Dwarves, sometimes called the
Stout Folk and
Deep Folk, were a natural humanoid race common throughout parts of
Oerth. Dwarves were a tough, tradition-abiding folk known for their strong martial traditions and beautiful craftsmanship.
Description
Dwarves were a short race, as their name implied, standing from 4'3"–4'9" (1.3–1.45 metres) on average. What dwarves lacked in height they made up for in bulk; they were, on average, about as heavy as
humans. A dwarf could weigh anywhere from about 160–220 lbs (73–100 kg). Dwarven males were a bit taller and heavier than their female counterparts. Like humans, dwarves had a wide variety of skin, eye, and hair colors.
Male dwarves were often bald and grew thick facial hair, which was sometimes used to display social status. Unusually for humanoids, both sexes naturally grew ample facial hair, though some dwarf females shaved their beards off. Dwarves took the care of facial hair to an extreme, carefully oiling and grooming it, with some adding perfume and ornamentations.
Dwarves were a long-lived race, though not so much as elves, and reached physical maturity somewhat later than humans. A dwarf was traditionally considered an adult once he or she reached age fifty. Dwarves aged much like humans but over a longer period of time, remaining vigorous well past 150 years. Most dwarves lived to see their bicentennial and a few lived to be over 400. A dwarf was considered to be young until they reached the age of 50.
Personality
Whether or not the dwarven claim that they'd been carved from the world's stone was true, dwarves shared many qualities considered similar to the stone they lived with. Strong, hardy, and dependable, dwarves were polite, particularly to elders, and possessed a wisdom beyond that of many other races. Dwarves valued their traditions, regardless of clan, and looked for inspiration from ancestral heroes. Dwarves were also known for their stubborn nature and cynicism, traits widespread amongst the dwarves but which contributed to and were commonly offset by their bravery and tenacity.
Dwarven friendship was hard to earn, but was strong once won. Naturally dour and suspicious, the stout folk were slow to trust others, specifically those outside their family, suspecting the worst of an individual until the outsider had proved their good will many times. Once this trust was gained, dwarves held their friends to it and viewed betrayals, even minor ones, with a vicious propensity for vengeance. A common
gnomish oath, remarking on this dwarven sense of justice, was "If I'm lying, may I cross a dwarf."
For dwarves, loyalty was more than a word and they felt that it should be both valued and rewarded. Dwarves believed it a gift and mark of respect to stand beside a friend in combat, and an even deeper one to protect that ally from harm. Many dwarven tales subsequently revolved around the sacrifice of dwarves for their friends and family. Just as dwarves were known for their dependability as friends and allies, dwarves also harboured grudges far longer than many other races. This might be on an individual basis between a dwarf and one who had wronged them, or against entire races, even if warfare with the enemy had long since ceased.
Dwarves were careful and deliberate, with a sometimes more serious disposition than other races, who they sometimes viewed as flighty or reckless. A dwarf did all things with care and a stubborn resolve, with brash or cowardly behavior unusual for them. However, dwarves did succumb easily to wrath or greed, which were their most common vices.
Dwarves who left their homeland to become adventurers did so for a number of reasons. In part, a dwarf might be motivated by simple avarice, given the dwarven love of beautiful things. As often, however, a dwarf might be motivated by a drive to do what was right for others (particularly their clan) or a love of excitement because, as settled as dwarves were, they rarely tired of thrills. But even these wayward dwarves retained the spirit of their brethren, hoping that their accomplishments abroad could bring honour to themselves, their clan, or both. Given that successful dwarven adventurers were likely to recover rare items or defeat enemies of the dwarven people during such challenges, this was a hope not entirely without merit.
Abilities
Dwarves were unusually tough for humanoids, in more ways than one. Dwarven stomachs, for instance, were resistant to virtually all poisons and it took less effort for a dwarf to get back on their feet than other races. Dwarves also had dense bodies and were difficult to push around as a result, as well as having the capacity to bear loads that other races might find hindering with little ill effect. Dwarves also had a sense about them that few races did, with a preternatural awareness of their surroundings useful for a subterranean race as well as good judgment all-around in general.
Some dwarves were difficult to like and lacked the charm of many other smaller races, such as halflings or gnomes, though this was not a trait common to all dwarves and some possessed a great deal of charismatic power. Furthermore, dwarves were not entirely unsocial and more than a few had a natural knack for bartering or judging the value of an offer, something that sat well with their legendary crafting abilities.
History
The dwarves do not often speak of their origins to outsiders, so little of their ancient history is known. However, it is understood that they once had great underground halls in the northern
Crystalmists that were destroyed by the Invoked Devastation. Their last High King perished in the aftermath, and the clans have ever since been sundered. Led by lords and princes of differing noble houses, the dwarf clans allied with elves and gnomes during the Suel and Oeridian migrations, and even joined humans of reliable disposition to defend their territories.
In the present day, dwarves are found in rugged mountains and hills, particularly in the
Lortmils,
Glorioles, Crystalmists,
Iron Hills,
Principality of Ulek, and
Ratik.
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