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Dwarves

Size: Medium
Speed: 25 feet
Lifespan: 350 years (mature at same rate as humans, considered young until age 50)
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.
Languages: Tanglish, Dwarvish

Overview

TBD — DM

Physical Description

Dwarves stand around 5 feet tall and average about 150 pounds. They are sturdy and robust, with a build that reflects their methodical nature and connection to craft and industry. Their appearance is practical and well-kept, reflecting their cultural values of quality and care in all things.

Society and Customs

Dwarves live in five underground kingdoms beneath the Stalrange Mountains: Rodvenhiem, Isilond, Svenheim, Ostrund, and Stavulheim. These Five Kingdoms form a loose confederation. Three of the Five Kingdoms are noted to be republics in all but name.

Dwarven culture shares similarities to Nordic cultures (Sweden, Norway, Denmark, and Finland), with a focus on methodical approaches, scientific advancement, and communitarian organization. Dwarves practice various forms of communitarian economic organization (either advanced socialism or communism), and this methodical approach is practiced on both an individual level and a societal one. They treat historical artifacts with great care and maintain advanced Archives that preserve their knowledge and history.

The dwarves are regarded as admirably scientific, particularly for their strides in social sciences like psychology. Rodvenheim, the most magic-oriented of the kingdoms, is noted as a center of learning and culture through its University and museums. Rodvenheim is located near Puna Dara and uses the Punaji to conduct overseas trade. The normal route to travel to Puna Dara is to use the road out from Desolation, pass by the road to Rodvenheim, and proceed through the mountains to the coast.

Dwarves use the metric system for trade, maintaining their own system while the surface world uses the imperial system. Dwarven society is highly organized, perhaps being an aftereffect of their free use of divine energy. Many dwarves possess a mutation which enables them to draw divine energy, unaided by the Pantheon gods.

Dwarves are the only known race which can forge Mithril. It has been surmised that they discovered some form of ancient manufacturing technology, since they have only been able to produce Mithril objects in small, pre-set forms (jewelry and daggers mostly).

Dwarven society has been remarkably resilient. Orcs have only invaded dwarven cities twice. The last time, after a plague had culled the dwarven population, two Hands of Avei held the gates against an army, until the dwarves had mounted a counter-attack by ambush. Enemy forces which challenge the dwarves have historically had little trouble entering the underground caverns where dwarves live, but rarely make any progress in the dwarves' natural environment, and invading forces are frequently decimated.

The Five Kingdoms are nominally at war with the Drow of Tar'Naris for the devastating economic impact of the Tiraasian Empire treaty. The Tiraasian treaty essentially gives the Empire free and unfettered access to minerals the Drow mine, which have no use to the drow but are valuable commodities on the surface, creating economic competition that affects the dwarven kingdoms.

Work Ethic and Philosophy

Dwarves don't understand laziness or shortcuts. Just as a machine must function smoothly at all times, so too an artisan should work steadily and with care. Dwarves take pride in their work ethic, and abhor any attitude or behavior that would undermine the quality of their work. They are more thorough than speedy, and although a dwarf's work might take longer to complete, its quality makes the time worthwhile. If a job must be done, a dwarf will see that it is done correctly. And when a dwarf repairs a machine, it will work as well as it did when it was first built, if not better—and it will last.

Population and Distribution

TBD — DM

Role in the World

TBD — DM

Ability Score Increase

Your Constitution score increases by 2, and your Wisdom score increases by 1.

Racial Traits

Speed

Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Darkvision

Accustomed to life underground in your race's ancient past, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of 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 of gray.

Dwarven Resilience

You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Toughness

Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Artisan's Expertise

You gain proficiency with two kinds of artisan's tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, whenever you make an Intelligence (History) check related to the origin of any architectural construction (including buildings, public works such as canals and aqueducts, and massive cogwork machinery), you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Languages

You can speak, read, and write Tanglish and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.


Related: Races Index | Mechanics Index | Ability Scores