Common Deities

It is no surprise that Hephaestus, the god of the forge, is the patron god of the dwarves. Dwarven love for metalwork gives them an equal love for the lame god. Hephaestus is mentioned in a short prayer whenever a dwarf uses an item they crafted themselves. Second to Hephaestus is Hades for his dominion over the underground. Hephaestus rules the metals of iron and copper, but it is to Hades the dwarves pray when they work with silver, gold, and gemstones. A close third is Hestia for her role over the hearth. Fire is a central component of dwarven industry and creative expression, thus it is also a central feature in every dwarf’s home. Hestia is a central figure in worship by all Cimmerian races, but dwarves have a particular love for her due to the connection to fire as well as the close nature of extended dwarf families.

Other notable favorites deities for dwarves are Athena and Dionysus. Athena provides guidance for dwarves in the construction of durable art or for more refined machinery. Many dwarves continue to pray to Hephaestus for such acts of creation, but it never hurts to make offerings to multiple gods. Dionysus is popular amongst dwarves due to their legendary love for alcoholic beverages. Dwarves have a preference for beer and mead instead of the typical wine of Dionysus. The drunken god is not picky though and blesses all alcohol equally. Dwarves are also particularly fond of the vodka of Restnor’s Point as it is the only drink that can quickly cut through the renowned dwarven resistance to intoxication.

Place in Adventuring

Dwarves are known for their resilience, discipline, and unwavering dedication to their cause. Their natural toughness, strong sense of duty, and formidable combat prowess make them excellent fighters and paladins, able to hold the front lines with heavy arms and armor forged by their own hands. Many dwarves also find a calling as clerics, drawing upon their deep spiritual connection to their ancestors and gods to wield divine magic in battle. Their societies are steeped in tradition and honor. Thus when a dwarf takes up the life of an adventurer, it is often because they have lost their place in a rigid, traditional society. While dwarven adventurers may no longer have permanent home, they make up for it by forming strong bonds to their companions, bringing a sense of loyalty and steadfastness to any adventuring party.

Dwarves often struggle with aspects of adventuring that fall outside of their strengths. Unlike elves and rangers, who thrive in the untamed wilderness, dwarves are creatures of the earth, more at home in their halls of stone than in sunlit forests or open plains. Their rigid, structured upbringing leaves them ill-suited for adapting to the chaotic, ever-changing nature of the surface world. Additionally, while they excel at divine magic, dwarves generally lack an affinity for arcane arts, finding wizardry and sorcery to be alien and unnatural. Their practical minds favor craftsmanship and martial skill over abstract theories of magic, making them poor spellcasters outside of divine traditions. Despite these shortcomings, their determination and camaraderie ensure that they remain invaluable allies in any adventuring party, relying on their strengths to overcome whatever challenges the world may throw at them.

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I’m Isaac

Welcome to the GoCorral website! I’m Isaac Shaker and this is a place for me to write about D&D and occasionally other topics. I host a podcast called Setting the Stage that interviews different DMs about their campaigns. I’m currently focused on completing the Cimmeria campaign setting and turning it into a book.

Setting the Stage Podcast

76 – Flying Island Worlds (Alan and Fractus) Setting the Stage, Campaigns for D&D and Other RPGs

Alan tells us about his Daggerheart campaign setting, Fractus, that is launching on Kickstarter soon. Fractus was a normal planet until it exploded and stopped halfway through. Now bunches of asteroids rotate a swirling magical maelstorm at the center of the planet. The people of Fractus survive on the asteroids which are large enough to support life. The land is now separated by air rather than oceans, resulting in a different path for technology along the lines of flight rather than sea travel.Fractus is available on Kickstarter at: https://www.kickstarter.com/projects/icv1/fractus-the-broken-worldAlan also has a big catalog of TTRPG products he's produced in the past that you can check out on DriveThruRPG: https://www.drivethrurpg.com/en/publisher/17830/alan-tuckerIn addition to his TTRPG writing, Alan has written a few novels that you can find links to on his website: http://www.alantucker.net/ For the latest updates on what Alan's doing you can follow him on Bluesky: https://bsky.app/profile/tuckerauthor.bsky.socialOur website: https://gocorral.com/stsWant to be on the show? Fill out this survey: https://forms.gle/U11TbxtAReHFKbiVAJoin our Discord: https://discord.gg/Nngc2pQV6CSupport the show on Patreon: https://www.patreon.com/SettingtheStage Hosted on Acast. See acast.com/privacy for more information.
  1. 76 – Flying Island Worlds (Alan and Fractus)
  2. 75 – Masks, Capitalism, and Coming of Age (Joel and Critical Bits)
  3. 74 – Kylie and Fallout: Garden of Atom
  4. 73 – Duncan and Extraordinary Locations
  5. 72.5 – Calico and Psychomortis (Part 2)