Dwarf

> *“We Dwarves have seen more than our fair share of bitterness and hardship. We drank from the cup of defeat. But yet we survive. Whilst a single Dwarf draws breath, we will fight the evils that assault us. We will take back our homes. We will rise again.”* - quote from Normir the Ruby-Eyed, current High Jarl of the Dwarves.
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All Dwarves are united through a common sense of pride. Pride in their great forges and abundant riches. Pride over their incredible holds - cities carved into the hearts of the mountains. Pride over their long history and many feats. And yet they are also united through hardship. Their once great empire has long since collapsed, after an ancient war against the Elves, and many hold resentment over their losses. But the Dwarves are nothing if not a stubborn lot, and they will work tirelessly to see their greatness restored.

## **Physical Description - Short and Stout**

Bold and hardy, Dwarves are known as skilled warriors, miners and workers of stone and metal. Though they stand under 5 feet tall, shorter than most Humans, Dwarves are so broad and dense that they can weigh just as much as a Human and, on top of that, be as strong if not stronger. Their courage and endurance are also easily a match for any of the larger folk.

Dwarven skin ranges just as much as a Human’s does. It ranges from deep brown to a lighter hue, but most Dwarves are quite pale due to much of their time being spent out of direct sunlight. Some Dwarves might find their skin ‘dyed’ a certain colour from exposure to certain substances or chemicals. Some miners, for example, are known to have their skin gradually become a shade of grey from exposure to rock dust and the chemicals used in mining explosives. Hair is held in high contempt in Dwarven society. In women, different colours are considered objectively better than others - with red hair being considered the best. In men, it is their beards that are considered most valuable. Long length, especially, evokes respect as it is a sign of experience. Male Dwarves will groom their beads carefully, only trimming the minimum amount necessary to maintain a presentable beard.

## **Mentality - Long Memory, Long Grudges**

Dwarves can live to be more than 400 years old, so the oldest living Dwarves often remember a very different world. For example, some of the oldest Dwarves remember the original signing of the alliance between the Dwarves and the Empire of Man, an accord that was struck centuries ago. This longevity grants them a perspective on the world that shorter-lived races such as Humans and Halflings lack.

Dwarves are solid and enduring like the mountains they inhabit, weathering the passage of centuries with stoic endurance and little change. They deeply respect the traditions of their clan and race, tracing their ancestry back to the founding of their most ancient holds, and most don’t abandon those traditions lightly. Indeed, part of those traditions involves almost religious-like worship of their ancestors, for they uphold the Dwarven ideals of industrious ambition, skill in battle, and devotion to the clan. Dwarves have no gods, instead dedicating themselves to their forefathers and predecessors. All Dwarves are born without surnames, so lineage is recorded on the basis of marriage and genetic lines in books that are kept and updated by the family.

Individual Dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many Dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. Grudges are taken very seriously to the Dwarves; it is not uncommon for a simple disagreement to become a full-blown clan feud. In the past, grudges would be recorded in large tomes however this practice was abandoned after it was deemed impractical.

Dwarves get along passably well with most other races, having closer relationships with the races their clans are allied with. Their longevity goes a long way in explaining why the shorter-lived races might struggle to earn the trust of the Dwarves.

* **High Elves -** many Dwarves consider the High Elves untrustworthy. After all, from their perspective it was the arrogance of the High Elves that led to the Great War that ultimately caused their empire to fall. That being said, the Dwarves acknowledge that the world is a tough and chaotic one, and that allies are hard to come by. So most Dwarves will accept friendship and help from a High Elf, though begrudgingly.
* **Imperials -** the Dwarves admire the Imperials as a parent might admire a child. They see Humans as short-lived and prone to brash errors, but deeply respect their ambition and will. A single Dwarf might have a deep connection to multiple generations of the same Human family. The term ‘Dwarven uncle’ or ‘Dwarven aunt’ isn’t an uncommon one amongst the citizens of the Empire.
* **Gnomes -** the Dwarves admire the Gnomes' intelligence and ingenuity, and see them as technological equals. Most clans were happy to take them in as refugees though they do not fully trust the Gnomes due to the vagueness and uncertainty of their history.
* **Orcs and Goblins -** simply put, most Dwarves despise the Orcs and Goblins. The occupation of multiple ancient holds and the raids against those that remain are crimes that are near-unforgivable in their eyes. Out of all the races in the world, the Orcs and Goblins are easily the Dwarves’ most hated enemies.

## **Society - Clans and Guilds**

The Monav Urngorr stretches deep beneath the mountains where the Dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewellery, as well as the intricacies and power of new machinery. In some Dwarves this love festers into avarice. Whatever wealth they can’t find in their mountains, they gain through trade. Enterprising Humans, Elves and other races frequently handle Dwarven goods across land and sea. Trustworthy members of other races are welcome in Dwarf settlements, though some areas are off limits even to them.

The chief unit of Dwarven society is the clan, and Dwarves highly value social standing. Even Dwarves who live far from their own clan cherish their clan identities and affiliations, recognise related Dwarves and invoke their ancestors’ names in oaths and curses. Second only to the clans are the guilds, powerful mercantile organisations that fuel the economic machine of the Dwarves. There is a guild for any and every industry, from metal-working to weaving to brewing. These guilds are typically led by influential families and nepotism is not just common but encouraged, for family honour is prized in Dwarf society.

Dwarves in other lands are typically artisans, especially weaponsmiths, armourers, and jewellers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.

## **Dwarf Adventurers - Ancestors, Gold, and Clan**

Dwarves who take up the adventuring life might be motivated by a desire for treasure - for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other Dwarves are driven by the command or inspiration of an ancestor, a direct calling or simply a desire to bring glory to one of their old ancestors. Clan and ancestry are both important motivators. A Dwarf might seek to restore a clan’s lost honour, avenge an ancient wrong the clan or their family suffered, or simply earn status within the clan. Or a Dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.

## **Dwarf Names**

The names of dwarves come in two stages. At birth, a dwarf’s name is granted by a clan elder, in accordance with tradition. Every proper Dwarven name has been used and reused down through the generations. But all Dwarves are born without surnames, for that privilege must be earned. Dwarf surnames are gifted based on feats that dwarf has done. For example Wyrmerra Anvilbreaker, Jarl of Clan Vinnask, earned her surname due to her dedication to weapon-forging literally breaking an anvil in half through overuse. A dwarf’s name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of their name and forbidden by law to use any Dwarven name in its place.

**Example Male Names -** Normir, Thrain, Thorek, Belegar, Ungrim, Darnus, Berdret, Lukdron, Jondrek, Yurdrot.

**Example Female Names -** Fibure, Husgruda, Skudra, Tundrum, Drudrid, Segfe, Ghandwa, Drusga, Cindwi.

## **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.
* ***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 350-400 years.
* ***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 have dense, heavy builds. Your size is medium.
* ***Speed -*** your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armour.
* ***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 colour in darkness, only shades of grey.
* ***Dwarven Resilience -*** you have advantage on saving throws against poison, and you have resistance against poison damage and some diseases.
* ***Dwarven Combat Training -*** you have proficiency with battleaxes, hand axes, light hammers, and warhammers.
* ***Tool Proficiency -*** you gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s tools, 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.
* **Blessings of the Mountains -** depending on the environment you were raised, you are granted certain benefits. If you grew up in the villages and towns of the mountain valleys and hills, your Wisdom score increases by 1 and your HP maximum increases by 1 for every level you have. If you grew up in the busy city holds within the mountains, your Strength increases by 2 and you gain proficiency in light and medium armour.
* ***Languages -*** you can speak, read, and write Common and Dwarvish. Dwarf speech is often full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a Dwarf might speak.