Dwarf
The dwarves of the Inner Sea region are a people known for their hardy builds, extensive history, and strong familial bonds. Dwarves originated from far beneath the ground: dwarven oracles ages ago received a vision of the comforting stone roofs of their home splitting to reveal a “sky”—a concept unknown to their populace. When Earthfall occurred, marking the end of the Age of Legend, the shaking earth destroyed countless cities and the dwarven populace was devastated. While they could have rebuilt, dwarves saw this as a sign from their patron deity, Torag. They traveled upward for generations, fighting their way through orc tribes and driving their foes ahead of them with each step of the ascent, in a journey now known as the Quest for Sky.
After centuries, in –4987 AR, the great King Taargick brought the dwarven clans to the surface in 10 far-flung locales. As a testament to their accomplishment, the dwarves constructed 10 glorious cities as a reminder of where their society had come from and all that they could still accomplish. These Sky Citadels were ruled for centuries by Taargick and his descendants until orc hordes managed to overtake the citadel of Koldukar. That conflict continued as a nigh-stalemate until the empire of Tar Taargadth fell to a unified orc force in 1551 AR.
In modern times, the dwarven populace has become markedly diverse in its traditions, although even the most disparate of cultures bear a reverence for past accomplishments and a drive to improve in the future. Another commonality across the vast majority of dwarves is a love and respect for their clans. Dwarves keep extensive family trees dating back millennia, carved into stone and minerals. Each clan claims a particular gemstone and its unique cut as their own, and dwarves’ extensive histories mean that two clans having identical gemstones as their crest is exceptionally rare. Most dwarven clans choose a gemstone that is both abundant in their region yet rare enough to have value. These gemstones are most commonly seen in the pommels of stout knives that the dwarves call clan daggers. Every dwarf has a special clan dagger that is forged by other members of the clan in preparation for the infant dwarf’s arrival and used to cut their umbilical cord at birth. Great care is put into these daggers, as superstition states an infant ashamed of their clan dagger will be more prone to sickness or death. When a dwarf reaches adolescence, they are given their clan dagger, and it becomes that dwarf’s independent responsibility to keep their dagger safe. When two dwarves of different clans enter into marriage, tradition usually dictates that each dwarf shows their faith and bond by forging a sheath bearing their own clan’s gemstone for their partner’s dagger. Dwarven adventures are renowned for their drive to improve and the steadfast bonds they form with their allies. For a dwarf to take up the adventuring lifestyle is seen as a blessing to their clan, as dwarves would have never accomplished what they have without pushing themselves to leave comfort in favor of glory. As a result, while a dwarf who returns home finds a hero’s welcome, those who never return are also viewed and remembered with pride, as they are seen to embody the determination that brought the dwarven people from deep beneath the earth all the way to their current home on the surface. Dwarves of the Inner Sea While there are countless dwarven ethnicities throughout the Inner Sea region, most can be found on the surface. Many dwarves, however, see dwarvenkind as split into three main ethnic groups—Grondaksen, who live underground and are known for their traditionalist preservation of history; Ergaksen, spread across the surface and known for their adaptability and diverse cultures; and Holtaksen, who live atop mountains and are known for their warrior culture and desire for glory. While underground dwarves and mountain dwarves see all dwarves on the surface as belonging to a single group, surface dwarves themselves do not, almost never using the term “surface dwarf” except when communicating with their underground or mountain brethren. Dwarves are slow to trust those outside their kin, but this wariness is not without reason. Dwarves have a long history of forced exile from ancestral holds and struggles against the depredations of savage foes, especially giants, goblinoids, orcs, and the horrors that dwell deep below the surface. While trust from a dwarf is hard-won, once gained it is as strong as iron. If you want to play a character who is as hard as nails, a stubborn and unrelenting adventurer, with a mix of rugged toughness and deep wisdom—or at least dogged conviction—you should play a dwarf. You Might... • Strive to uphold your personal honor, no matter the situation. • Appreciate quality craftsmanship in all forms and insist upon it for all your gear. • Don’t waver or back down once you’ve set your mind to something. Others Probably... • See you as stubborn, though whether they see this as an asset or a detriment changes from one person to the next. • Assume you are an expert in matters related to stonework, mining, precious metals, and gems. • Recognize the deep connection you have with your family, heritage, and friends. Physical Description Dwarves are short and stocky, standing about a foot shorter than most humans. They have wide, compact bodies and burly frames. Dwarves of all genders pride themselves on the length of their hair, which they often braid into intricate patterns, some of which represent specific clans. A long beard is a sign of masculinity and honor among the dwarves, and thus a clean-shaven male dwarf is considered weak, untrustworthy, or worse. Dwarves typically reach physical adulthood around the age of 25, though their traditionalist culture places more value on completing coming of age ceremonies unique to each clan than reaching a certain age. A typical dwarf can live to around 350 years old. Society The ancient surface empire the dwarves once ruled fell long ago, overwhelmed by orc and goblinoid enemies. Today’s dwarves today retain many of the qualities that propelled their people to greatness in ancient times: fierceness, gumption, and stubbornness in endeavors ranging from battle and craftsmanship to forging ties with family and friends.
After centuries, in –4987 AR, the great King Taargick brought the dwarven clans to the surface in 10 far-flung locales. As a testament to their accomplishment, the dwarves constructed 10 glorious cities as a reminder of where their society had come from and all that they could still accomplish. These Sky Citadels were ruled for centuries by Taargick and his descendants until orc hordes managed to overtake the citadel of Koldukar. That conflict continued as a nigh-stalemate until the empire of Tar Taargadth fell to a unified orc force in 1551 AR.
In modern times, the dwarven populace has become markedly diverse in its traditions, although even the most disparate of cultures bear a reverence for past accomplishments and a drive to improve in the future. Another commonality across the vast majority of dwarves is a love and respect for their clans. Dwarves keep extensive family trees dating back millennia, carved into stone and minerals. Each clan claims a particular gemstone and its unique cut as their own, and dwarves’ extensive histories mean that two clans having identical gemstones as their crest is exceptionally rare. Most dwarven clans choose a gemstone that is both abundant in their region yet rare enough to have value. These gemstones are most commonly seen in the pommels of stout knives that the dwarves call clan daggers. Every dwarf has a special clan dagger that is forged by other members of the clan in preparation for the infant dwarf’s arrival and used to cut their umbilical cord at birth. Great care is put into these daggers, as superstition states an infant ashamed of their clan dagger will be more prone to sickness or death. When a dwarf reaches adolescence, they are given their clan dagger, and it becomes that dwarf’s independent responsibility to keep their dagger safe. When two dwarves of different clans enter into marriage, tradition usually dictates that each dwarf shows their faith and bond by forging a sheath bearing their own clan’s gemstone for their partner’s dagger. Dwarven adventures are renowned for their drive to improve and the steadfast bonds they form with their allies. For a dwarf to take up the adventuring lifestyle is seen as a blessing to their clan, as dwarves would have never accomplished what they have without pushing themselves to leave comfort in favor of glory. As a result, while a dwarf who returns home finds a hero’s welcome, those who never return are also viewed and remembered with pride, as they are seen to embody the determination that brought the dwarven people from deep beneath the earth all the way to their current home on the surface. Dwarves of the Inner Sea While there are countless dwarven ethnicities throughout the Inner Sea region, most can be found on the surface. Many dwarves, however, see dwarvenkind as split into three main ethnic groups—Grondaksen, who live underground and are known for their traditionalist preservation of history; Ergaksen, spread across the surface and known for their adaptability and diverse cultures; and Holtaksen, who live atop mountains and are known for their warrior culture and desire for glory. While underground dwarves and mountain dwarves see all dwarves on the surface as belonging to a single group, surface dwarves themselves do not, almost never using the term “surface dwarf” except when communicating with their underground or mountain brethren. Dwarves are slow to trust those outside their kin, but this wariness is not without reason. Dwarves have a long history of forced exile from ancestral holds and struggles against the depredations of savage foes, especially giants, goblinoids, orcs, and the horrors that dwell deep below the surface. While trust from a dwarf is hard-won, once gained it is as strong as iron. If you want to play a character who is as hard as nails, a stubborn and unrelenting adventurer, with a mix of rugged toughness and deep wisdom—or at least dogged conviction—you should play a dwarf. You Might... • Strive to uphold your personal honor, no matter the situation. • Appreciate quality craftsmanship in all forms and insist upon it for all your gear. • Don’t waver or back down once you’ve set your mind to something. Others Probably... • See you as stubborn, though whether they see this as an asset or a detriment changes from one person to the next. • Assume you are an expert in matters related to stonework, mining, precious metals, and gems. • Recognize the deep connection you have with your family, heritage, and friends. Physical Description Dwarves are short and stocky, standing about a foot shorter than most humans. They have wide, compact bodies and burly frames. Dwarves of all genders pride themselves on the length of their hair, which they often braid into intricate patterns, some of which represent specific clans. A long beard is a sign of masculinity and honor among the dwarves, and thus a clean-shaven male dwarf is considered weak, untrustworthy, or worse. Dwarves typically reach physical adulthood around the age of 25, though their traditionalist culture places more value on completing coming of age ceremonies unique to each clan than reaching a certain age. A typical dwarf can live to around 350 years old. Society The ancient surface empire the dwarves once ruled fell long ago, overwhelmed by orc and goblinoid enemies. Today’s dwarves today retain many of the qualities that propelled their people to greatness in ancient times: fierceness, gumption, and stubbornness in endeavors ranging from battle and craftsmanship to forging ties with family and friends.
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