Thursday, November 2, 2023

Who Do You Think You Are; Dwarf

 Adapted from Dwarf- MTG Wiki, Dwarf - Pathfinder Wiki and Dwarf Ancestry- Archives of Nethys



Dwarves are lovers of history and tradition, and their long lifespan leads to far less in the way of generational shifts in attitudes, styles, fashions, and trends than shorter-lived races exhibit. If a thing is not broken, they do not fix it or change it; and if it is broken, they fix it rather than replace it. Thrifty as a rule, dwarves are loath to discard anything unless it is truly ruined and unable to be fixed. At the same time, dwarves' meticulous, near-obsessive attention to detail and durability in their craftsmanship makes that a rare occurrence, as the things they make are built to last. As a result, buildings, artwork, tools, housewares, garments, weapons, and virtually everything else made by dwarves still sees regular use at an age when such items would be relegated to museum pieces, dusty antique shelves, or junkyard fodder by other races. Taken together, these traits create the impression that dwarves are a race frozen in time.  

Nothing could be further from the truth, however, as dwarves are both thoughtful and imaginative, willing to experiment, if always keen to refine and perfect a new technique or product before moving on to the next one. Dwarves have achieved feats of metallurgy, stonework, and engineering that have consistently outpaced the technological advances of other races, though some non-dwarven races have used magic to supplement and perfect their own creations to achieve the same ends through mystical rather than mundane means. They are also a race typified by stubborn courage and dedication to seeing tasks through to completion, whatever the risks. These traits have led dwarves to explore and settle in extreme environments that would cause other races to quail and retreat. From the darkest depths of the underworld to the highest mountain peaks, from rusting iron citadels along desolate rocky coasts to squat jungle ziggurats, dwarves have established their enclaves and redoubts, holding them against all comers or perishing to the last and leaving only their enduring monuments to stand as their legacy.  

While it is said that dwarves are not venturesome or inventive, it would be more accurate to say that they maintain a focus on and dedication to each task they undertake and every change they adopt, vetting such changes thoroughly before adopting them wholeheartedly. When faced with new circumstances and new needs, they react by applying tried and true tools and techniques systematically, using existing methods whenever possible rather than trying to invent novel solutions for every situation. If necessity requires, however, they throw themselves with equal vigor into developing the next perfect procedure for demolishing the obstacles that get in their way. Once their desired goal is obtained, they focus on consolidating each new territory or conceptual advance. Dwarves thus rarely overextend themselves, but they also may miss opportunities to seize the initiative and maximize the advantages they create.  

Dwarf


Humanoid

Dwarf


Source Core Rulebook pg. 35 4.0


The dwarves are a humanoid race of dour warriors and craftspeople. They excel at jobs other races find tedious but also have a great love of exploration and discovery.  Taller races sometimes refer to dwarves as runts, although they find this extremely offensive.

Appearance

Dwarves are short and stocky, standing about a foot shorter than most humans. They have wide, compact bodies and burly frames. Dwarves of all genders pride themselves on the length of their hair, which they often braid into intricate patterns, some of which represent specific clans. A long beard is a sign of masculinity and honor among the dwarves, and thus a clean-shaven male dwarf is considered weak, untrustworthy, or worse.

Dwarves typically reach physical adulthood around the age of 25, though their traditionalist culture places more value on completing coming of age ceremonies unique to each clan than reaching a certain age. A typical dwarf can live to around 350 years old.

Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the long length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. Clean-shavenness on a male dwarf is a sure sign of madness, or worse—no one familiar with their race trusts a beardless dwarven man. 


Sexual dimorphism

There is dramatic sexual dimorphism in dwarven physiology. Males tend to be quite noticeably broader, though not as much taller comparatively, and they have slab-like torsos and heavy eyebrows. Most males grow facial hair at an alarming rate, and as such, almost all dwarves keep a beard, with the exception of the Ouat caste of Osirion.

Dress

Dwarven dress mirrors the items they so carefully craft, elevating function over style, but they are never plain. Most decorations also serve a practical purpose, such as special fasteners, reinforced seams, useful padding, or loops for holding weapons or tools.

Personality

Dwarves rarely forgive a wrongdoing done to them or their families. Despite this, they can see through ancient prejudices to value a battle-tested friend. True friendship to a dwarf is worth more than all the gold and gems they seem to crave.

Society

Dwarven society is traditionally divided into numerous clans. Each clan is associated with a particular gemstone cut in a specific shape; the stone is usually one common in the clan's lands but rare enough to be valuable. These stones are often set in clan members' armor or the hilts of weapons. Due to the dwarves' extensive record-keeping, it is rare for any two clans to have the same stone and cut. Dwarves also forge special clan daggers in preparation for an infant's birth, which is then used to cut the newborn's umbilical cord. The dagger is given to the dwarf when they come of age, who is then charged with keeping it in good condition. When dwarves marry, they often create sheaths for their partner's dagger bearing their clan gem.

Adventurers

Dwarven adventurers tend to work as treasure hunters or sellswords. They often leave their citadels and subterranean cities in search of wealth to enrich their homeland or to reclaim long-lost dwarven treasures or lands taken by the enemies of their kin.

Typical dwarven backgrounds include acolyte, artisan, merchant, miner, and warrior. Dwarves excel at many of the martial classes, such as barbarian, fighter, monk, and ranger, but they also make excellent clerics and druids.

You Might...

Strive to uphold your personal honor, no matter the situation.

Appreciate quality craftsmanship in all forms and insist upon it for all your gear.

Don’t waver or back down once you’ve decided something.

Others Probably...

See you as stubborn, though whether they see this as an asset or a detriment changes from one person to the next.

Assume you are an expert in stonework, mining, precious metals, and gems.

Recognize the deep connection you have with your family, heritage, and friends.

Alignment and Religion

Dwarves tend to value honor and closely follow the traditions of their clans and kingdoms. They have a strong sense of friendship and justice, though they are often very particular about who they consider a friend. They work hard and play harder— especially when strong ale is involved.

Dwarves are a people renowned for their deep spirituality, and possess a perspective on faith that intertwines personal beliefs with ancestral and clan traditions. Dwarven cultures place significant importance on honoring their ancestors, including founding figures of their clans and builders of their grand cities, as well as esteemed heroes and skilled artisans. Core virtues such as craftsmanship, mining, smithing, determination, honor, friendship, exploration, and preserving family traditions are paramount to dwarves, who seek to prove themselves worthy of their ancestors' esteemed legacy and the divine protection bestowed by their gods.

Dwarven cultures in the Sundered Cosmos are typically shaped by the conflicitng influances of the Dwarf’s powerful emotions and thier love of law and community. Dwarven Pantheons tend to reflect thier disposition. The patriarchal figure, the Master of the Forge, is the most popular god of dwarvenkind, other dwarven dieties are tied familially to the Master of the Forge. 

Dwarven religious practices are characterized by a large amount of ceremonial rites that can often go beyond any base requirements set by the deities they're worshiping. These rituals are often group activities, particularly during significant events that commemorate big achievements or the passing of revered heroes. These rituals generally feature the prominent use of relics expertly crafted from precious metals and lavishly adorned with gemstones.

In smaller communities or among traveling dwarves, more condensed and pragmatic rituals are more commonly observed, attesting to the adaptability of dwarven faith.

Cultural Groups


On Memory

Dwarves can be found throughout Ravia and Guariya, although the vast majority inhabit the Five Kings Mountains on the borders of Druma. 


Equipment

At birth, dwarves are gifted with a clan dagger. Selling such a gift at any point in a dwarf's life is considered a taboo among their kin. The dwarven maulaxe is a weapon that features both a sledgehammer head and a sharp blade. Dwarves also have their own adapted variants of the waraxe and spear-hafted urgrosh. Stoneplate is armor crafted from alchemically strengthened pieces of shale and basalt rock.

Gladdringgar

Gladdringgar is the dwarven tradition of carving one's personal rune in stone on the deepest cave or tunnel one has explored. It literally translates as the "ritual of toil", although younger dwarves have begun to refer to it as kangreddin, or "wall-making". Dwarves are obsessed with leaving a mark and being remembered, and great respect is given to the dwarves who risk their lives to delve in their race's ancestral home in the Darklands.

Language

Most dwarves primarily speak the Dwarven language, although most are also fluent in Common. Dwarven shares its runic alphabet with Terran.  Dwarven names are full of harsh-sounding consonants, and rarely include soft or sibilant sounds. Honorifics are common in given names, such as "-sun" ("-son"), "-dam" ("-daughter"), and "-hild" ("-wife"). Family names sometimes contain words in Common, such as "gold" or "hammer". Also, the letters Q and X do not appear in Dwarven.

Names

Dwarves honor their children with names taken from ancestors or dwarven heroes, and it’s quite rare to invent a new name or to borrow a name from another culture for a child. When introducing themselves, dwarves tend to list their family and clan, plus any number of other familial connections and honorifics. Dwarven names usually contain hard consonants and are rarely more or fewer than two syllables.

Sample Names

Agna, Bodill, Dolgrin, Edrukk, Grunyar, Harsk, Ingra, Kazmuk, Kotri, Lupp, Morgrym, Rogar, Rusilka, Torra, Yangrit  

Relations

The ancient surface empire the dwarves once ruled fell long ago, overwhelmed by orc and goblinoid enemies. Today's dwarves today retain many of the qualities that propelled their people to greatness in ancient times: fierceness, gumption, and stubbornness in endeavors ranging from battle and craftsmanship to forging ties with family and friends.

Few dwarves are seen without their clan dagger strapped to their belts. This dagger is forged just before a dwarf's birth and bears the gemstone of their clan. A parent uses this dagger to cut the infant's umbilical cord, making it the first weapon to taste their blood


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