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Dwarf

Dwarves   The Stout Folk are deliberate and steadfast, with a proud history as great artisans, builders, and warriors. Although the glory of their empires faded long ago, the dwarves still hold to their ancient ways and traditions. They stubbornly defend what remains of their old domains beneath hill and mountain, and some seek to reclaim what they have lost to the depredations of orcs, goblins, and the inexorable march of time.   According to their own legends, dwarves were formed from iron, mithral, earth, and stone on the Soulforge of Moradin. After the All-Father breathed life into them in the heart of the world, dwarves found their way to the surface and, from there, spread across each continent.   Thousands of years of settlement and separation divided the dwarves into distinct subraces: the shield dwarves, most common in the North and the Sword Coast; the gold dwarves of the southern lands; and the gray dwarves, or duergar, of the Underdark.   The Dwarvish language of Faerûn uses a runic alphabet called Dethek, whose characters are easy to etch into stone and metal, as evidenced by the runestones and way-markers found in ancient dwarven tunnels and mines.  
Dwarf Clans of the North
All dwarves count their clan heritage as an important part of their lineage and identity. While in some cities a single clan dominates (or is the only one in residence), in other dwarven communities there is a complex relationship between family, clan, and the larger society.

Some of the dwarf clans in the North are Arnskull, Battlehammer, Blackbanner, Blackhammer, Bucklebar, Darkfell, Deepaxe, Deepdelve, Eaglecleft, Foehammer, Gallowglar, Hillsafar, Horn, Ironshield, Jundeth, Narlagh, Orothiar, Quarrymaster, Rockfist, Sstar, Stoneshaft, Stoneshield, Stoneshoulder, Trueforger, Watchever, Worldthrone, Wyrmslayer, and Yund.

Some dwarves hail from the family that founded or rules a given clan, and so they use the clan name as their family name. Others are simply "of" the clan, but bear the clan name with as much pride as their own surnames.
 

Shield Dwarves

The ancestral home of the shield dwarves is in northern Faerûn, where ancient dwarfholds exist in the North, Damara, Impiltur, Vaasa, the Vast, and the Western Heartlands. The most famous of the old shield dwarf cities is Citadel Adbar, north and east of Silverymoon. Many of these dwarfholds have changed hands over the centuries in a cycle of invasion by enemies, followed by reconquest by the dwarves.   Living in a near-constant state of war for generations, shield dwarves are a hardy people, slow to trust, with long memories and often an equally long list of grievances against their ancient enemies. The more conservative among them want to maintain the traditions and remaining holdings of their people, isolated from the influence of outsiders and safe from invaders behind thick walls of stone. Shield dwarves of a more adventurous bent are interested in exploring the world and seeing what lies beyond the bounds of their ancient dwarfholds.   Shield dwarves have the racial traits of mountain dwarves in the Player's Handbook. Their skin is usually fair, eyes green, hazel, or silver-blue, and they have brown, blond, or red hair. Full beards and mustaches are commonly seen on male shield dwarves.   Shield dwarves are renowned artisans, particularly in metal and stone. They tend to focus more on sturdiness in their craft than on the artistic flourishes and gilding favored by their gold dwarf cousins. Shield dwarf crafters build to last, and each one's signature mark placed upon an enduring masterpiece serves as a way of gaining immortality.  

Gold Dwarves

Gold dwarves are common in the lands to the south and east. They are formidable warriors, proud of their long traditions, with strong ties to clan. They are gruff and haughty and have a love of fine craftsmanship and an eagerness to trade.   Significant settlements of gold dwarves exist in the Great Rift, the area surrounding the Dragon Coast, as well as in the Old Empires of eastern Faerûn. Smaller communities are found in the Smoking Mountains, in the Giant's Run Mountains, and the Western Heartlands.   Because they have not endured the same cycle of invasion and displacement, gold dwarves tend to be more optimistic than their shield dwarf cousins, but they're still standoffish and prideful as only a dwarf can be. They believe their race's stable history is the result of their attentiveness to tradition, and have little doubt that the future of the gold dwarves will be just as peaceful, if they remain true to their customs and principles.   Gold dwarves have the racial traits of hill dwarves in the Player's Handbook. They are stocky and muscular, averaging about 4 feet tall, with brown skin, black or brown hair, and brown or hazel eyes, with green eyes rare (and considered lucky). Males grow full beards that they keep oiled and well groomed, and both genders wear their hair long and often elaborately braided.   Gold dwarves are best known for crafting beautiful objects. According to them, all the natural resources of the world exist for mortals to turn them into objects of great beauty. Gold dwarves don't want the most of everything; they want the best. Their artisans toil over items for years, getting their etchings and fine details just right before being satisfied with their efforts.   That deliberate, perfectionist approach is a reflection of gold dwarf culture, in which there is a right and proper way to do everything. Tradition dictates every aspect of a gold dwarf's life, from one's place in society, to prospects for marriage, to what careers are acceptable. Gold dwarves who take up a life of adventuring, away from the clan, rarely forsake their traditions when doing so. Even though they might have to live as outsiders for a time, they hope to ultimately improve their standing in their society.  

Gray Dwarves (Duergar)

The gray dwarves, or duergar, live deep in the Underdark. After delving deeper than any other dwarves, they were enslaved by mind flayers for eons. Although they eventually won their freedom, these grim, ashen-skinned dwarves now take slaves of their own and are as tyrannical as their former masters.   Physically similar to other dwarves in some ways, duergar are wiry and lean, with black eyes and bald heads, with the males growing long, unkempt, gray beards.   Duergar value toil above all else. Showing emotions other than grim determination or wrath is frowned on in their culture, but they can sometimes seem joyful when at work. They have the typical dwarven appreciation for order, tradition, and impeccable craftsmanship, but their goods are purely utilitarian, disdaining aesthetic or artistic value.   Few duergar become adventurers, fewer still on the surface world, because they are a hidebound and suspicious race. Those who leave their subterranean cities are usually exiles. Check with your Dungeon Master to see if you can play a gray dwarf character.  

Dwarven Deities

The gods of the dwarves are a pantheon, or clan, collectively known as the Morndinsamman.  

Forge Father and Revered Mother

Moradin, the Soulforger, leads the dwarven gods. Known as Dwarf-father or All-Father, he is the god of the dwarf people as a whole, as well as the god of creation, "dwarf-crafts" (smithing and stonework), and protection. His wife is the Revered Mother, Berronar Truesilver, goddess of hearth and home, of honesty and faithfulness, and of oaths, loyalty, and honor.  

Gods of Battle

Clangeddin Silverbeard is the dwarven god of war and valor. Gorm Gulthyn, also called Fire Eyes and the Lord of the Bronze Mask, is the god of defense and vigilance, the protector of dwarves. Haela Brightaxe is the goddess of luck in battle, and the patron of dwarf fighters.  

Gods of Craft

Dumathoin, the Keeper of Secrets under the Mountain, is the patron of the shield dwarves, as well as the god of buried wealth, mining, gems, and exploration, and the guardian of the dead. Sharindlar, Lady of Life and Mercy, is the goddess of healing, romantic love, and fertility, often associated with the moon.  

Gods of Far Places

The god of invention and discovery is Dugmaren Brightmantle, called the Wandering Tinker or the Gleam in the Eye. Marthammor Duin is the traveler's god, patron of expatriates and guides, and deity of lightning and roads.  

Gods of Wealth

Vergadain, called the Merchant King, is the god of thieves (who commands his followers never to steal from other dwarves), luck, and chance, as well as commerce and negotiation. Abbathor is the god of greed, sometimes portrayed as a dragon filled with envy of the wealth of others, who jealously tends his own hoard.  

Gods of Evil

Laduguer is the patron of the duergar, god of magic and those crafts not governed by Moradin. Also worshiped among the duergar is Deep Duerra, a goddess of conquest and of the powers of the mind.

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