Dwarves
Introduction
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, undying loyalty to friends, a commitment to clan and tradition – these common threads unite all dwarves. Dwarves are the stocky folk created by the god Moradin. They are found in mountain strongholds and forest communities. Dwarves live in regions across Thinia and often influence the lands surrounding their strongholds. Dwarves have the following features;- Ability Score Increase. Your Constitution score increases by 2.
- Size. Your size is Medium.
- Speed. Your base walking speed is 25 feet. 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 an advantage on saving throws against poison, and you 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. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
Sub-ancestries:
Below are the various sub-ancestries that may be found across Thinia. While these sub-ancestries share physical characteristics they are culturally varied. For example, a Mountain Dwarf community in the Heartlands will differ from a Mountain Dwarf community in Marzana. Azer: Azer are denizens of the elemental plane of fire and areas of Thinia that resemble the elemental plane. They have brass skin and red, silver, or ash-gray hair. When an Azer becomes extremely stressed or angry their hair will ignite into flame. There are debates over whether Azers have any relation to dwarves. The primary case for claiming common ancestry is the similarities between the physical appearance of Azers and Dwarves. Several Azer communities exist across Thinia. For these Azer time away from the elemental plane has dulled their attunement to fire. Azer has the following features;- Ability Score Increase. Your Strength score increases by 1.
- Fire Resistance: Azer are resistant to fire.
- Heated Weapons: The Azer can heat a metal weapon to further damage enemies. Add 1d6 fire damage to your next attack with a metal weapon. This ability can be used a number of times equal to your Constitution modifier (minimum of 1). All uses are regained after a long rest.
- Ability Score Increase. Your Strength score increases by 1.
- Superior Darkvision. You can see in dim light within 120 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.
- Duergar Resilience. You have an advantage on saving throws against illusions and against being charmed or paralyzed.
- Sunlight Sensitivity. You have disadvantage on Attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
- Ability Score Increase. Your Wisdom score increases by 1.
- Dwarven Toughness. Your hit points maximum increases by 1, and it increases by 1 every time you gain a level.
- Ability Score Increase. Your Strength score increases by 2.
- Dwarven Armor Training. You have proficiency with light and medium armor.
Culture:
Dwarves more than any other ancestry are commited to their chosen craft. When a Dwarven child shows an interest in an acceptable craft or pursuit they are encouraged to throw their entire life into that pursuit. Dwarven soldiers will spend countless days perfecting a spear thrust or axe strike. Dwarven painters will agonize over their work, sometimes going blind over their attention to detail. Dwarven smiths will destroy a work they perceive to have the smallest imperfection and start from scratch. Dwarves obsession with their work has resulted in many Dwarves shunning social and romantic life as these are seen as distractions. This has at times caused Dwarven populations to rapidly decline. Those Dwarves who do decide to form families often have as many kids as possible. This is done both to benefit the Dwarven people and bring notoriety to the family based on the number of crafts attributed to them. A Dwarven family with a dozen children may have their name become synonymous with many crafts. When Dwarves bond with others they favor those who share similar passions. A Dwarven soldier may form a deep bond with a Dwarven smith as both admire the craft of the other. Dwarves rarely form romantic bonds with other ancestries as their single mindedness is often seen as obsessive, unhealthy, or inflexible. Dwarves who have no passion or who meander from one calling to another as seen as strange and even dangerous.Subcultures:
- Baer: The Baer is the Duergar of the Heartlands. While the Baer are more reclusive, traditionalist, pragmatic, and stubborn than other Dwarves, they are considered radical amongst the Duergar. The Baer joined their strongholds to the Half-Elven-led Capsan Empire and have granted permission for any Baer Dwarves to leave the mountain strongholds, without suffering exile, so long as it is in service to the Empire. This has made Duergar a far more common sight in the Heartlands compared to any other region of Thinia. Like the other Duergar cultures the Baer shun ornamentation, decoration, or embellishment for embellishment's sake. It is common for Baer to speak in extremely literal and honest terms.
- Bezmadan: The Bezmadan are the Hill Dwarves of the Northern Heartlands and west Fensalar. The Bezmadan range in skin color from fair to dark skinned. Their closest cousins are the the Hrym Dwarves and many theorize that the original Bezmadan Hill Dwarves set out from the mountains of the central Heartlands before spreading across the north. The Bezmadan are noted hunters, leatherworkers, and trappers. Their ingenuity with traps in particular is well known. Bezmadan prefer to live in small communities but are known to settle in larger towns and cities if they find common ground with the locals. Bezmadan are famously hospitable and they will give food, water, and shelter to anyone traveling through their communities, so long as those people mean the Bezmadan no harm.
- Dolgur: The Dolgur are the Hill Dwarves or Wild Dwarves of Lokkheimer. The Dolgur are predominantly fair skinned. These Dwarves seperated from their mountain based cousins long ago and formed communities amongst the forests and hills in the northern reaches of Lokkheimer. The Dolgur are known for their warrior culture and their coming of age practices. Dolgur Dwarves worship a mixed pantheon of war gods and the fire god, Kossuth.
- Duerga: The Duerga are the predominant culture among the Duergar Dwarves. The Duerga have skin tones ranging from obsidian black to a lavender hue. While all Dwarves are seen as being fervent in their beliefs and culture, the Duerga take this fervent culture to the extreme. They are very conservative, pragmatic, and reclusive. The Duerga take extreme pride in their works all of which are utilitarian first. Any sort of ornamentation is shunned by the Duerga as a waste of time, talent, and resources. The Duerga speak very directly and econominically as to not waste time on pretty words. Even Duerga poetry reads like an instruction manual. The Duerga are forbidden from leaving their mountain strongholds except on extremely important diplomatic missions. The worst fate for a Duerga is to be exiled. Some even believe that if they leave the mountain stronghold they will fall into the sky forever.
- Hrym: The Hrym Dwarves are Mountain Dwarves that reside in the eastern mountains of the Heartlands and the mountains of Marzana. The Hrym have mostly tan skin but due to their prominence across Thinia, there are Hrym Dwarves with skin tones ranging from fair to dark. Sometimes they are called the Imperial Dwarves because the Dragoncrown Clan is culturally Hrym. When people think of a typical Dwarf, they likely think of a Hrym Dwarf. They are pious, honorable, and stout. Hrym are sometimes considered rude or ill-tempered but this is due to their passion for the wellbeing of their kin and friends. Few cultures value the bonds of friendship and family more than Hrym Dwarves. A betrayer is the worst thing to be within Hrym's society. Hrym are known for their metal works, particularly their armor and weapons.
- Irli: The Irli are the Dwarves of the skyhold of Irlidun and the central mountains of Totecum. The Irli have dark tan skin. Considered an oddity amongst the Dwarves, the Irli built their stronghold on the top of a mountain rather than building within the mountain. This has led other Dwarves to sometimes call the Irli "Sky Dwarves" typically condescendingly or derisively. The Irli further distinguish themselves from the Dwarves with their famous textiles. Irli textiles are known for their vibrant colors and intricate patterns. The Irli are also known to be exceptional engineers and some claim it was an Irli engineer that found the means to make the Deep Roads possible.
- Kumul: The Kumul Dwarves are the Gold Dwarves of Kumuldor in Utican. The Kumul are dark-skinned Dwarves with dark tan to obsidian black skin. The Kumul imigrated to Utican from Hartha along with the Helena Expeditionary Force. The Kumul are known across Thinia as great craftspeople, particularly in the art of jewelry crafting. Kumul Dwarves also set themselves apart through their unique fashion practices. Kumul Dwarves adorn their hair and beards with many jewels and ornaments. The wealthier the individual the more ornate the adornments. The wealthiest Kumul Dwarves use creams infused with gold flakes to make their hair and skin sparkle with flecks of gold. More conservative Dwarves find this practice to be unacceptably flashy and flamboyant. Kumul Dwarves use Nigerian/Yoruban naming conventions for their first names. Examples can be found here; Nigerian Names
- Litra: The Litra are Dwarves who initially inhabited the island mountains off the west coast of the Heartland. Litra Dwarves are predominantly fair skinned. The Litra were also expert shipbuilders and navigators. After a devastating eruption drove the Litra from their ancestral home, the Litra settled in the eastern penninsula of Lokkheimer. The Litra recovered from the eruption and now dominate eastern Lokkheimer.
- Mino: The Mino Dwarves are the Dwarves of northern Hartha. Their closest cousins are the Gold Dwarves of Kumuldor. These Dwarves have dark or tan skin. Mino Dwarves are conservative, religious, industrious, and pragmatic. Some historians claim the ancestors of the Kumul Dwarves chose to leave Hartha to escape the strict society built by the Mino Dwarves. Despite their conservative nature, few cultures enjoy revelry and celebration more than the Mino Dwarves. The Mino Dwarves are also noted for their exceptional ales and spirits which come in a huge variety.
- Vrem: The Vrem are the Dwarves of the northeastern Heartlands. There are very few Vrem left after the taking of Goldenhammer Hall by the Stonebreaker Goblins. Those that remain hold out in Vremhold hoping to find a means of taking back their mountain stronghold. The Vrem are modest Dwarves. They do not care for ostentation, nor do they claim to be the greatest of their people. Goldenhammer Hall, their greatest stronghold would be considered a large outpost by most other Dwarven cultures, however, the Vrem were proud of the community they built. Since the loss of their ancestral home the Vrem have become consumed with survival, martial prowess, and duty to their fellow Dwarves. Individualism is deprioritized amongst the Vrem as the survival of the Dwarven community is of primary importance.
Naming Conventions:
All Dwarves follow similar naming conventions when it comes to family or clan names. This convention is the compound name where two words of importance in Dwarven culture are brought together. Common examples include Ironforge or Bronzebeard. Each of the sub ancestries have minor variations usually related to their primary homes. For example, Duergar that often spend their lives exclusively in mountains and are known to be the deepest delvers have names with darker themes like Shadowrock. In contrast Hill Dwarves tend to have more nature based names like Oakenshield or Ironwood. In Dwarven culture a married couple must decide what clan name to take. This decision is often based on which clan is more prosperous in a marriage and in some cases leads to fierce arguments. In other cases a married couple will choose a new clan name based on something important to their relationship. For example, two Dwarves that met while serving in the military may take the name Ironshield or Battleforge. Still others may change their clan name to reflect an accomplishment of note. Changing clan name is always a serious decision as it can lead to offense toward ones family or lose the prestige that comes from the former clan name. Finally, while most clan names are permitted some names are either legally protected or protected through social norms. For example, in the Dragoncrown Mountains it is illegal for a couple to choose the clan name Dragoncrown unless they have married into the Clan Dragoncrown. Similarly it is seen as deceptive and dishonest to attempt to gain prestige by changing your clan name to that of a reputable clan without any connection to them. First names vary by culture. Typical naming conventions are covered in the sub-culture section above. Please note that when a real world naming convention is used for a fantasy ancestry or culture it is done in an effort to introduce consistency and realism into the culture. It is not meant to say that the Gold Dwarves of Kumuldor, who use Nigerian naming conventions for their first names, are representative or reflective of real Nigerian culture. The effort is to have interesting, consistent, and evocative names that draw from all parts of the world.Religion:
Most Dwarves worship Moradin and the Morndinsamman or Dwarven Pantheon. Some Dwarves worship gods outside of the Morndinsamman. Gods of magic are popular among Dwarves that pursue arcane magic. Some Dwarves worship primordials and other elemental powers. This is particularly common among the Azer Dwarves.Civilization and Culture
Naming Traditions
Azer naming conventions for given names follow similar trends as Mountain and Hill Dwarves. Clan names are typically derived from common words like forge, honor, or hammer. Specific examples are below;
- Azer Male Names: Avantr, Dralr, Grsik, Keldrin, Melgann, Redrek, Torlir, Tyd, Ustur, Zarr.
- Azer Female Names: Bedga, Edris, Fane, Hesca, Keytin, Loka, Odryn, Peirunn, Sethra, Vonde.
- Azer Clan Names: Ancestral, Anvilik, Falforge, Garflame, Honorek, Morhammer, Tormace, Travroc, Valoris.
- Gold Dwarf naming conventions use the same family/clan names as Mountain Dwarves but use Nigerian given/first names. Gold Dwarf-given names can be found at the following link; Gold Dwarf-Given Names.. Note: Gold Dwarves will sometimes shorten their given names and go by a nickname.
History
The Dwarves were created by Moradin in the Great Craft, a competition to make the greatest creation between Moradin and Corellon. Moradin made the Dwarves dutiful, loyal, hardy, and creative. He believed these traits exemplified that which was best in creation. Those things were consistent, reliable, and durable.
When the Dwarves awakened on Thinia they did so outside the caves leading into the great mountains of the eastern Heartland. It is generally agreed upon that the first Dwarves awakened outside of Fjyrk Urngor or the First Mountain that is now home to the dwarf stronghold of Doruhl. The first Dwarves were all Mountain Dwarves. This soon changed when several clans saw the vast plains, rushing rivers, and green forests of the Heartland. These Dwarves broke off from their cousins and settled under the sky, rather than under the mountain. So the first Hill Dwarf or Wild Dwarf communities were formed. Meanwhile, the Mountain Dwarves began building their first stronghold. The stronghold was named Doruhl after the first leader of the Mountain Dwarves.
As time passed and Doruhl expanded, the Mountain Dwarves had increasing contact with Hill Dwarves and other peoples living under the sky. They learned that the world was far vaster than they had ever imagined and were determined to explore it to find other mountains to call home. This resulted in the first diaspora of the Dwarves. The Dwarves were not great mariners and were only able to navigate rivers. Unable to cross seas or oceans the Dwarf explorers traveled east, north, and south. Over centuries new mountains were explored and strongholds were founded in mountain ranges with rich ore deposits and ample room for expansion.
During this diaspora, a faction of Dwarves shunned leaving the mountains and exploring the land under the sky, even if the purpose was to find other mountains to live within. These Dwarves, made up of 15 clans called themselves the Duergar or Deep Dwarves. The Duergar proposed expansion under the earth. They began mining vast roads and paths between mountains to expand without having to travel in the land under the sky.
This massive project would come to be known as the Deep Roads and only be completed after many millennia. Once completed the Deep Roads facilitated trade, travel, and communication between the strongholds. This allowed the Dwarves to establish an Empire that spanned Thinia and thus ushered in the Imperial Dwarven Era. During this era the Dwarves exercised unrivaled economic influence over the world. Although the Dwarves did not engage in military conquest, it was understood that Dwarven power was paramount in the areas surrounding their strongholds. Unfortunately, the Deep Roads would be destroyed shortly after they were completed, due to the presence of an unknown threat. Shortly after the Dwarven Empire broke apart and the Imperial Dwarven Era ended.
Now in the modern era, less than a millennia removed from a time when Dwarves and Dwarven culture dominated Thinia, the Dwarven people struggle with their place in the world. Some question the traditions their people have clung to for nearly twenty thousand years and some begin to look beyond the halls of their mountain strongholds to find more. Dwarves still play a pivotal role in the future of Thinia, but for many, they are a people in decline. But a single humble adventurer may be able to change the course of the Dwarves, for better or worse.