Dwarfs (Race)

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Physiology:
Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones o f earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world.

Culture
Their courage and endurance are easily a match for any of the larger folk. Male dwarves value their beards highly and groom them carefully. Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don’t abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.
Individual dwarves are determined and loyal, true to their w ord 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. A wrong done to one dwarf is a wrong done to the dwarf’s entire clan, so what begins as one dwarf’s hunt for vengeance can become a full-blown clan feud. Dwarven kingdoms stretch deep beneath the mountains
where the dwarves mine gems and precious metals and forge items o f wonder. They love the beauty and artistry o f precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can’t find in their mountains, they gain through
trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. 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 kingdoms cherish their clan identities and affiliations, recognize related dwarves,
and invoke their ancestors’ names in oaths and curses. To be clanless is the worst fate that can befall a dwarf. Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after
for their courage and loyalty.

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 of 50. On average, they live about 350 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 average about 150 pounds.

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 o f 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 o f 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: Dwarves 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.

Ability Score Increase: Your Strength score increases by 2.

Dwarven Armor Training: You have proficiency with light and medium armor.

History

Not many dwarves could tell you of events more than 800 years ago, and most history has been passed by word of mouth. The only thing everyone can agree on is that the war with the elves started long ago, and no one is really sure why it has continued.

Religion

The dwarves mainly worship Hephestus(God of the forge) and Ares(God of war), with some worshiping Hades (The god of death and underground riches) as well. Hera and Hestia worship isn’t uncommon either due to the closeness of clans. Dionysus’ name is also thrown around during dwarven feasts.

Notable Figures

Dulron Bloodforge: The current forge-king. He accepted a peace meeting when Godric Whitemane sword managed to go 20 strokes against his before shattering. The previous best was 5.

Major Locations

Ironforge: The Capital of the dwarf kingdom, it is built within spitting distance of a volcano (Many dwarves have, in fact, done that). Every 100 years, a grande forging is held to determine who’s clan leader shall rule. Upon the death of the previous forge-king, the runner up will take his place, if the 5th place is killed while king, another, smaller, competition is held to determine a new king. This has only occurred once within known dwarven history.

Dwarfs (Race)

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