Races - Dwarves

As old and sturdy as the stone itself, the Dwarves have long played a role in the workings of the lands of Dharrenal; their signature is indelibly marked in the history of Dharrenal. From faces etched into mountainsides, entire cities carved into immense caverns, or legendary weapons that have played key roles in the oldest of tales all speak to the enduring legacy left upon the world by dwarves. Into the world above, they have borne their grim determination, an innate knowledge of stone and metal, and a legacy of endurance in the face of constant adversity.

The Stout Folk once ruled a vast empire that sprawled beneath the surface of Dharrenal but almost all was lost during the Sundering. After centuries of decline, most of their ancient cities are gone. But the fruits of their labors survive, unbowed by the passage of time.

Overview
The dwarves are a race of stocky, strong people known for being skilled builders and boast a long tradition of courage, martial skill, and stubbornness. Their single-minded nature is largely credited for their survival; the dwarven ability to dedicate their efforts to a cause has helped them survive conditions and weather hardships no other race would have been able to.

Dwarves tend to be slow to laugh or jest, and they are suspicious of strangers, but they are generous to those who earn their trust. They fight neither recklessly nor timidly, but with careful courage and unquenchable tenacity. Their sense of justice is strong but at its worst it can turn into a thirst for vengeance. Among gnomes, with whom the dwarves famously et along, a common oath is “if I’m lying, may I cross a dwarf”.

They are famed for their skills in warfare, their knowledge of the earth’s secrets, their hard work and their capacity for drinking ale. Their thaigs—cities carved out from the insides of mountains—are renowned for the marvelous treasures that they produce as gifts or for trade.

Dwarves harbor a deep respect for tradition and a stubborn unwillingness to adopt innovations until they have been thoroughly tested—a process that might take more than a generation for the meticulous dwarves. This regimented traditionalism was vital for the ancient dwarves to mark time, as they had no knowledge of days or seasons in the lightless underworld. While no longer required for today’s dwarves, the hardy folk still believe that the old ways work for a reason, and there is no need to throw away or replace something that isn’t beyond repair.

This abiding respect for tradition translates into a respect for the law. In dwarven culture, laws and traditions are often one and the same. A dwarf in a foreign nation might balk at laws without a traditional foundation, but they are likely to follow them anyway, trusting that the nation’s lawmakers serve as wise tradition-crafters of their own land. Regions where prevailing laws blatantly clash or mock with traditional dwarven values are likely to be avoided by dwarves. But generally speaking, the dwarven respect for law make them welcome travelers throughout Dharrenal.

The typical dwarf has little inclination to leave home, and it’s not uncommon when visiting a dwarven thaig to learn that many of its citizens have never seen the sky. Most dwarves encountered by other races do not adhere to this norm, but they are not the majority and even then they often speak fondly of their mountain homes, bow their heads in respect to their ancestors, and speak with reverence of times long past. Because of their perceived debt to their ancestors, dwarves honor it in their day to day lives by striving to respect the contributions of their forebears while simultaneously improving upon their accomplishments. Hard work is the greatest achievement to which a dwarf can aspire, be it the crafting of a suit of armor, the construction of a home, the brewing of a fine batch of ale, or the constant fighting against the dwarves’ traditional enemies.

Dwarves are responsible for introducing the common tongue, the idea of currency, and the forging of iron to the other mortal races. They have mastered clockwork, mechanical weaponry and tools, and even steam power. Dwarven clockwork, while uncommon on the surface, is notable for its complexity and breadth of use. Dwarven clocks are among the finest made in the world and are highly prized, as there are no clocks more precise to be found anywhere.

Physical Traits
Dwarves are short and stout, standing just over 4 feet tall but weighing as much as an average human. They have thick limbs covered with slabs of dense muscle. Their compact builds and short legs give them a lower center of gravity and remarkable stability. Dwarven skin tends to be thick and pocked with small scars and burns from a lifetime of labor, and it ranges in tone from fair, to ruddy tan, to dark brown.

Dwarven eyes register even the tiniest variances in heat and air pressure, allowing them to see even in total darkness. Perceiving even minute reflections and sparkles, dwarves consider shiny meals and gemstones to be particularly beautiful, though dwarves lack a wide range of color vision and perceive vibrant colors as slightly muted. To a dwarf, beauty is not found in bright colors but in fine detail, and their cunning eyes can detect even the tiniest traces in metal and stone. They can also appreciate the most subtle details in stonework, and these traits give them their infamous knack for detecting hidden doorways in stone.

A dwarf’s hearing, olfactory prowess, and sense of touch are similar to a human’s, but their sense of taste is perhaps their most refined. It’s fortunate that they are a hardy race, because often the urge to taste a mineral that might be poisonous or the compulsion to sample each and every offering of ale in an establishment often proves too much for them to resist.

Beards & Braids
Beards are important to dwarven society. Dwarven men grow thick, full beards at a remarkable rate, and they tend to take deep pride in and lovingly care for their beards. They are worn, in part, to honor the Allhammer; their creator and patron deity. Even those from the lowest rungs of society wear their beards with pride. A shaved dwarf is thought to be untruthworthy. When exiled, a dwarf’s beard in shaved as a sign of shame.

The typical dwarven man’s boisterous pride and eager boasting make the dwarven beard register more in the minds of other races, and often it is the first thing others think of when they think about dwarves. Few races can match the dwarf’s ability to quickly grow a prodigious mass of facial hair. Beard styles balance terse practicality with ostentatious experimentation; a smith might tuck his beard into his apron, while simultaneously incorporating dyes, beads, wax, and bones to create an exquisite facial frame.

The basic shape and style of a dwarf’s beard tells you a lot about them. At least it does if you’re very familiar with dwarven customs. Each thaig has a traditional beard shape and style, that (along with a number of other factors, such as types of metal, stone, beads, or braids are worn in the beard) can tell one dwarf enough about another that they can tell a dwarf’s home thaig, their caste, their personality, and more. Of course, the subtleties of dwarven facial hair often goes over the heads of most non-dwarves.

Despite the claims of certain mischievous troublemakers, dwarven women do not grow beards. However, this does not set them apart from the dwarven ideals of hair maintenance and decoration. A dwarven woman’s coiffure, particularly its complexity and the length of her braids, says as much about their personality, history, clan, and home thaig as any man’s beard says about him.

Height
Many assume that dwarves are self-conscious about their height, but in fact, most dwarves think little of the matter, and most consider themselves blessed by their creator with a stature well suited to service at his forge. Dwarves who dungeoneer in mixed parties pity the bruised foreheads, stooped backs and clumsy falls of too-tall elves and humans; the consequence of being too tall.

Resilience
To a dwarf, resilience and stability are as much a matter of psychology as physiology. Like the stone of their mountains and thaigs, dwarves stand unyielding against life's challenges. They neither bend nor break under strains that would bring the less hardy to their knees. When standing on firm ground, the dwarves’ build and mindset makes them exceptionally hard to knock off their feet. Some would say this refusal to budge extends to most dwarven philosophies.

Legend holds that the dwarves were born of the sparks cast off the Allhammer's hammer as it struck the blows that forged the world. His priests hold that the fire of creation smolders within the bellies of the dwarves even today, burning away the impurities and casting off hostile magic just as a forge burns impurities from steel. Possessed of enviable stamina and resilience, dwarves can shake off magical effects and even survive poisons that would lay low any other race.

Senses
Dwarven vision is clear even in the darkest cave or blackest night. Despite this, dwarves prefer their surroundings well lit, as their darkvision is of limited range and cannot discern colors. Despite this, some dwarf artists create paintings with pigments that can only be fully appreciated with darkvision, using phosphorescent hues to bring color to the otherwise grey and dreary world of the pitch dark. These galleries are sealed against even the faintest trace of outside light, with entrances made through curtained foyers referred to as "light-locks".

Speed
With shorter legs than a human and nearly as much mass to move, a dwarf's normal walking speed is no faster than a burdened human or a gnome. With their iron resolve and stout fortitude, though, dwarves can keep up such a pace in even the heaviest of armors; indeed, dwarven warriors usually bedeck themselves in the heaviest armor they can afford.

If you want to get under a dwarf's skin, start mocking his speed: Dwarves may not be sensitive about their stature, but it rankles them to be holding back the group. Dwarves perceive themselves as the lynchpins of any company; a rock-solid core, not as a burden. They concede that it only follows that humans are always in a hurry, as even at birth they're on the brink of dropping dead from old age, and that elves should appreciate the value of patience and taking the time to do things properly.

Stonecunning
The dwarves’ relationship with stone is well known, and to outsiders this seems almost supernatural in nature. They have the unique talent for subterranean navigation, allowing them to navigate through caves, mines, and the Deep Roads without becoming hopelessly lost.

Despite their usually rough and weathered appearance, dwarves have a well-developed sense of touch. The hands of a dwarven artist may be worn and calloused, but they can find minute flaws in metal and stone that softer hands would miss. Even an unwary dwarf can sense subtle tremors in the floor and spot hairline cracks that would elude a sharp-eyed elf, giving him warning of unstable ground or unsafe tunnels.

An often-told story is that of a dwarf walking up to a cave entrance, placing a hand upon the wall and turning back to continue along another, safer path, a single touch being enough to warn of danger ahead.

Family
Dwarven family life centers on an extended family unit known as a Clan. Dwarves can be as close with their second cousins as they are to siblings. Marriages are arranged, usually serving to preserve a dwindling lineage or strengthen diplomatic ties between clans. Dwarves are particularly endogamous; marriage to a non-dwarf is virtually unheard of. Dwarves have a low birth rate and a couple rarely bears more than two children in their lifetimes.

Clans
Dwarves have always been beset by hordes of foes eager to rob their vaults and steal their homes. In the face of such opposition, even the most resolute warriors cannot stand alone. The Allhammer has a saying: “a single stone cannot stop a foe. But many stones may build a wall that can keep out the dragon”. To this end, dwarven society binds itself together in strict hierarchies known as Clans.

Within a clan, dwarves rely on one another for protection and count of each member to perform their assigned tasks for the benefit of all. This structure depends on the famed dwarven vigilance and work ethic, as a single failure can impact the entire clan.

Every clan is an extended family unit that numbers in the dozens—or even hundreds in some cases—and each clan member is able to trace their lineage back for generations. Dwarven clans are not immutable, however; a dwarf may join a new clan through adoption or marriage. Clans living in close proximity for some time will occasionally intermingle enough to become one new clan. Clans can also break apart when simmering grudges prove irreconcilable.

Exile from one’s clan, which severs the ties that underpin a dwarf’s sense of self, is considered the most severe punishment one can receive. Dwarves reserve this measure only for the worst offenders. Exiled dwarves, robbed of their identities and social ties, are shaved and branded. They often slip into madness and dementia, and a dwarf who claims no clan affiliation draws suspicions from almost all other dwarves.

Life Cycle
Tradition and a stubborn adherence to old ways governs dwarven life—practices that can frustrate the few who don’t fit into traditional roles. From birth, newborns are taught about the Stone, dwarven history, and song; their parents and communities are are singularly dedicated to instilling classic dwarven values in them. Once a child enter adolescence, she typically leaves home to take up an apprenticeship under a master from another clan within their Caste and begin to train for their life’s trade under their expert tutelage.

Dwarves reach adulthood, traditionally, at 33 years old. They are considered middle-aged at around 150 years, and barring injury or illness can expect to live between 200-250 years. As dwarves age, their posture becomes more squat, as though the long years of hard work weigh heavily on their spines. Their facial lines sink into deep wrinkles. Old dwarves usually go bald, with their remaining hair turning snow white. Despite this, dwarves insist on staying active for as long as possible, and their remarkable constitution persists to a certain degree even in old age. Senility due to age is rare, and the very concept of “retirement” has no foothold in dwarven culture. Dwarves expect and hope to work up to and including the day they die. Anything less seems a terrible and shameful prospect indeed.

Society
Although Dwarven culture has decayed significantly over the centuries, its core remains steadfast and strong. Whether dwarves live in mountains, cities or hills, their customs and way of life are apparent and distinct, and while some insiders may regard their civilization as splintered, to outsiders it is as robust as ever. The heart of Dwarven culture is hard work. This stems from centuries of life underground, when all Dwarves had to contribute to society or else see it fail as a whole. Perfection was also a necessity; a small miscalculation when shoring up a cavern or passage could mean the death of hundreds. The Allhammmer requires his followers to be prepared for any eventuality, which is exhibited through long-term planning, dedication to hard work and attention to detail. Because of these rigorous standards, dwarves are often apprenticed for decades; it is not unusual for 30 or more years to pass before a dwarf is considered a master craftsman.

Dwarves have a strong sense of clan identity and few seek to move on or live elsewhere, barring something of a catastrophic scandal. The public perception of dwarves being dour and reserved is due, in large part, to the simple fact that most dwarves are only at easy expressing joy, appreciation, and satisfaction among those they are close to. When in friendly and trusted company, dwarves regularly display friendly physical contact such as patting backs, clasping arms, or touching their foreheads together.

“Stone endures" is a frequent aphorism among dwarves, particularly craftsman and warriors. The dwarven ideal is to be like the stone--never yielding, always persevering, strong and solid throughout. Between fortitude, resilience and stubborn resolve, dwarves carry on long past the point of exhaustion. They may not suffer without complaint--though stoic acceptance is considered a virtue--but what a dwarf sets out to do, a dwarf accomplishes or dies trying. As a counterpoint to their dogged attitude, health, and stamina, dwarves have little tolerance for malingerers. Illness and wounds are petty inconveniences, not obstacles; the less time spent in your sickbed, the faster you'll recover.

Names
A dwarf's name is granted to him by his clan elder, in accordance with tradition. Every proper dwarven name has been used and re-used down through the generations, so there is a sense that a dwarf's name is not his own. It belongs to his clan and to his ancestors. If he misuses it, his clan will strip him of it. A dwarf stripped of his name is forbidden by Dwarven law to use any Dwarven name in its place. When relating to non-dwarves, a dwarf will typically only use their family name and surname.

Dwarves have four names: A given name, a family name, a surname and a clan name:


 * A given name is their holy name, given to them at birth by a priest of the Allhammer. This name is secret and it is forbidden for a dwarf to reveal this name to non-dwarves.
 * A family name is given upon a child’s sixteenth birthday, given by their family. This is the name the dwarf uses above ground and is known by to non-dwarves.
 * A surname is the name of his family, typically a trait a family shares, a reference to a family member, or a name reflecting the family’s trade.
 * A Clan name is, of course, the name of their clan. Two dwarves sharing a clan name are not necessarily blood related.

Some dwarves also take on a title, which traditionally belongs between the surname and clan name. This reflects a great achievement on the part of the individual dwarf and is never hereditary. It is mostly Thanes, Paragons, master craftsmen, or legendary heroes who have titles; most dwarves do not have titles.

The Assembly
In each Thaig, every caste has a clan that leads or represents the caste as a whole. These dwarves are known as a caste’s Deshyr and they have a seat in the Dwarven Assembly; the governing body of a thaig. Each Deshyr serves to represent the members and interests of their respective caste. The Assembly is thus made up of six Deshyr and the Thane; the Servant Caste does not traditionally have a Deshyr sitting on the Assembly.

While many representatives and individuals may attend an Assembly, speak before the Assembly, and even call for a vote if they are of the Noble Caste, but only the Deshyr may actually vote and participate in the Assembly proper. A deshyr keeps their title for life, unless they are removed or replaced.

Craftsmanship
All dwarves, regardless of caste, strive to create useful, durable things; this, they believe, is their birthright and obligation. Likewise, dwarves spend several years learning to cut stone and work metal, even if they are not masons or smiths, as it is considered proper for a dwarf to know how to maintain and repair broken items on their own. As working at the forge is considered the greatest form of worship, the learning of stone cutting and smithing is also considered a religious rite of passage into adulthood.

Dwarven youths train for decades under masters from other clans at a craft in order to master it. A dwarf with little natural talent can still create quality goods through patient planning, attention to detail, and endless repetition. Dwarven artisans are perfectionists. They’ll melt down a slightly flawed sword to start all over again, and they prefer to repair rather than to replace. To a dwarf, pride comes from craftsmanship that’s as close to perfect all possible.

The dwarven preference for utility doesn’t mean their works are plain or simple looking. Dwarves appreciate kolo; the beauty in everyday things. Dwarven creations are always ornamented, often with fine etchings that less keen eyes might have trouble actually picking out. For example, a dwarven jacket might have a row of ornamental buttons that each bear dozens of tiny names of ancestors etched where none but the wearer can see. Or a dwarven stein might bear intricate runes that recount heroic deeds. Even an item as simple as a barrel might have rows of small, decorative ridges that aid in thick dwarven hands in holding or carrying it, and articulate a blessing for the ale inside.

Art for its own sake has little place in dwarven life. Utility is considered equally important as beauty, if not more so. A useful item is still prized even if it is plain, but a beautiful item with no utility is considered a waste of time and resources. At the same time, no proper dwarf craftsman is considered to be worth the gold he charges if his creations are not beautiful as well as functional. Anyone can craft a simple, utilitarian item but a true master of his craft makes items whose owners will enjoy and treasure.

Diet
Dwarves have a keen sense of taste, which is reflected in their food. They favor savory dishes with satisfying texture and complex, layered flavors. The dining experience is as much a matter of mouthfeel as of spice and accents. Depth and complexity of flavor is also an essential characteristic of dwarven brews, the undertones of which are rarely appreciated by any save dwarves and sometimes gnomes. As a consequence, dwarves are often dismissive of other cuisine, particularly elven dishes. Dwarves who have mastered pleasing foreign palates garner high demand as chefs.

Dwarven Liquor
The Dwarven palate is quite refined, but the tang of alcohol is, for many, the best flavor. Rare is the dwarf who doesn’t seek frequent occasions to drink. Due to their inherent fortitude, dwarves prefer liquor that other races consider unpleasantly strong and imbibe quantities that would render fragile races insensible or worse.

They import liquor and produce much of their own. Some more famous varieties are:


 * Dwarven Ale: A black liquid with a reputation for being almost intolerable for anybody who isn’t a dwarf. It is made from fungus.
 * Braken Brew: A recipe originally conceived of and brewed by the famed Clan Braken (the inventor was raised to Paragon status). A beer with a heavy head and a deep, rich taste. Interestingly enough, this drink is usually referred to as “dwarven ale” by surface folk and non-dwarves.
 * Coconut Draft: A coconut-based liquor brewed exclusively in Glitterhame, but exported to thaigs across the continent.
 * Lava Burst Brandy: This thick, bright orange liquor is said to taste like burning.
 * Lichen Ale: A disgusting, borderline toxic ale common among the casteless. Dwarves are immune to the poisonous nature of this drink, though it can still make them very sick if they drink enough of it.
 * Mosswine: A borderline toxic wine brewed from moss. Cheap and common among the lower castes in thaigs. Dwarves are immune to the poisonous nature of this drink.
 * Zordon’s Red: The Paragon of Ales. The most expensive and coveted drink among the dwarves. It is considered a princely gift.

Education
The Dwarves consider education, and particularly the dissemination of tradition, to be of the utmost importance. Parents are responsible for teaching dwarven children how to properly groom themselves, how to behave in a social setting, the basics of trade and religion, and how to fight. As they grow older, typically around age 15, dwarves are expected to participate in more complicated weapons drills and will leave their home to begin an apprenticeship with a master from a different clan. They will live in small communal lodges with other young apprentices.

Engineering
During their centuries toiling in the mountains and passages of the Underdark--where the slightest mistake could result in disaster--dwarves became adept at engineering. They learned to design and build wonders, such as aqueducts to transport rivers of water. Modern dwarves still rely on cisterns and waterways created more than a thousand years ago. Dwarves also invented crude, but functional, pumps and engineered large, heated baths by diverting underground streams, with the unclean water from the baths pumped out and used to flush waste from homes and public areas. Over time, these baths became important sites for social networking and politicking.

Much of the knowledge learned in the time under the Earth has been lost, and while dwarves continue to be seen as masters of technology by other races, their golden era has passed. Modern dwarves rely heavily on existing architectural works, a testament to their ancestors' genius. Even so, dwarves remain talented enough to evoke awe in the other races with their constructions.

Grudges
Dwarves have a notorious capacity for remembering slights and for holding grudges long after others would forget or forgive, and these grudges can persist for many generations. To a dwarf, remembering a past insult or wrong is merely practical. By keeping an accident or tragedy firmly in mind, the dwarf can better prepare and prevent it from happening in the future. Dwarves see forgiveness as a weakness, not a virtue, as it grants implied approval to the wrong and make the forgiver complicit. Dwarves not only bear grudges personally, but impart their rancor to their children and descendants.

These lessons can be useful, as when dwarves teach their young how to fight orcs and goblins to better prepare them for inevitable battles. At other times, the lessons are just petulant, such as a dwarf who teaches their children to shun halflings because they were once teased by a halfling about their lumbering gait. As they grow, a dwarf learns to tell the difference between a sage piece of wisdom and curmudgeonly grumbling, but an unlucky few gain real prejudices around them. Some never bother sorting useful grudges from unreasonable ones, or never leave the clan in which the unfortunate belief persists. When such surly dwarves do interact with outsiders, their judgmental outlook can color others’ perception of their entire race.

No matter how these grudges manifest, dogged remembrance of previous wrongs or mistakes is often seen as rude by other races, giving dwarves an overall reputation for irritability. Diplomatic dwarves avoid mentioning their grudges, then act to prevent wrong from happening again. Other dwarves take every opportunity to remind everyone about the grudge.

An everyday example of a grudge would be if a traveling companion prepared a campfire inappropriately and scored the dwarf’s bedroll, a tactful dwarf would offer to personally prepare the campfire on subsequent nights, whereas a curmudgeonly dwarf might grumble about his companion’s poor survival skills beside every campfire, even years after the incident.

Love & Marriage
Weddings are calculated affairs in dwarf society, and arranged marriages are the norm. Marriage is used to strengthen clan relations or bring valuable skills or resources into the clan. Rather than fight these arrangements, many dwarves trust their clans to make them a match that’s both advantageous to their families and suitable to their own personalities and foibles. Many dwarves find relief that they don’t have to identify and pursue a potential mate themselves.

During a wedding ceremony, the couple exchanges matching golf rings—or mithral rings if the couple are of the Noble Caste—and memorable, boisterous revelry typically marks the occasion. Dwarves generally expect love to blossom after years of communication and shared adversity, rather than impulse or lust, and marriages grow more affectionate over time.

Magic
While arcane magic is not commonly found among the dwarves, alchemy is not unknown to them (though it is heavily regulated and limited). Few dwarf alchemists ply their trade in dwarf cities; most prospective customers prefer to go to runesmiths or priests. Alchemy products are sometimes utilized in construction, primarily excavation, but by and large these methods are considered too dangerous for use underground near populated areas.

That being said, arcane magic does have place among them. Dwarven Runesmithing is a considered the highest form of crafting, after all. Additionally, Clan Balvoken, in Kal-Barak, offers a small institution for arcane training, though it is extremely selective and only dwarves and gnomes are accepted into the program. The wizards trained by Clan Balvoken are in high demand by thanes and mine foremen across the continent for their wisdom and unique skill with transmutation and abjuration magics.

Divine magic is much more accepted among the dwarves, at least the kind that is granted by the gods. Dwarves are a spiritual and faithful people, and they often treat clerics of any good religion with respect and neutral religions with general tolerance (for the most part; some gods, like the Laughing Knave, have no place in dwarf society). Divine magic is seen as perfectly normal and acceptable to the dwarves, while arcane magic is generally seen with superstition and uncertainty.

Shieldmeet
The Shieldmeet are public arena battle fought for the sake of honor and glory and even to entertain the masses. They take place in a thaig’s Gladiator Arena (the term is derived from the word gladator, which is a compound word of gladon, or “warrior”, and atori, which means “performer”, so a gladiator is literally a “performative warrior”).

Dwarves believe that a fighter who wins a Shieldmeet has the approval of the ancestors, so they use Shieldmeets to settle debates and honor challenges that could not be settled otherwise. This usually falls to warrior caste members known as Champions (warriors who personally fight for the honor of a noble clan). However, members of the noble caste will occasionally join the fray to gain prestige and honor.

Shieldmeets are also used for entertainment and events to honor special guests and holidays. A Shieldmeet is never to the death. Clerics to the Allhammer are on hand to ensure that warriors do not suffer extensive injuries. Every ten years, all of the thaigs will gather in one place to participate in The Great Tourney; a shieldmeet between participants from every thaig across Dharrenal. The location of the Great Tourney rotates every event.

Provings
Deeds and honor are paramount to dwarves. A Proving is a trial, given by the Assembly and the Thane, to an individual or group in order to gain favor, prestige, and trust. A Proving is usually given as a sort of test to earn the trust and assistance of the Assembly. If you succeed in the Proving, it is believed that the Allhammer’s favor is with you. If you fail your Proving, then the opposite must be true.

War
Since the earliest days in Dharrenal, Dwarves have waged war with Orcs, monstrous ogres, ravenous trolls and worse things that dwell near the borders of the Underdark. In battle, the dwarves learned to confound their colossal foes by rattling them with bestial war cries and insults, dodging around their ponderous feet, and eluding their clumsy swings. To this day, dwarves living in even the safest cities are trained to do battle with giants, both in honor of tradition and as a precaution to ensure that the darker days of their history are not repeated.

While no dwarf ever wishes to see his loved ones in harm's way, the lands both beneath and above the surface are filled with predators of all forms--some civilized nations out to ruthlessly expand their nation's holdings, some entire races of people with ancient grudges and hatred for their people, and others little more than beasts. Because of this near-constant threat battle prowess and training are important part of every dwarf's upbringing, regardless of status, social standing or trade. Because of their strength and compact frames, dwarves favor top-heavy weapons such as axes, picks and hammers.

Dwarves often wear heavy armor and carry broad, heavy shields. A dwarven shield-wall is nearly unassailable by most but the most determined enemies. They do not have a robust history of archery, but the dwarves invented the crossbow and are extremely adept at its use. Thrown weapons, such as throwing axes or throwing hammers or even javelins and throwing knives, are also favored as backup weapons by many dwarven warriors.

They prefer fighting in a straightforward manner. They rush out to meet an enemy and swing their weapons until the job is done. Dwarves rarely go to war on another's terms. They will try to fight in a mountain pass or tunnel if they can, where enemy archers, magic users, and cavalry are useless. Dwarves fight the fiercest when defending their homelands.

While dwarves do not often utilize mounts, all of the thaigs nonetheless maintain a cavalry. However, dwarves do not often get on well with horses (there seems to be a mutual distrust). Instead, dwarves go to war on the backs of giant boars or giant rams, both of whom are more suited to dwarven sensibilities, life in a dwarven community, and travel through the rocky, mountainous terrain that dwarves call home.

Religion & Faith
Dwarves are deeply religious, harboring a profound respect for the gods and their various clergies. Chief among the gods, to the dwarves, is the Allhammer: god of the forge and creator of the dwarves. Other deities are acknowledged and respected, especially the Stormlord and the Lawbringer, but they believe the Allhammer is the greatest of the gods, and his faith serves as the backbone to much of dwarven society and the foundations of their beliefs. In the oldest days, dwarven faith was made up of small services that pay homage to the elemental forces and natural spirits, and invoked ancestors for wisdom and guidance. Dwarven shamans played the role of diplomat and spiritual leader, learning the magic of mundane divinity. When the dwarves emerged onto the surface, their faith began to incorporate more traditional elements of worship. But these ancient practices are still seen in dwarven culture in many of their traditions and tales; stories of the “stone song” and their ideas of the stone being “strengthened” or “weakened” by one's actions; their whispered prayers to the stone itself; their practices that honor the ancestors with almost religious reverence; all are commonplace in dwarven society and have their roots in ancient traditions.

Shrines and temples are often centerpieces of a dwarven community, and are constructed and maintained by the settlement’s most talented craftsmen. Designed to last for ages, temples and altars are crafted from stone and metal. In addition to participating in communal religious activities, most dwarves engage in private devotions, usually over small icons representing the Allhammer. Prayers are often expressions of honest gratitude, requests for strength and willpower, and confessions of weakness (they refer to this as "purifying the iron"). In this way, although the trappings of religion are very public within dwarven communities, faith is typically an intensely personal thing.

Unlike many other cultures in Dharrenal, dwarves rarely pay homage to the gods of the pantheon outside of the Allhammer. Their philosophy promotes personal excellence and an almost intimate tie to the stone that houses them. They are the Allhammer’s children; they respect him, they fear him, they cherish him, and they give thanks to him for protecting them and providing them with their bounty.

Their other cultural belief is more akin to ancestor worship. Dwarves who lead strong and honorable lives are said to strengthen the stone when they die, and their spirits go on to become one of the ancestors. Those who are wicked or disgraced would weaken the stone, and are therefore rejected by it.

Death
Death holds little fear for dwarves. They are well accustomed to the struggle of existence and the inevitable loss that awaits them all. Still, anyone who calls dwarves fatalistic in this respect would have missed an essential part of dwarven nature: the joy they take in that daily struggle. Those who die are mourned, but it is clearly understood to be the survivor's loss for which the living weep, not the deceased's.

Dwarven funeral rites typically involve cremation. Dwarves do not harbor the belief that the physical body will be needed in the afterlife. If a dwarf lies on their deathbed, their spouse lies with them and sings of the Eternal Forge and lays kisses and blessings down upon their beloved. This is usually accompanied with a promise to meet again. If a spouse if unavailable or passed away, a child of the dwarf will perform this rite. Barring this, a priest sits at the bedside and recites scripture.

Once the individual body has passed away, the body is taken to the temple, where rites of blessing are performed and viewings of the body are held for loved ones (when possible). The body is kept on view for one day. When the vigil has passed, everyone adjourns to a clanhold or a large local tavern, depending on the person's clan status and what buildings are large enough to hold all of the mourners. There, the mourners throw a raucous party where they relate every good story they can remember about the individual and drink copious amount of alcohol. The dwarves feast and celebrate, although those closest to the deceased are excused to mourn in private. One of these parties can last as long as three days. The day following the celebration is seen as a day of rest, but then it's back to work.

Paragons
Once in a great while, a dwarf is declared by the Assembly to be particularly noteworthy and are named a Paragon. Such an individual must perform some deed, create an invention, or otherwise achieve some great accomplishment that can further and better dwarven society as a whole. A member of the Assembly must nominate the potential Paragon, and the motion must be seconded by a member of the Allhammer’s clergy, before being formally presented to the Assembly. The vote must be unanimous.

Should the motion pass, the dwarf is named a Paragon and are revered during their lives as living Ancestors. When a dwarf achieves Paragon status, a noble clan bearing their name is established. The deeds of Paragons are carefully recorded in the Memories by the Shaperate. The word of a Paragon is held in such esteem that you can surpass even the Thane’s word. Furthermore, a dwarf can be declared a Paragon posthumously and their families will still benefit.

Relations
In the company of other races, dwarves tend to be reserved and judgmental, weighing the actions of their companions against dwarven tradition and values. Comrades who measure up will earn a dwarf’s trust and, eventually, friendship. Dwarves certainly don’t expect non-dwarves to follow dwarven customs, but they do expect them to respect a dwarf’s beliefs. An act as simple as expressing one’s interest in a dwarf’s clan history or admiring dwarven craftsmanship can be enough to initially ingratiate one to a dwarf, though that respect can quickly sour and rot if the dwarf perceives this as manipulative or brown-nosing.

Even when doing business with other races, dwarves usually keep them at arm’s length. For example, dwarves think gnomes are far too whimsical for their own good, despite their people’s history of friendship and cooperation. Dwarves and elves have little common, and they inhabit worlds that rarely overlap, and both dwarves and elves possess long memories. The dwarves have never apologized for the War of Wood and Stone, and likely never will and the elves feel the exact same way.

Dwarves and half-orcs, goblins, or tieflings rare get along due to centuries or more of violence between their people. Dwarves are more tolerant of half-elves; it’s not their fault they’re half elf. They do see the typical half-elf, who has no cultural touchstones or traditions among either of their parent’s people, with pity.

Outside of their own kin, dwarves often get along best with humans. They see humans as inherently able to work hard, create durable things, and respect tradition; the fact that humans don’t actually do any of that is usually ascribed to a human’s short lifespan. Dwarves believe that humans have great potential but have insufficient time to actually develop into tempered, grounded adults.

Caste
The dwarven social hierarchy is ruled by complex, interrelated, and rigid castes.

There are seven castes in dwarven society: Servants make up the lower class, Artisans, Miners, Smiths, and Merchants make up the middle class, while Warriors and Nobles make up the upper class. Among the nobles, the Deshyr are the collective heads of each caste that participate in the dwarven Assembly.

While rare, it’s possible for some dwarves to better their family’s station by performing great deeds or siring children with a higher-caste dwarf. In dwarven society, children inherit the caste of their same-sex parent; should a son be born, he would inherit his father’s caste. These remain rare circumstances, however. In dwarven society, caste is rigid and the “upjumping” is frowned upon.

The Shaperate (the dwarven clergy that serve as cultural historians and advisors) also participate in the Assembly but are not considered a proper “caste”. Once joining the Shaperate a dwarf is no longer counted as a member of their old caste. But they are also not seen as part of the caste system; they are separate from the caste system.

Castless
The castless, sometimes called “Slag”, are the lowest rung of dwarven society. Outcasts in their own society, they are unable to take up work among the higher castes, nor do they have the privilege of taking up arms to protect their city. The casteless are said to have been rejected by the Allhammer himself. Dwarves who are exiled from a thaig are also considered casteless.

Servant Caste
The Servant Caste are those born to serve higher caste dwarves. They are usually employed as washerwomen, maids, cooks, barkeeps, and the like. The Servant caste actually makes up the bulk of a thaig’s population, though they hold the least wealth.

Members of the Servant caste consider themselves and their work worthy of great respect and take pride in their service to other castes. As the lowest rung of respectable society, they look down upon the castless.

Merchant Caste
The Merchant caste is involved in the fields of trade and commerce. The majority of dwarven goods pass through the hands of merchants, sold to surface traders or within the thaigs themselves. As space is limited in the thaigs, only a few merchants actually own shops. The rest must make do with temporary stalls. Permits for choice spots are costly and may require bribes or special dispensation to acquire. Only approved merchants may sell goods within the Thaig.

Some merchants serve as ambassadors from dwarven society to the surface.

Mining Caste
The Mining Caste is a position in dwarven society responsible for mining and excavating ore and minerals, the most precious of which is Mithral. Mining is the backbone of dwarven society, and this caste has had a strategic and financial importance to the dwarven people. Miners within a thaig can enjoy a greater degree of wealth than other mid-level castes. They have organized into the Miner’s Guild, which decides on how to distribute the extracted minerals. Rich veins of ore lie in the mountains of Dharrenal, and miners are important to the dwarves’ livelihood.

Dwarves of the Mining Caste are said to be able to find mithral by ear, and some of them claim they can hear the stone sing. Miners are the most proficient in the use of explosions and grenades.

Artisan Caste
The Artisan caste works closely with both the mining and smith castes, but are nowhere near as respected. They are responsible for finishing and embellishing crafted items, and are also usually responsible for masonry, weaving, and the like.

While the smiths are responsible for providing the various goods required by the other castes for many of their products. Artisans ornament these goods and produce items for their own sake—as such, they are considered the artists of dwarven society.

Ornamentation might be the most prestigious work the caste does, but it is not its only function. Leather and cloth goods are typically created by artisans, for example.

Smith Caste
The Smith Caste is responsible for the means of production and their applied use. The smiths are not only responsible for making basic metal objects and tools, but most famously they are the ones who craft weapons and armor for the nobles and warriors.

Some smiths are experienced Rune Crafters. As with other castes, the rules governing their lives and work, smiths ARE given a little leeway when it comes to selling their own merchandise. The smiths jockey for position among others of their caste by displaying their skill and prowess in competitions, and donate their weapons and armor to noble houses to prove their craft’s worth. The highest position a smith can hope for is to become sponsored by a Noble House as their personal smiths.

Warrior Caste
The warrior caste is predominantly concerned with defending the dwarven people and serving various functions throughout a thaig, including law enforcement. It is one of the most important castes, and they are in great demand. Despite this, their lot is a bleak one, as they pay the price for dwarven security with their blood. Warriors lead disciplined lives and tend to marry young. They are noticeably stoic in public, even for a dwarf, so as not to bring dishonor among themselves or their clan.

Regardless, they feel great pride and honor in their duties, and there are many benefits to being a warrior. Every warrior caste clan is sworn to a noble caste clan—even the smallest noble clan retains at least a few warriors. The more important the noble clan, the more highly regarded is the warrior attached to it. The warriors that serve the royal house are considered to be the most elite.

The warrior caste contains all officers in the dwarven army. While non-warrior caste members can defend their homes in the event of an emergency, no dwarf can hold a military rank outside of those in the warrior caste.

Noble Caste
The Noble caste is the most privileged and elite caste in dwarven society. It encompasses the numerous noble clans that govern, rule, and lead dwarven society. The royal house—aka the noble clan of a thaig’s Thane—are part of the noble caste.

Dwarven clans earn rank and prestige when combatants loyal to them, or from their own bloodlines, win Shieldmeet/Hammermeet. In addition to getting a share of the winnings, the noble clans also earn prestige when artisans or smiths they patronize become sought-after or well regarded, or when merchants they invest in become successful. Thus, the relationship between patron and client is mutually beneficial.

In combat, a noble dwarf is paired with another dwarf, usually a warrior caste, known as their “Second”. This form of combat is a tradition in dwarven society as history has it that the style originated from the earliest days of the dwarven people; during the Quest for the Sky. Seconds also function as a personal bodyguard and companion, essentially acting a right hand of the noble.

The Royal house is the very pinnacle of the Noble caste, setting the mode in society and enjoying immense power and privilege. The Thane will hold their title for life, unless they are removed or replaced. As the ruler, they are also the Warchief and have authority of the Legion of the Dead.

Royal power is kept in check by the Assembly, the dwarven governing body who choose the Thane and from whom Thanes are typically drawn. Although the thane rules a thaig, they must still garner support from the Assembly to maintain their position. Unpopular thanes and their heirs are deemed unfit to rule and then rulership passes to another. While the chosen ruler is typically male, woman have also been chosen by the Assembly to rule as well.

Folklore
The legends of the Dwarves are without number, told as both entertainment and education in front of flickering hearths to crowds of eager listeners. Oral stroytelling traditions are alive and well among dwarves. Many young dwarves dream of growing up to be the heroes they hear about in the stories, and some also dream of becoming skalds who tell the stories.

Every dwarf worthy of his clan knows the legends of his particular ancestors, his clan founders, and the songs of the great heroes--all of which are accepted as fact by the dwarves, not the fiction outsiders see them to be. Even though nobody knows where Tar Taargadth--the ancient, first dwarf city--might be, its existence is never questioned. The stories have been carved into their minds just as they were carved into stone centuries ago, and woe to the outsider who scoffs at them.

Sky Citadels
The Quest For the Sky culminated in the construction of the 12 Mighty Sky Citadels almost 4,000 years ago. These massive, fortified fortresses stood proudly atop many of the major mountain ranges in the north of the Dharrenal. They were seen as shields for the dwarves against the elves and from the other dangers on the surface. Although impressive surface structures, the Sky Citadels were something like ice bergs; much of their bulk was below the surface and out of sight.

However, the dominance of the Sky Citadels came with the Dark Flood; the scattered wars between the dwarves and hordes of goblins, orcs, and ogres. One by one, the Sky Citadels were overrun and destroyed by their enemies. Only three Sky Citadels would survive the Dark Flood—and those three would be lost in the Dawn War.

Today, the Sky Citadels are spoken of with reverence; a non-dwarf who speaks ill of a Sky Citadel for any reason would likely enrage any dwarf in earshot. Legends abound of the treasures and lost knowledge even one of these cities contain, lost to the ages. Many dwarves dream of locating and reclaiming one of the lost Sky Citadels.