in dim light or darkness, you can add 1d4 to the roll.  
Sunlight Sensitivity
You have disadvantage on Wisdom (Perception) checks that rely on sight when you, or whatever you are trying to perceive is in direct sunlight.  
Psionic Fortitude
You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself.  
Extra Language
You can speak, read, and write Undercommon.    

Sun Dwarf

Deep in the rainforests of Lanali, above the cloud line and atop the highest peaks of the Allerdare mountain range sits the secluded kingdom of Sargulir. Home to the mysterious, magic wielding sun dwarves. The sun dwarves are a unique kazamar (clan) that have little to no communication with other dwarven kazamars, or the rest of the world. Unlike other dwarven culture, sun dwarves chose to rise up rather than dig down. They climbed the tallest mountains in the region and built their civilisation atop its peaks. Sun dwarves have a religious connection to both Moradin and Pelor. They worship both gods equally, believing them to be closely connected. For how could the mighty forge god Moradin create such beauty without the light and fire of Pelor's hands? Sun dwarves' blood overflows with sorcerous magic of unknown origin. Their affinity with the arcane is astounding and envied by other dwarven families and even some elven ones. There are rumours that the sun dwarves of Sargulir practice a unique form of magic known as heliacal magic.

When a sun dwarf does decide to descend from the Allerdare mountain range to join the rest of Aolara, they can sometimes draw quite the crowd. Sun dwarves almost always have dark skin and beautiful amber eyes. They stand slightly taller than most other dwarves, at around 5 and a half feet tall, and are built slightly slimmer than their deep dwelling cousins. However, it is the hair of a sun dwarf that really makes them stand out. Most have long flowing curls and thick beards tied with beautiful beads. Their hair colour is reminiscent of a fiery sunset, beginning with purples and maroons at the crown of the head, before gradually shifting to burning oranges and reds as it falls past the shoulders and down the length of the beard. Those who stare long enough are certain that the colours dance like flickering candle light.  
Ability Score Increase
Your Charisma score increases by 1.  
Sorcerous Cantrip
You know one cantrip of your choice from the sorcerer spell list. Charisma is your spellcasting ability for it.  
Heliacal Heart
Beginning at 5th level, you know one 3rd level spell from the Heliacal school of magic spell list. You can only cast this spell once, and regain the ability to do so after a long rest. Charisma is your spellcasting ability for it.  
Iron Lungs
As a result of living at such high altitudes, you are capable of holding your breath for up to 1 hour.  
Magic Sight
You are able to focus your keen senses to perceive the presence of magic. You can innately cast the detect magic spell once and regain the ability to do so after a long rest. Casting this spell does not expend a spell slot and does not require material components. Charisma is your spellcasting ability for this spell.    

Tundra Dwarf

In the frozen realm of Bricor sits a mighty mountain known as the Doru'ul. This mountain houses one of the three high thrones of dwarven rule and the current self appointed, singular thrummaz (king). The Doru'ul is home to dozens of mountain dwarf kazamar and families, however amongst them exists another group of dwarves who prefer arctic wastes to mountain dwellings. Tundra dwarves have wandered the coldest places on Aolara for centuries. They are acclimated to the freezing climate and harsh realities of such unforgiving landscapes. For anyone wishing to traverse dangerous snowscapes, tundra dwarves make the best guides. Although most tundra dwarf culture is now entangled with the mountain dwarfs of the Doru'ul, they still have kazamar in the furthest corners of the planet, safe within immense strongholds of ice and stone.

Long exposure to the freezing elements of Aolara has altered tundra dwarf physique. They are shorter, and even sturdier than other dwarven families. They usually have pure white or grey hair, and pale skin with bright blue eyes. Over the generations, tundra dwarves have evolved to be hairier than any of their cousins, to help with the colder climates they live in.  
Ability Score Increase
Your Constitution score increases by 1.  
Cold-Blooded
You have resistance to cold damage and can tolerate temperatures as low as -10 degrees Celsius without any additional protection.  
Icecunning
Your dwarf Stonecunning trait also applies to checks about the origin of ice carvings. You also have advantage on Wisdom (Survival) checks to navigate frozen environments and tundra ecosystems.  
Snow Stepper
You can move across icy or snowy difficult terrain without expending extra movement, and you have advantage on saving throws to avoid hazards caused by frozen ground, such as falling prone.    

Half-Azer

To meet someone claiming to be half-azer is quite the achievement. This subrace of dwarf has the hot blood of an azer running through its veins. Azers are dwarf-like beings native to the The Elemental Plane of Fire. They are an abused and resentful race, brought to life as slaves for powerful giants, elementals, and titans. Those who are half-azer come from a lineage of azer who managed to break the bonds of slavery and escape. Little is known about the dynamic between half-azers and other dwarven societies as there are so few of them in existence.

Half-Azers are usually slightly shorter than other dwarves, but are surprisingly quick on their feet. Their skin can come in a number of different shades, but always seems to have a brassy or copper-like glow to it when beneath the sun. Although half-azer's heads are not fully ablaze like a true blood azer, they do have burning orange beards and hair that heats up and wildly smoulders when they are angry or frustrated.  
Ability Score Increase
Your Strength score increases by 1.  
Speed
Your walking speed is increased to 30 feet.  
Volcanic Resilience
You have resistance to fire damage.  
Heat Weapon
As a bonus action, you can cause one metal melee weapon you are holding to ignite. For the next minute, when you hit a creature with that weapon, the attack deals extra fire damage equal to your proficiency bonus. One you use this trait, you can't use it again until you finish a short or long rest.  
Extra Language
You can speak, read, and write Ignan.

Dwarf

Type - Humanoid   Size - Medium   Alignment - N/A   Preferred Terrain - Hills & Mountains   Abilities - Poison Resistance
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-Hill Dwarf









-Mountain Dwarf









-Grey Dwarf (Duergar)









-Sun Dwarf









-Tundra Dwarf









-Half-Azer

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