Dwarven Lands

Specific Nations





Coin From Exchange Rate Picture
Minor Mark Dwarven 0.01 coins.jpg
Sixteenth Mark Dwarven 0.05
Eighth Mark Dwarven 0.1
Quarter Mark Dwarven 0.25
Half Mark Dwarven 0.5
Mark Dwarven 1
Full Mark Dwarven 10
King's Mark Dwarven 100


Dwarves are the foremost traders in metal goods and gemstones, though those are not their only trades. They are, as a race, miners. They do not bargain, they set a fair price and expect to get it. However, a dwarf's word is his bond and no dwarf will sell shoddy goods or misrepresent the goods he sells. Dwarven steel is prized by all as the best material, and dwarf-make weapons and armor are valued highly. Dwarves don't cheat, and they don't take being cheated well. It's said no one holds a grudge quite like a dwarf.


Dwarven society is based on law, some of which is extremely rigid. Order and respect for one's fellows are considered prized dwarven traits. Dwarves respect privacy and personal space, which allows their extremely rigid and organized culture to maintain it's stability. Though they are an orderly society, they are also individuals. When they think their views aren't being heard, dwarves have a tendency to become grumpy, silent, and stoic.

Dwarf clans are family groups that can trace their lineage back to a common ancestor. Each clan specializes in a particular craft or skill. The different clans intermingle so skills can be traded back and forth. In major strongholds, each clan tends to practice a single craft, while in smaller strongholds, clans may have multiple crafts. An individual dwarf tends to follow only one craft so that he can hone his skills to the highest level.
The clans are regulated by the guilds. All clans that follow a particular craft belong to the guild that contains that craft. Guilds control the business of the clans. Each clan however, is lead by the elders (who are occasionally also guild masters).

A sick or injured dwarf is tended by his clan, and family is considered of utmost importance to a dwarf. Dwarves hold their families above themselves. Those in good health are expected to work in order to maintain the wellbeing of the clan. Dwarves owe their loyalty first to the clan, then to the clan, guild, stronghold and then to the dwarven race. An insult to one dwarf is considered an insult to all dwarves.
Dwarves who live below ground tend not to care who controls the area above ground, though they do try to get along with their neighbors if the option of simply being left alone doesn't exist. It is worth noting that the dwarven language has no word for 'compromise'.
Dwarves love to work and find pleasure in it. The word 'lazy', is one of the blackest insults among dwarves. For this reason, they are often seen as humorless by other races. However, dwarves have a very black sense of humor, especially regarding their long-time enemies such as drow and goblins. Dwarven humor is based around clever stories which are often rather long.
Dwarves are a stoic people who consider it bad manners to flaunt wealth. This often causes non-dwarves to view the dwarves as greedy hoarders or unemotional.
Dwarves marry for life, and rarely, if ever, remarry. There is no such thing as divorce, only death ends a marriage. Most marriages are arranged, with the parents arranging a number of suitable spouses for a daughter and the female choosing from them. A dwarven family unit is called a hearth, and tends to include grandparents. A hearth has a single line of descent (patrilinear). Hearths within a clan are also united by blood. Thus, there are no orphans in dwarven culture, a dwarven child will always be cared for and treasured.

Dwarves love to sing, and festivals are often a chance for their voices to rise together in traditional dwarven chants. They use horns, drums, and flutes mainly, rarely stringed instruments. Musicians rarely accompany singers though, save for drummers. Most music is either martial or mournful.

Social Castes


Faith is important to the dwarves, and each clan has at least one priest to help guide the clan.


Mountain Hammers

In the World

Character Creation Info


Regional Feats

Endurance, Great Fortitude, Iron Will, Skill Focus (any craft or profession), Brutal Throw, Goad, Earth Sense, Inscribe Rune, Mountaineer, Shield Wall, Second Wind, Shieldmate, Closed Mind, Earth Heritage, Deepseer, Defensive Expert, Dwarflore, Expert Dungeoneer, Giantkiller, Mountain Fighter, Bloodline of Fire, Bullheaded, Dauntless, Forgeheart, Strong Soul, Magical Artisan, Ancestral Spirit, Azerblood, Plague Resistant, Stoneshaper, Caver, Heroic Spirit, Strong Mind, Attune Magic Weapon, Exceptional Artisan, Extraordinary Artisan, Legendary Artisan, Mror Stalwart, Stable Footing, Honor-Bound, Stubborn, Courage, Brawler, Sworn Enemy, Runesmith

Regional Weapons

Axe - Throwing, Battleaxe, Battleflag, Chain - Spiked, Club, Crossbow - Great/Heavy/Light/Staking, Cutlass, Dagger, Flail, Flail - Heavy, Flail - Dire, Gauntlet - Bladed/Spiked, Hammer - Light/Throwing/Double, Handaxe, Mace - Light/Heavy/Double, Morningstar, Net, Maul, Pick - Heavy/Light/Dire, Poleaxe, Razored Shield - Light/Heavy, Razored Armor, Spear - Dwarven Double, Spiked Armor, Spiked Shield - Heavy/Light, Sword - Short, Urgosh, Waraxe - Dwarven, Warhammer, Warmace, Warpike - Dwarven

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