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Dwarves

"To toil and make proud is the life of a Dwarf"   The Rok'Rhozden (literally "Rock-Born) are one of the oldest races in Doremval. There are many tales of the sprawling Dwarven Kingdoms of the third age, tales of kingdoms of gold and steel, built into great mountains and flowing deep into the earth. The First Forge supposedly heated by the roiling mass of molten metal at the core of the world, where Orzic crafted his great weapon "Crag's Heart". Much time has passed since those days, and now only a single great Dwarven kingdom (Val Gorntrov) remains, built deep into the Stonebeard Mountains, a nexus of the cities and towns that dwell below. That is not to say that there are not still caverns, caves, and mountains that Dwarves call their home elsewhere, not only in the region of Palushrok, though some have taken to city living just as well.   Seat Of Power: Val Gorntrov

Traits

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 250 years.   Size: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. You are considered a Medium creature.   Speed: Your movement speed is 25 ft. Your speed is not reduced by wearing heavy armor.   Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray.   Dwarven Resilience: You have advantage on saving throws against poison, becoming intoxicated, and being knocked down and you have resistance against poison damage.   Dwarven Combat Training: You have proficiency with all types of Axes and Hammers.   Tool Proficiency: You gain proficiency with either 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 Dwarven.  

Subspecies

 

Shevarran Dwarves

Shevarran Dwarves share many of the same traits as their northern cousins, but the harsh sun and lack of many mountain ranges have led to a very different set of skills and a very difference visual culture. Their many years in the hot sun and working near the Firepits have left the Shevarran Dwarves completely devoid of hair, trading in intricate tattoos for their bald heads and bare faces.  

Traits

Desert Survivor: You have proficiency in the Survival skill. Additionally you have advantage on saving throws against extreme heat.

Ebon Dwarves

The Dwarves of the Ebony Isles tend to keep their hair and beards short (or at least very carefully braided in towards their center mass) more out of necessity than anything else.  

Trait

Masters of the Mines: You have proficiency in the Appraisal skill. Additionally you gain proficiency with Mason's tools. If you already have proficiency with Mason's tools or would gain proficiency with Mason's tools, you gain expertise instead.  

Mountain Dwarves

The Mountain Dwarves are those who revel in tradition, often citing ancient battles and the days of Vol-Atir and the Palushian Empire. Most still call the Stonebeard Mountains their home, some lucky enough to live in the capital of Val'Gorntrov, while others call the deep mountain cities their home. Like their ancestors, these Dwarves very often reject conventional arcane arts, believing that the only magic worth training with or being gifted is that which comes from their gods and paragons. Proof of their divine right!  

Trait

Dwarven Armor Training: You have proficiency with light and medium armor.  

Surface Dwarves

As the name suggests, these are Dwarves who have long since given up on their classic traditions and have abandoned mountain life for more modern times. Some dwell within the hills, others call the cities of the surrounding kingdoms their home.  

Traits

Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Naming Traditions

Feminine names

Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra

Masculine names

Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orzik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal

Family names

Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart

Culture

Major language groups and dialects

Dwarvish is a bold language, blunt, guttural, and clipped. There is a clear slant to vowels and syllables where the accent often heads near the end of words and sentences and a lot of the use of the y (yeh) sound paired with consonants. These traits often find themselves leaking into any other language that Dwarves speak.   The further away from Val Gorntrov one gets, the more likely one is to find distinct dialects that stray from that of classic Dwarven. City folk ten to have lost some of the harder and clipped heft that classic Dwarven tends to carry, leaning more towards the casual flow of the common tongue while Dwarves that have taken to living in smaller hills further away from their kin in the mountainous or city regions tend to have a twang to them, leaning into the deeper sounds and hanging on their y's.   Dwarves of the Ebony Isles speak in a dialect that even some other Dwarves may take a moment to understand, often using shorthand for their larger words and relying heavily on slang they've developed over the years working in the Blackstone Mines.

Shared customary codes and values

On the average dwarves are lawful strong believers in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. Many also strongly believe that it is their duty to work and toil for the good of their communities, to prove their species as the heartiest, and to ensure that their people will always survive.

Art & Architecture

Dwarven artwork often take the forms of stone sculpting, fine jewelry, armor or weapons (both ornate and functional). Dwarven culture doesn't find much value in other forms of traditional artwork (though some dedicated brewers may disagree), and find their expression best shared through metal, gems and stone.

Coming of Age Rites

In the old days of the Age of Stone Kings a Dwarf would be given their first name as a child and would be granted their "Great Name" after a great battle or some kind of major success. In current day this happens after either a notable event or when they come of age (15). When being given their Great Name a party is often held, at which the Dwarf being named reads from the scriptures of his houses Paragon. Those who attend are expected to bring precious metals, jewels, or tools in order to offer a starting point for the newly named dwarf about to begin their adult life.

Funerary and Memorial customs

While different groups of Dwarves have different customs and rites for how to lay their dead to rest, what follows is generally the same no matter where you go. Once the body has been burned, Dwarven custom dictates that all those wishing to honor their fallen comrades memory will gather, whether it be at a home or a tavern, and drink while sharing stories about the deceased. The immediate family is not permitted to pay for or provide their own drinks, and the intent to for everyone present to drink until they no longer can remember their sadness, and instead are happily celebrating the memories and life of the fallen dwarf.   When the head of a Dwarven house meets his end, traditionally his family will commission a bust to display. Ancient houses have halls dedicated to the busts of their former heads of household, usually with a single full stone statue of their houses founder, or their Paragon.

Historical figures

Vol-Atir - "The Wolf of the Sun", Vol-Atir was the leader who led his kin to the height of their power in history, bringing in The Age of Stone Kings by conquering the lands of Orzadama and establishing the United Palushrok Empire. A powerful warrior believed to have been chosen by Orzic's wife Sol-Satiir to lead his people, he is now heralded as the most notable Paragon in Dwarven faith. Following the fall of Orzic and the perceived death of Sol-Satiir the Dwarven people believe that he took up the duty left behind by the goddess of the sun, and now drags the sun through it's cycle each day.
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