Dwarf


"Those who live beneath the mountain are as unmoving as the mountain itself."

— Saying of mountain dwarves[3]

Dwarves are stout humanoids renowned for their martial tradition, superior craftsmanship, and the impressive citadels they carve beneath the mountains.

Appearance[edit | edit source]

Dwarves are similar to humans, though much more squat and stocky being around 4 ½ feet tall. Despite their size, they weigh almost as much as humans, being around 150 pounds. The most distinctive feature of dwarves are their carefully groomed beards, which grow much longer and faster than those of humans, and can even be grown by women.[4]

Dwarves have the same range of skin tones as humans, though earthen tones such as light brown and deep tan are common. Dwarven hair is usually dark. The duergar are an exception, typically having dark gray skin and white or maroon hair.[4]

History[edit | edit source]

The dwarves are believed to be the second race created by the gods after their arrival on Exandria. They were crafted by Moradin, the All-Hammer.[5] During the Calamity, the dwarves found shelters underground, buiding citadels all across the subterranean Exandria, but over the centuries, they diminished in numbers, "either merging together or falling into decadence and ruin". Even after the dangers of the war has passed, the dwarf clans remained isolated beneath the surface of the world.[3]

Society[edit | edit source]

Tal'Dorei[edit | edit source]

Most dwarves on Tal'Dorei live in the great city of Kraghammer, or are the descendants of those who did. "Many dwarves consider it a place all their folk should visit at least once a decade." Mountain dwarves make up the majority of those found within Kraghammer, while hill dwarves are more likely to be found across the cities of the Dividing Plains.[3][2]

Deep beneath the Cliffkeep Mountains lies the duergar fortress of Emberhold. The gray dwarves there continuously launch raiding parties against the dwarves of Kraghammer.[6]

Wildemount[edit | edit source]

In the Dwendalian Empire, dwarven society has two points of origin. The mountain dwarves of Grimgolir are prized for their soldiers and their mines, so much so that they were granted unprecedented autonomy when they were inducted into the Empire.[7] Meanwhile, the hill dwarves of Pride's Call carve out a more agrarian lifestyle, while cultivating the priceless pride silk from the caverns beneath.[8]

To the north in the Greying Wildlands are the dwarves of Uthodurn, who live side by side with elves after taking in the refugees from the mysterious destruction of Molaesmyr.

Dwarves are rare within Xhorhas and the few that are there are duergar. Some can be found living among the Kryn Dynasty, though most live deep beneath the surface within the Underdark, striking against the Dynasty in an attempt to carve out their own underground dominion.[9]

Dwarves are also relatively rare in the Menagerie Coast, and most of the dwarves in that region are visitors from the Empire or sailors from other continents. There are legends of an ancient dwarven society that worshiped Kord in the Cyrios Mountains, which have granted dwarves a reputation along the coast for passion and intensity.[10] There is one notable dwarf in Concordian society, Marquis Alamads Haddou of Port Zoon.[11]

Powers, abilities, and subraces[edit | edit source]

Official art of a duergar, a mountain dwarf, and a hill dwarf, by Bryan Syme from Tal'Dorei Campaign Setting, p. 22.[art 2]

Dwarves are renowned for their mighty constitution, to the point that they are resistant to poison. Thanks to their subterranean delves, dwarves are capable of seeing in dim light and darkness. Many dwarves also train with axes and hammers.[4] Some dwarves like to distinguish themselves as hill or mountain dwarves, depending if they were raised mountain fortresses such as Kraghammer or in the outside world.[3]

Mountain dwarf[edit | edit source]

Mountain dwarf of Tal'Dorei, even through they are distinguished as the residence of Kraghammer, they still journey outside of the city to trade, gain artistic inspiration," or visit the family. Given Kraghammer's legendary status, the resident dwarves are highly conservative, but not necessary monolithic in their judgement. They tend to protect their own, but at the same keep insular from the external world and its cultures, sometimes to the point of xenophobia. They fear that new peoples and new ideas potentially threatening their social order.[3]

"The first time that Kraghammer proudly opened its gates to a new people", Kingdom of Drassig initiated the greatest war since the Age of Arcanum, involving most of Tal'dorei's nations. This act didn't improve dwarf's stance on safety of the outside, and the city's successful neutrality during the assault of the Chroma Conclave in 811 PD "only cemented its people's belief that isolation is strength".[3] However, such large disasters brought lines of refugees into into the city, who assimilated in local communities and brought other perspective updating a rather ossified dwarfs on nuances of the outside world.[12] By 836 PD, the city became more acceptant of new visitors, abolishing the act that required either a significant political standing or the proper paperwork to enter.[13]

Mountain dwarves traditions include: "meticulous chronicling, geometrically precise artistry, dynastic great houses, and resilience against even the greatest of threats has proved itself a central pillar of their society".[3]

Mechanically, mountain dwarves are the strongest among dwarvenkind, and following their martial tradition, train in the use of light and medium armor.[4]

Hill dwarf[edit | edit source]

Hill dwarves, commonly called "Gurdhe" in Dwarvish, which in Common literary translates as "beyond the mountains".[3] Mechanically hill dwarves are wisest among dwarves, and are often the heartiest as well.[4]

Hill dwarves of Tal'Dorei either once lived in Kraghammer or are the descendants of those who once lived there. They like to travel and explorer, rarely settling down for more than "a decade or two". While journeying through the Dividing Plains, they get exposed to the sunrays for long periods, which results in the tanned skin and sun-bleached hair of their owner. Hill dwarves are called "hill travelers", which translates into Dwarvish as "gurdheledr". Nevertheless, they are still rather adamant in the world view, similar to their mountain kin.[14]

They are common sight in Emon, Westruun, and other smaller settlements across the Dividing Plains.[14]

Gray dwarf[edit | edit source]

The duergar live deeper beneath the earth than any other dwarf, so much so that their darkvision is superior to other dwarves. However, they are unused to the light of the sun, and have difficulty seeing outside on sunny days. Most duergar have innate psionic abilities, allowing them to shrug off magic, beguilement, and paralysis, and can see through many illusions. Duergar are also capable of doubling their size for a short time, as well as cloaking themselves in invisibility.[4]

Notable dwarves[edit | edit source]

Campaign 1: Vox Machina[edit | edit source]

PCs[edit | edit source]

NPCs[edit | edit source]

Tal'Dorei Campaign Setting[edit | edit source]

Campaign 2: The Mighty Nein[edit | edit source]

PCs[edit | edit source]

NPCs[edit | edit source]

Tal'Dorei Campaign Setting Reborn[edit | edit source]

Exandria Unlimited[edit | edit source]

Campaign 3[edit | edit source]

PCs[edit | edit source]

NPCs[edit | edit source]

References[edit | edit source]

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Dwarf on D&D Beyond
  2. 2.0 2.1 Tal'Dorei Campaign Setting, p. 22.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 Tal'Dorei Campaign Setting Reborn, Chapter 4: "Character Options", p. 152.
  4. 4.0 4.1 4.2 4.3 4.4 4.5 Player's Handbook, 5th edition.
  5. Tal'Dorei Campaign Setting Reborn, Chapter 1: "Welcome to Tal'Dorei", p. 13.
  6. Tal'Dorei Campaign Setting, p. 62.
  7. Explorer's Guide to Wildemount, Chapter 3: "Wildemount Gazetteer", p. 86.
  8. Explorer's Guide to Wildemount, Chapter 3: "Wildemount Gazetteer", p. 102.
  9. Explorer's Guide to Wildemount, Chapter 4: "Character Options", p. 162.
  10. Explorer's Guide to Wildemount, Chapter 4: "Character Options", p. 162.
  11. Explorer's Guide to Wildemount, Chapter 3: "Wildemount Gazetteer", p. 75.
  12. Tal'Dorei Campaign Setting Reborn, Chapter 4: "Character Options", pp. 152–153.
  13. Tal'Dorei Campaign Setting Reborn, Chapter 3: "Tal'Dorei Gazetteer", pp. 97–98.
  14. 14.0 14.1 Tal'Dorei Campaign Setting Reborn, Chapter 4: "Character Options", p. 153.
  15. Tal'Dorei Campaign Setting, p. 67.
  16. 16.0 16.1 Tal'Dorei Campaign Setting, p. 32.
  17. Tal'Dorei Campaign Setting, p. 34.
  18. Tal'Dorei Campaign Setting Reborn, Chapter 2: "Allegiances of Tal'Dorei", p. 50.
  19. Tal'Dorei Campaign Setting, p. 33.
  20. Tal'Dorei Campaign Setting, p. 36.
  21. Tal'Dorei Campaign Setting Reborn, Chapter 2: "Allegiances of Tal'Dorei", p. 46.
  22. Tal'Dorei Campaign Setting Reborn, Chapter 2: "Allegiances of Tal'Dorei", p. 56. See also pp. 97–98.

Art:

  1. Official art of dwarves, by Ari from Tal'Dorei Campaign Setting Reborn pg. 153. This file is a copyrighted work. Its use in this article is asserted to qualify as fair use of the material under United States copyright law.
  2. Official art of a duergar, a mountain dwarf, and a hill dwarf, by Bryan Syme from Tal'Dorei Campaign Setting, p. 22. This file is a copyrighted work. Its use in this article is asserted to qualify as fair use of the material under United States copyright law.

External links[edit | edit source]