The Dwarves are one of the more reclusive of the races of
the Flanaess, often locking themselves away from others in their
mountain and hillside fortress-cities. Outsiders often know little
about the stout dwur. Presented here is one version of these sometimes
mysterious demihumans, an attempt to give them the treatment they
deserve as one of the major races of the Flanaess.
Author: Scott "Volstagg" Casper (scvolstagg@visto.com)
Used with Permission. Do not repost without obtaining prior permission from the author.
Dwarves of the Flanaess
Overview
The dwarves of the Flanaess are an ancient race. On the dwarven
calendar the current year is 6317 D.A., making the dwarven calendar
the oldest on Oerik. Dwarves are very proud of their history,
yet dwarven history has tended to be so insular that few other
races are familiar with it. Part of the reason for this is that
dwarves began long ago as an underground race. Only in the last
few centuries have dwarves become more involved in above ground
affairs than below ground. One of the main reasons for this has
been the rise of human cities and the merchant class. Dwarves
love city life and trade.
Dwarves also love mining, especially for precious metals. Silver
and gold are okay, but every dwarven miner dreams of finding a
new vein of mithral or adamantite. This preoccupation extends
beyond mining. Dwarven craftsmen pursue the strongest and sturdiest
building materials. Aesthetic value is often forsaken as dwarven
architects strive for durability.
The status quo is very important to dwarves. What is important
to dwarves today is important because it was centuries ago. Traditions
tell a dwarf when to wake up in the morning, when and what to
eat, and how to comb his beard. There are at least 300 beard styles,
each with significance in dwarven culture. One of the distinct
advantages of the rigidity of dwarven culture for non-dwarves
is that the two dwarven languages have no dialects. All hill dwarves
speak Makilhorem, as all mountain dwarves speak Brekuntorik.
The dwarves recognize twelve deities, the most commonly worshipped
being Clanggedin Silverbeard (god of battle and honor), Dunathoin
(god of mining), Berronar (demi-goddess of home and clan), and
Ulaa (goddess of hills and mountains).
The community is highly valued by dwarves, often valued over
the individual, so dwarves are known as staunch defenders when
their communities are threatened. Dwarves have found themselves
almost constantly thrust into this role throughout their history.
Other races, particularly orcs and goblins, have long coveted
the dwarves' mines and homes. The history of these wars is ancient,
but largely unknown to non-dwarves because the battles have been
fought underground or in remote mountain ranges. Every dwarf is
taught enough history to hate orcs and goblinkind, and at the
age of 30, every dwarf capable of holding a weapon receives grueling
training in the fighting techniques most useful to counter orc,
half-orc, goblin, and hobgoblin standard fighting techniques.
Dwarves do not like magic. Despite rumors to the contrary,
most dwarves are not superstitiously afraid of magic, nor are
they envious because they cannot cast spells themselves. In fact,
dwarves are usually proud of their inability to work magic because
they see magic as the tool of lazy humans and frivolous elves.
Why should dwarves cheat and use magic to do what they can accomplish
through dwarven sweat and blood?
Many wonder what place thievery would have in the lawful world
of dwarves. It turns out, the laws that protect dwarves do not
apply to non-dwarves, and not necessarily even to other dwarven
clans. Dwarven thieves are often called upon to spy on the tribes
of racial enemies, or to sabotage a rival clan that has not shown
one's own clan proper respect. Other dwarves train to become tomb
robbers -- to claim their own inheritances! Deceased dwarves are
often interred with their wealth in trap-laden tombs. Only a relative
who is strong and resourceful is meant to inherit.
Sub-Races
The Hegoldem-Dwur, or southern hill dwarves, are the most influential
on the world scene. This is mostly due to their holding of the
Principality of Ulek. Humans have long claimed that a human king
bequeathed this land to the dwarves, but the dwarves claim older
rights. The Principality is famous for its gemstones, but more
greatly prizes its mithril mines. Along with the independent cities
of the Wild Coast, the dwarves of Ulek recently drove back the
orcish hordes of the Pomarj. In the Little Hills of the Yeomanry,
the dwarves have a strong presence and control that kingdom's
silver mines. The dwarves of the Abor-Alz are believed to control
a great wealth from gold, silver, and gemstone mines, but they
are the most reclusive of the southern hill dwarves and hoard
much of what they have. The dwarves of the Iron League control
the gem mining in the Headlands of Onnwal, and the gold mining
of the Hollow and Hestmark Highlands which circle the County of
Sunndi. They are hard pressed by the South Province of the Great
Kingdom, but maintain good trade with Ulek and human kingdoms
along the Azure Sea.
The Hegolden-Dwur tend to have dark brown skin, black or grey
hair, and average a little over four feet in height.
Most other hill dwarves are called the Mentherim-Dwur, or 'Humanfriend"
dwarves. These dwarves have adapted most closely to human civilization,
living in or near human cities. Though proud of their dwarven
culture, they are flexible enough that they can ignore dwarven
customs that would prove inconvenient when trading with other
races. The Mentherim-Dwur make the best dwarven PCs, as their
flexibility makes them best suited for multiracial parties.
The Mentherim-Dwur tend to have dirt-brown skin; brown, black,
or grey hair; and average four feet in height.
The Toherntik-Dwur are the isolated mountain dwarves. These
dwarves live as if under a state of siege, forgoing contact with
most other races. The mountain dwarves of the Barrier Peaks truly
are besieged by monsters, while the dwarves of the Glorioles have
chosen to shut themselves off from the oppressive Great Kingdom
rather than seek other allies as the hill dwarves in that region
have done. This mentality of being "dead to the world"
makes the dwarves both fatalistic and forlorn. The dwarves of
the Crystalmist also consider themselves Toherntik, but they are
not so cutoff from the outside world. The Crystalmist dwarves
maintain good trade with Sterich.
The Toherntik-Dwur tend to have deeply-tanned skin, brown or
grey hair, and average four and a half feet in height.
The Turmistik-Dwur are the mountain dwarves of the northeastern
ranges. They are the most militant of the dwarves. Perhaps someday
they will end up like the Toherntik-Dwur, for these dwarves are
equally besieged by monsterkind. However, the Turnistik-Dwur of
the Rakers, the Griff, and the Corusk Mountains have never been
isolated from each other, and draw on enormous strength from their
numbers. They are known throughout the Flanaess as powerful fighters
and dragonslayers.
The Turmistik-Dwur tend to have lightly-tanned skin, brown
hair, and average four and a half feet in height.
Note: Demihumans, Dwarves, Races