Dwarf

Dwarf is a species common across almost all nations in Reth'car. They are short, tough and stubborn to a fault.
They have two known subspecies, the Mountain dwarves and Hill dwarves, and a distant relative, the Duergar. Many dwarves considers themselves migrants from their true nation, Ka'az Beroz.

They are a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely determined to repel the depredations of savage races like orcs and goblins. More than any other race, the dwarves have acquired a reputation as dour and humorless craftsmen of the earth. It could be said that dwarven history shapes the dark disposition of many dwarves, for they reside in high mountains and dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors.

## Traits

**Ability Score Increase.** Your Constitution score increases by 2.
**Age.** Dwarves mature at the same rate as humans, but they’re considered young until they reach the age o f 50. On average, they live about 350 years.
**Alignment.** Most dwarves are lawful, believing firmly in the benefits of 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.
**Size.** Dwarves stand between 4 and 5 feet tall and average about 150 pounds. 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 o f 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, and you have resistance against poison damage.
**Dwarven Combat Training.** You have proficiency with the battleaxe, handaxe, throwing 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 o f 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.

Subspecies
Hill Dwarf
**Ability Score Increase.** Your Wisdom score increases by 1.
**Dwarven Toughness.** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Mountain Dwarf
**Ability Score Increase.** Your Strength score increases by 2.
**Dwarven Armor Training.** You have proficiency with light and medium armor.

Duergar
**Ability Score Increase.** Your Strength score increases by 1.
**Superior Darkvision.** Your darkvision has a radius of 120 feet.
**Extra Language.** You can speak, read, and write Undercommon.
**Duergar Resilience.** You have advantage on saving throws against illusions and against being charmed or paralyzed.
**Duergar Magic.** When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.
**Sunlight Sensitivity.** You have disadvantage on attack rolls and on 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.

## Physical Description

Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. A clean shaven male dwarf is a sure sign of madness, or worse—no one familiar with their race trusts a beardless dwarf.

## Adventurers

While the common dwarf favors isolationism, some are driven to explore the surface. Glory, greed, loyalty and searching for knowledge are all common reasons for finding a dwarven wanderer. Others have been exposed to the surface as part of a trading caravan, or while on a military expedition.

## Culture

Traditional dwarven culture has its heritages from Ka'az Beroz, the ancestral home of the dwarves. As the dwarven clans has spread across the world, they have adapted to the new cultures while retaining the values of their ancestors.

Commonly dwarves all across the world values honour and order. While ancestry is highly valued amongst dwarves born in thaigs, surface dwarves tend to lose ancestral records over time and thus it's been declining in importance.

Dwarves considers the most important parts of a person the mind and the soul. The soul is determined by their honour, and the mind is determined by their income. Champions and priests are considered great by their honour compensating for smaller incomes. This aspect makes outsiders judge dwarves as greedy, but this is rarely viewed as a flaw amongst dwarves. Greed only becomes a problem if it leads to an individual sacrificing their honour too much in pursuit of coin.

Dwarven smithing is the best that can be found in Reth'car. Their history is filled with legendary smiths such as Urgord Steelconqueror, whom are honoured as heroes. Their dedication to their craft is considered honourable, and the ammount of money they made proved their mind aswell.

Dwarves are strict and conservative, valuing the way of their ancestors. Perfection is always expected to be the goal of any work, and settling for less should always be viewed as a necessary evil when needed.

#### Names

Dwarves are named by their parents at their birth. Their first name is an identifier that is taken from history or deeds. Traditional dwarves are identified by clan, or may have a title instead. Titles as names are reserved for those that accomplish great deeds that will forever bring honor to their clan. Those more intergrated with their national home may instead takes surnames similiar to the area.

**Male Names:** Dolgrin, Grunyar, Harsk, Kazmuk, Morgrym, Rogar.

**Female Names:** Agna, Bodill, Ingra, Kotri, Rusilka, Yangrit.

**Example full names:** Arginn of clan Gloddar, Iontin Wallbreaker, Ogrinta of clan Irkatz

## Clans

There are several dwarven clans across the world.

In Duméri, there are 6 reoccuring clans. Clan Irkatz, Clan Hidzed, Clan Gloddar, Clan Oakbreakers, Clan Grayfist and Clan Ordkhaz.

In Cidarn, there are 6 reoccuring clans. Clan Hidzed, Clan Thundered chrome, Clan Gloddar, Clan Ulaveed, Clan Grayfist and Clan Ordkhaz.

## Notable dwarves

Thane Doumbarr of clan Irkatz, the thane of Fort Irkatz in Duméri.

Brogar Bronzeson was a altherian battlemaster who fought against Vecna's plans. He was a founding member of Tower of 8.

Dworic was a altherian ancestral barbarian who fought for the Tower of 8 due to the honour they had displayed when they gave up Steelconqueror's hammer to Fort Irkatz.