Dwarves of the Nine-Lands

“I remember Tantor! He was as solid as the stone from which he was born and twice as reliable. But once that old granite dwarf got an idea rattling around inside that brain of his he was just about as immovable as that stone, too!”

* Myelin Sheaf, forest elven ranger.

With the longevity possessed by dwarves some of the elders can remember the gilded age as things were towards the end of the Era of Enlightenment. They also remember the horrific night of the Fracturing, though many are loath to speak of it. Their long lifespans give them a perspective on the world that the shorter-lived halflings, humans, and orks lack.

Dwarves are reliable and solid as if they were born from the same rocky mountains and hills that they love. Dwarves weather the passing of time with little change and the stoic endurance they are known for. They have great respect for their traditions, their clans, and their kingdoms, with most dwarves being able to trace their lineage and history back to the most ancient dwarfhold, Rockhome.

Dwarves can be found throughout the Nine-Lands most anywhere mountains or hills may be found, however most of them live in (or beneath) the northernmost reaches of the Thenjade Mountains or foothills nearby. Dwarven kingdoms stretch deep beneath the mountains in which they reside. Their homelands are often a great source for gems, gold, and stone, and regardless of clan, dwarves are well-known as skilled miners and workers of stone and metal. Dwarven craftsmanship is thought to be the pinnacle of quality and the masterful and wondrous items they create from these materials is well paid for and highly sought after. Whatever wealth they can’t find in their hills and mountains they will gain through trade. They are notorious for their dislike of water travel, so enterprising humans and halflings earn small fortunes trading in dwarven goods along water routes.

Dwarves are renowned for their courage, tenacity, devotion, and a strong sense of justice and apply these ideals to whatever they do. They are honest, sometimes bluntly so, and straightforward. Trustworthy members of other races are welcome in dwarf settlements.

Dwarves are loyal to their clans above all else and dwarves place great value on social standing. Even dwarves who live away from their clans and kingdoms hold such identities dear to them and easily recognize related dwarves and invoke their ancestors’ names in oaths and curses. To be cast out of a clan, and therefore dwarven society, is considered a fate worse than death to a dwarf. These clanless dwarves are not welcome in dwarven society, and dwarves belonging to other clans will recognize and likewise shun the clanless.

Dwarves found outside of their own lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.

DWARF TRAITS

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

Ability Score Increase. Your Constitution score increases by 2.

Alignment. Most dwarves are lawful, believing firmly 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.

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 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, 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 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 (Northland).

Subrace. Four subraces of dwarf are found residing in the Nine-Lands:

Forest Dwarves

Granite Dwarves

Iron Dwarves

Rock Dwarves