Dwarves

in: Races

## Introduction

Dwarfs are mountain-dwelling folk that have long been known for their craftsmanship. As time went on they had begun to spread from their elaborate cave cities and out into the rest of the world. Exchanging the fruits of their crafts for valuable goods hailing from Human and Elf civilizations, Dwarfs have built quite the trading league for themselves. Dwarfs are frequently at odds with foes such as Greenskins and Dark Elves, and as such they are always prepared to do battle with them. Eschewing magic and intellectual pursuits in favor of more physical pursuits such as industry, applied arts, and resource extraction. Dwarfs rarely utilize magic and are often distrusting of those who do. Unlike humans, Dwarfs rarely expand beyond their boundaries; however, they are fiercely protective of their homeland. The masses are led by an aristocratic class of nobility; the most powerful of them would elect a king to rule the entire civilization.

## The Basics

Appearance: Dwarves are shorter in stature in comparison to most humans, but tend to have broader frames in proportion. Although their height can vary, the majority of dwarves fall within a range 135 cm (4'5") - 150 cm (4'11"). Females tend to be a bit shorter and more slender than their male counterparts, but they are still quite stocky. Both are known to have extensive beards and their beards are a source of pride. Their skin color can range from deeply tanned to pale white, often depending on location and time spent underground. They have a full spectrum of natural hair and eye color; it is also quite fashionable among Dwarves to dye their hair with a variety of colors.

* **Lifespan:** Upwards of 250 Years
* **Height:** 135 cm (4'5") - 150 cm (4'11")
* **Regions Found:** They’re located throughout the central mountain range of the western continent. Some have ventured to live amongst human cities and under the open sky, though it is rare.
* **Culture:** Traditionally, dwarves are an insular breed. There’s few distinctions between the clans to the outsider but within dwarven society, they’re quick to correct any mislabeling. Their pride in their clans is often spoken loudly and showcased through the types of crafts they specialize in, or the elaborate crests adorning their works and halls to indicate ownership.
* **Values:** Tradition, Honour, Glory, Industrialness
* **Common Character Roles:** Craftsmen, Trader, Laborer, Soldier
* **Common Allies:** Humans, Wood Elves, other Dwarves
* **Common Enemies:** Greenskins, Dark Elves, Simiku, Jazirans
* **Architecture:** Large, stone carved halls within the mountains they reside.
* **Religion:** Dwarves used to have a large pantheon, but only two deities have survived the passage of time. Bavrill, the God of the Earth, Mountains and Time, and the Goddess Korherra, the Goddess of Crafting, Might and Honor.
* **Views on Magic:** Wary of magic

## Appearances

Dwarfs are shorter in stature in comparison to the human, but tend to have broader frames in proportion. Although their height can vary, the majority of Dwarfs fall within a range 116 cm to 146 cm. Females tend to be a bit shorter and more slender than their male counterparts, but they are still quite stocky. Their skin color can range from deeply tanned to pale white, often depending on location and time spent underground. They have a full spectrum of natural hair and eye color; it is also quite fashionable among Dwarfs to dye their hair with a variety of colors. The lifespan of a Dwarf is quite long, they tend to live approximately 250 years. So long as a Dwarf maintains good health and keeps fit, they are able to be as mobile as were in their youth. They reach physical maturity at the age after two decades of life, at which point they are fully grown adults. The majority of powerful positions in Dwarf society are held by members in their senior years, both because of their acquired power and wealth, as well as their accumulated wisdom.

The clothing of Dwarfs can be quite varied but often will inform people of their status. Peasants, craftsmen and other lower class people will be dressed in simple, practical clothing. They rarely wear jewelry as such accessories can become a hazard as they perform their rigorous manual labor jobs. However, their best outfit is typically kept pristine for when they visit their temple or their liege. Aristocracy and well to do Dwarfs tend to wear far more ornate clothing and jewelry, often making a show of their fortune.

## History & Culture

The origins of the stout race has been lost to time, not even the dwarves themselves fully aware. The most popular myth of their creation is that Bavrill, the chief god of their pantheon and the god of the earth, mountains and time, was looking for a place to rest. All he could find in his domain was mountain peaks and lakes surrounded by boulder filled beaches. At his request, a number of the boulders were willing to break themselves into small pieces, spreading themselves out evenly to create a hard, stony bed for the god to lie upon. For this kindness, the stones were given life and limb .Dwarves are responsible for the introduction of the common language, currency, trade and even entertainment to humanity as a whole. They have mastered theories behind clockwork, mechanical weaponry, and even limited steam-powered machinations of great power. Dwarven clockwork, whilst uncommon, is still as of yet inexact and a work in progress as they actively test their theories.

## Culture

The dwarves are an insular breed. While there’s few obvious distinctions between the clans, they’re quick to correct any mislabeling. Each clan has its own settlement that it resides over across the vast mountain ranges they call home, and any citizen of the settlement is counted as a member of the clan. It’s truly a game of pettiness with the most minor of grudges influencing future generations. One clan may wear their hair long, and that is enough of a difference that a short haired clan will view them differently, until they assimilate. Should a member of another race, gods forbid, wish to deal with them, they had best come with a fine sample of what their strange and foreign society can provide.

Most clans live in large, well lit and ornately carved out caverns, but others are more than willing to live above ground. Even these surface dwarfs prefer to be surrounded by stone, however, and will build almost exclusively using that material. This leads to stone masons having an especially strong reputation in their society, with even junior masons often well regarded. Paragons are the most respected in dwarven society after their High King or Queen.

Paragons are master crafters who are idolized within dwarven society and bring great pride and influence to their clan. A Paragon is selected and honored by a committee of craftsmen of the clans, with each clan allowed one representative. Competitions are held at major religious festivals around the calendar, with only one crafter allowed to be granted the title of Paragon at each festival. These festivals are held in honor of Bavrill, the God of the Earth, Mountains and Time. A dwarf is only allowed to participate in this competition under a single style of crafting. Whether it is Armorsmithing, Weaponsmithing, or something else entirely, each festival is dedicated to that crafting specialty. Additionally, a dwarf may only make three attempts for a Paragon status in their lifetime. There have been many accounts of nobody being granted the title of Paragon if the committee feels as if the project presented is underwhelming, does not improve or enhance dwarven culture, or if it believes it is no better than what any other dwarf may craft.

## Government

The dwarven people have an elective monarchy, but once they elect a High King or Queen, their rule is absolute until their passing. The High King or Queen is the only dwarf under the mountains able to rally the many clans under a single banner in the face of adversity, or for a cause requiring absolute unity; regardless of where their votes lay prior to the election, the dwarves respond with conviction. Their loyalty to the High Throne is often described as zealous, blind and unquestioning. An election process is done based upon a tally of votes and the weight of a clan’s influence when lobbying for the various clan’s nominees. Each clan has a representative in the royal court, and each clan is able to nominate and campaign for their representative in the event of royal elections. While every clan has a say, it is the clans who have claims to a living Paragon that enjoy the advantage of additional influence and a larger presence in voting affairs. While it is often a respected process, there is an underlying history of violence between the clans when one’s ambition for the throne outweighs the integrity dwarves hold themselves to. Additionally, the influence of clans with Paragons often draws the ire of those who have no such esteemed dwarves within their halls. As a result, there have been shadow wars between the various settlements in the past but in the last century or so, such conflicts have been put to rest.

## Religion

### *Bavrill— God of the Earth, Mountains & Time*

Bavrill is the main God of the dwarves. He is depicted as sitting atop a mountain, the peak flattened out in the form of a grand stone slab and flanked by a massive series of earthly spires in the form of a throne. The dwarves have never seen this God nor found any outright proof of his existence, but they believe in him nonetheless and give praise to Bavrill often. It has been determined by the dwarves that Bavrill is a giant of a dwarf with a gray beard down to his knees and an old, wrinkled face with piercing gray eyes. His hair is silver and he wears a heavy plated armor with a helm. The helm has been engraved with a mountain and a thunderbolt, as well as a single cloud 'passing' the mountain to depict the passing of time.

### *Korherra— the Goddess of Crafting, Might and Honor*

Korherra is the only known Goddess amongst the dwarves. She has been labeled the Daughter of the Mountain, as per an ancient text. Though there were other gods in the dwarven pantheon in the past, they have since been lost to time and all records forgotten, destroyed or misplaced. Korherra is often displayed in unison with Bavrill, the God of the Earth, Mountains and Time, and is said to be the one who provokes thought and brings strength and wit to the dwarves. Korherra's influence and standing is held no higher by any other dwarf than among the Runecarvers of dwarven society.

## Racial Relations

The Dwarves, while rather independent and notorious for keeping to themselves, have been known to enact trade with humans and sometimes the distant wood elves. These exchanges are more rare and often missed due to the scarcity of it taking place. In recent times, the dwarves have agreed and joined a coalition alongside the Kingdom of White Thorns, the High Elves and some of the Wood Elves but it is a tenuous agreement at best. Dwarves have had a variety of conflicts over the centuries, having fought with goblins and orcs, beastkin, and even humans in the past. The coalition that they joined recently has put them at odds with Jazira, the Simiku peoples, and any others who oppose this coalition whether openly or discreetly.

## Views on Magic

It’s suggested that when dwarves first originated in the world following Bavrill’s point of rest, when the mountains were given life and limb, that reflection of Bavrill’s gift was in the form of Runecarvers. The Runecarvers are believed to have been the very first dwarves who utilized magic bestowed upon them by the God of the Earth, Mountain and Time. They shaped the caverns within the mountains through magical runes drawn and etched out, and the earth parted per their design. Today, the dwarves have no proof of this belief and as a result of the legend fading with time, their views of magical ability have soured over the centuries and they believe it to be a tool of tricksters and fools. They perceive those who wield it to be distrustful and seldom believe when their own kin claim such abilities, assuming them to be illusions and tricks. Dwarven casters of the modern day are often ousted as crazed or anarchists and exiled from the mountains.

## Racial Traits & Weaknesses

### Nightvision

After years of adapting from living within caves, Dwarves have the capability to see in the dark.

### Dwarven Vigor

The physical nature of their day to day lives and careers have hardened their forms into something that can quickly recover and persevere through even the longest days. Dwarves have a 3 hour injury timer as opposed to the standard 4 hour injury timer, and are twice as effective at resisting alcohol's effects than a human.

## Attachments & Kit Items:

The items listed in the kits below are made with the Season 6 modlist. They have been updated as of **14th December 2023**.

*Expand for Dwarf Racial Kit*

 Dwarven Beard Black (Attached)
 Dwarven Beard Goldenrod (Attached)
 Dwarven Beard Fiery Red (Attached)
 Dwarven Beard

## *Lore Contribution*

***Credit for Lore Contribution:** Rivani*