Dwarves in Feyworld have many similarities to mainline D&D dwarves, but there are inherent differences in society and culture, as well. Dwarves tend to be an insular race, only recently reestablishing contact with the humans of the surface world. They are known for the incredible treasures they possess and for their greed, but also for their sensibility and thoughtfulness.
Personality: Dwarves prize intelligence and practicality over all other things, and care not for frivolity or wasting time. They are a very logical race, though this logic often fails them when dealing with the more emotional races of the surface world. Even so, dwarves do appreciate artistry, particularly when coupled with a practical design. Because of their difficulties in dealing with other races, dwarves are often seen as grumpy, blunt and intractable. Dwarves are slow to befriend, but once they do befriend a person, it is rare that they will later betray them. The fastest way to befriend a dwarf is through action, not flowery words.
Physical Description: Dwarves average about four feet in height, but their average weight is about 200 pounds. Their hair tends to be thick and dark, with browns and blacks being most common and red appearing rarely. Blonde dwarves are almost unknown, but legend holds that those few who are born blonde are destined to become the greatest of smiths. Both dwarven women and men wear full beards, often heavily braided. These braids are so formed as to tell the story of a dwarf’s life and dwarves can immediately recognize the importance and deeds of another dwarf by examining these woven patterns. Dwarves tend to simple, earth toned colors. They reach adulthood at about 45 years of age and often live to as much as 500 years of age. It is rumored that the most aged of dwarves have lived to see 600, which is considered a holy age.
Relations: Dwarves relate best to hobbits, which they view as having a similar practicality to themselves, if a bit lazy for their tastes. Humans are seen as dangerous and treacherous, though they also tend to be loyal and brave, when the situation warrants. Dwarves have a great deal of difficulty understanding the human need for independence and personal freedom. Elves are viewed as flighty and irresponsible and are often treated like children by dwarves. Orcs are hated by the dwarven race, who consider themselves to be at war with the beast-men. Only the most liberal minded dwarf would ever befriend an orc. Most of the difficulties dwarves have with other races stems from a lack of racial identity. Dwarves strongly identify with one another and personal sacrifice for the sake of the community is more an ingrained instinct than a choice for them.
Dwarven lands: Dwarves tend to live underground, with entrances to their realms hidden in secret valleys among high peaks. There are six dwarven kingdoms in Feyworld, and it is said that these kingdoms are in constant communication. Stories suggest that dwarves once lived above ground, but were driven below during a war with orcs and have not yet been able to recover their ancient lands. Recently, dwarves founded the kingdom of Valduran, in the east, which lies mostly above ground. Valduran was established as a trading center between dwarves and humans only a few years ago and the dwarves there are mostly very liberal sorts (for their race) who are interested in trade with the humans of the surface.
Religion: Dwarves venerate Baelthor (who they call Balthor) above all other deities and serve him with unswerving loyalty. It is believed that some dwarves once followed Enosigaois (who they call Enos), but these evil dwarves were wiped out in a religious civil war long before man was around to record such things. Dwarven clerics are extremely rare, as they do not have a strong affinity for Divine magic.
Language: Dwarves speak their own language and write in their own runic script. It has been suggested that dwarves were the first to invent writing and some remote human societies have been discovered who use a similar script for writing. Many human languages also show evidence of influence by dwarven.
Names: A dwarf’s name is chosen for him by his extended family and is often the name of a clan hero or leader. His surname is that of the clan, with any titles and appellations attached only through approval of his clan. A dwarf who is knighted in human lands is not allowed to use the honorific “sir” in front of his name until he has garnered approval from at least six members of his clan.
- Male Names: Aegir, Alaric, Bardr, Bili, Bjorn, Faraldr, Gladr, Grimolf, Gungnir, Hrmangild, Hrothgar, Huneric, Kormac, Osulf, Scula, Skeggi, Skorri, Thjostar, Thorismund, Thorgrim, Ulf, Vagn, Walram, Wraghi
- Female Names: Agnis, Asdis, Besje, Borghild, Edla, Freygird, Gunnlaug, Helga, Hlodyn, Ingerid, Langlif, Luta, Ormhild, Ragna, Sigrun, Svala, Thura, Thrudr, Valgerdr, Yrsa
- Clan Names: Schmiedhammer (Smithhammer), Intiefen (Deepdelve), Goldenkrone (Goldencrown), Schweinerschlagener (Orcslayer)
Adventurers: Given the dwarven loyalty to clan and his society, dwarven adventurers are rare. However, since the return of dwarves to the surface world, dwarven adventurers have become increasingly common. Dwarves recognize that a long time has passed since they last dealt with humans and much has changed that they were unaware of. Most dwarven adventurers are from Clan Intiefen, who have traditionally been the explorers of the dwarven nations, but Clan Schweinerschlagener has made a few forays into orc-held territory in the hope of finding (and subsequently liberating) their long-lost homeland under the sun.
Dwarven Racial Template
Attributes: IQ+1 
Secondary Attributes: Basic Move -1 [-5]
Advantages: Alcohol Tolerance , Extended Lifespan 4 , Magic Resistance (Divine) 3 , Night Vision 5 , Talent (Artificer) 1 
Disadvantages: Stubbornness [-5]
Features: Size Modifier -1
Dwarven Cultural Templates