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Dwarves Empty on Tue May 12, 2020 10:58 am



Dwarves are a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely determined to repel the depredations of savage races like Orcs and Goblins. More than any other race, Dwarves have acquired a reputation as dour and humorless artisans of the earth. It could be said that their history shapes the dark disposition of many Dwarves, for they reside in high mountains and dangerous realms below the earth, constantly at war with Giants, Goblins, and other such horrors.

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 other 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 piece of 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.


  • Land: Dwarves have settled in the Seven Dwarven Kingdoms across Earthland. Each is situated inside the mountains in various countries. The other Dwarves, known as the Freefolk Dwarves, have settled themselves every in the world without belonging to a Dwarven Kingdom. They create small settlements and manage minor mines where they elect their leaders.

  • Governance: Monarchy for the Dwarven Kingdoms and often times a democracy for the Freefolk Dwarves. Other methods of electing leaders among Freefolk Dwarves also exist.

  • Head: Varies per Dwarven Kingdom or Freefolk Clan.

  • Capital: None.

  • Population: There are about 1,000,000 Dwarves per Dwarven Kingdom in general. Freefolk Dwarves usually live in clans of 100 to 5000 Dwarves. In total there are about 10,000,000 Dwarves on Earthland.


  • Languages: Dwarven.

  • Names: Examples for names for males are Dolgrin, Grunyar, Harsk, Kazmuk, Morgrym, Rogar. Examples for names for females are Agna, Bodill, Ingra, Kotri, Rusilka, Yangrit.


  • Religion: Dwarves do not worship a pantheon. Instead, their philosophy promotes personal excellence and an almost intimate tie to the Stone that houses them. Referring reverentially to "the Stone", the Dwarves speak of it as being alive. They are the Stone's children; they respect her, they fear her, they cherish her, and they give thanks to her for protecting them and providing them with her bounty. This religion has been practiced for years by the Dwarves. It is said that it is derived from the origin story they believe in involving Dhurain. Their other cultural beliefs are more akin to ancestor worship. Dwarves who lead a strong and noble life are said to strengthen the Stone when they die, becoming one of the ancestors.


  • Physiology: Dwarves are short and stunted in nature, but possess an extreme degree of durability, endurance, strength, immovability and stubbornness that many other races often mockingly compare to, or in the Dwarves case, embody those of a stone or mountain. Most Dwarves are noticeably very stout in build, with strong thick arms, long broad shoulders and short but powerful legs. Female Dwarves have a similar physique, however they are much more curvaceous.

    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. For females instead of cultivating beards, they braid their hairs in much the same way as a sign of status and age.

    These characteristics are advantageous in their underground homes, making their stunted yet stocky bodies well suited to the cramp environments of the tunnels. As you might expect, Dwarves are also natural diggers and miners, with many Clans often lending their youths into the mines as miners or military warriors as a trial or passage to adulthood.

  • Physique: Dwarves are a short race, as their name implies, standing from  1.20 – 1.50 meters on average. What Dwarves lacked in height they make up for in bulk; they were, on average, about as heavy as humans. Dwarves can weigh anywhere from about 70 – 100 kg.

  • Lifespan: Dwarves have a lifespan of 300 years.

  • Psychology: Whether or not the Dwarven claim that they were carved from the world’s stone is true, Dwarves share many qualities considered similar to the stone they live with. Strong, hardy, and dependable Dwarves are polite, particularly elders, and possess a wisdom beyond that of many other races. Dwarves value their traditions, regardless of the subrace they came from, and look for inspiration from ancestral heroes. Dwarves are also known for their stubborn nature and cynicism, traits widespread amongst the Dwarves but which contribute to and are commonly offset by their bravery and tenacity.

    Dwarven friendship is hard to earn, but is strong once won. Naturally dour and suspicious, the stout folk are slow to trust others, specifically towards those outside their family, suspecting the worst of an individual until the outsider proves many times their good will. Once this trust is gained, Dwarves hold their friends to it and view betrayals, even minor ones, with a vicious propensity for vengeance.

    For Dwarves, loyalty is more than a word and that it should be both valued and rewarded. Dwarves believe it a gift and mark of respect to stand beside a friend in combat, and an even deeper one to protect that ally from harm. Many Dwarven tales subsequently revolve around the sacrifice of Dwarves for their friends and family. Just as Dwarves are known for their dependability as friends and allies, Dwarves also harbor grudges far longer than many other races. This may be on an individual basis between a Dwarf and one who has wronged him or against entire races, even if warfare with the enemy has long since ceased.

    Dwarves who leave their homes to become adventurers do so for a number of reasons. In part, a Dwarf might be motivated by simple avarice or greed, the most common vices of the race, given the Dwarven love of beautiful things. As often, however, a Dwarf might be motivated by a drive to do what is right for others, particularly their clan, or a love of excitement for, as settled as Dwarves are, they rarely tire of thrills. But even these wayward Dwarves retain the spirit of their brethren, hoping that their accomplishments abroad can bring honor to themselves, their clan, or both. Given that successful Dwarven adventurers are likely to recover rare items or defeat enemies of the Dwarven people during such challenges, this is a hope not entirely without merit.


  • Society: The great distances between Dwarves' mountain citadels account for many of the cultural differences that exist within their society. Despite these schisms, Dwarves throughout the world are characterized by their love of stonework, their passion for stone- and metal-based craftsmanship and architecture, and their fierce hatred of Giants, Orcs, and Goblins. In some remote enclaves, such as those areas where these races are uncommon or unheard of, Dwarves' fixation on security and safety combined with their rather pugnacious nature leads them to find enemies or at least rivals wherever they settle. While they are not precisely militaristic, they learned long ago that those without axes can be hewn apart by them, and thus Dwarves everywhere are schooled to be ready to enforce their rights and claims by force of arms. When their patience with diplomacy is exhausted, Dwarves do not hesitate to adopt what they call "aggressive negotiations."

    Dwarves and Orcs have long dwelt in proximity to one another, and share a history of violence as old as both races. Dwarves generally distrust and shun Half-Orcs. They find Elves, Gnomes, and Halflings to be too frail, flighty, or "pretty" to be worthy of proper respect. It is with Man that Dwarves share the strongest link, for Man's industrious nature and hearty appetites come closest to matching those of the Dwarven ideal.

  • Culture: It is customary, and in most cases mandatory, for all male Dwarves to have a beard of some-kind. Most Dwarves youths begin to grow their beards at a relatively early age and will continue to grow for the rest of their lives. These beards are an integral part of Dwarven patriarchal society, for it often dictates a Dwarves personal age, wealth, or experience. The longer the beard, the more respect he gains from his peers and those of society. The Dwarves are also known widely as a race of alcoholic drinkers. Known famously for brewing some of the finest beers and ale in the known world, these Dwarves would like nothing more than to sit down, have fun with their companions, singing songs and drinking beer until the rise of the morning sun. As such, the Dwarven people have naturally strong livers, allowing them to drink vast quantities of alcohol without much repercussions. Dwarven ale is actually nourishing to a Dwarf, they are able to survive off of it alone for weeks and not suffer malnourishment for it.

  • History: Like many races, the exact origins of the Dwarves are lost in myth and legend. Most Dwarves believe that their ancestors came from the heart of the planet itself, given life by Dhurain and being made by the All-Father’s hammer in the Soulforge. These legends held that the Dwarves fought their way to the surface world, overcoming the dangers they faced below through strength of arms and skill.

    The most traceable history mentions that the early Dwarves spread out across Earthland. The leaders of the clans all became a king of their own clan, and they all built their own great hall in the mountains. This resulted into the lineages of the Seven Dwarven Kings.

    King Bandor settled in the Marchen Mountains in Fiore, King Nigri settled in the Wailing Mountains in Bosco, King Draug settled in the Snowy Mountains in Iceberg, King Thurain settled in the Cloudless Mountains in Caelum, King Dhoros settled in the Smouldering Mountains in Seven, King Mardhain settled in the Forgotten Mountains in Minstrel, and finally King Ganhain settled in the Silent Mountains in Stella.

    Most of the Dwarves followed their leaders during this time and acknowledged them becoming kings, but some departed for their own personal reasons. Some Dwarves did not accept a transition to a rule of kings for their clans, while others had more nefarious intentions and left to settle elsewhere. The Dwarves that left for the reason of not accepting kings became known as the Freefolk Dwarves.

    Now, countless centuries later, most of the great halls and clans still exist. The Dwarves belonging to these clans rarely leave their halls to become adventurers. Most adventurer Dwarves nowadays are the descendants of the Freefolk Dwarves. They are less traditional than the Dwarves of the Dwarven Kingdoms.

    The Dwarves who leave their homes to become adventurers do so for a number of reasons. In part, a Dwarf might be motivated by simple avarice or greed, the most common vices of the race, given the Dwarven love of beautiful things. As often, however, a Dwarf might be motivated by a drive to do what is right for others, particularly their clan, or a love of excitement for, as settled as Dwarves are, they rarely tire of thrills. But even these wayward Dwarves retain the spirit of their brethren, hoping that their accomplishments abroad can bring honor to themselves, their clan, or both. Given that successful Dwarven adventurers are likely to recover rare items or defeat enemies of the Dwarven people during such challenges, this is a hope not entirely without merit.


Dwarves Empty on Tue May 12, 2020 11:00 am

The Perks

  • Physical Resistance: Dwarves receive Minor Resistance to Physical Damage.

  • Enhanced Constitution: Dwarves receive a 20% increase in their base Constitution.

  • Enhanced Endurance: Dwarves receive a 20% increase in their base Endurance.

  • Night Vision: Dwarves are able to see in the dark as though it is day. This also allows them see through magical darkness.

  • Weapon Mastery: Dwarves receive 20% wordcount reduction when training Hammer or Axe.

  • Magically Inept: Dwarves suffer from a one-post cooldown increase and a 20% mana increase.

  • Sturdy Warriors: Dwarves are quite sturdy and are not knocked back easily. The knokback distance is halved.

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