Dwarves

Physical Description

Dwarves are a strong and stocky race. They stand around four feet tall and are considerably broader than the other races of Cimmeria, often weighing close to 200 pounds due to their larger girth. Their increased size gives dwarves a formidable resistance to poisons, both virulent and recreational such as alcohol. Dwarves are well-known for their facial hair. Like other races it comes in at puberty, but at an accelerated rate for male dwarves. Males often keep their hair long in elaborate braids. Female dwarves develop hair similar to that of males of other races and typically keep their beards neatly trimmed. Both genders dress up their beards with decorations for special occasions. Dwarven skin tones and hair colors are varied, but their eyes trend towards earthy colors of brown, red, silver, and gold.

Dwarves are adapted to their life of living underground. They can see in pitch blackness at short distances, although only in black and white. Due to their movement through tunnels, dwarves have a keen sense of their depth below the Earth’s surface, like a bird sensing north. Due to their life surrounded by stone they are also highly attuned to the quality and nature of anything made out of rock. Dwarves live about four times as long as the average human, with the oldest dwarven lifespans stretching past four centuries.

Culture

Dwarves are best known for their mastery of the forge, shaping metal into weapons, armor, and intricate works of art. Their forges burn hotter and longer than others due to volcanic heat or enchanted flames. They work with rare metals such as mithril and adamantine, forging items that last for centuries. The art of enchanting without innate magic is also a practice well known to dwarves. They hammer runes into weapons and armor to imbue them with power. Dwarven metal art focuses on heavy pieces of statement jewelry or fine clockwork machines.

No discussion of dwarven culture is complete without mentioning their love of alcohol. Dwarves are famous for their potent ales and meads, often served chilled. The ingredients for most alcohols must be imported to dwarven kingdoms, making cereal grains one of their most desired commodities. While much alcohol is produced in dwarven realms, little is exported in turn. Within their communities dwarven brews are not only enjoyed recreationally but also serve as a social and religious cornerstone, consumed during ceremonies, battles, and even smithing rituals. A dwarf’s ability to hold their drink is a source of pride, and drinking contests are common.

Despite their rugged appearance, dwarves maintain a surprisingly rich and hearty diet, built for endurance and strength. Their meals are often heavy with roasted meats, root vegetables, and dense bread, sustaining them through long hours of labor. Mushrooms and cave-grown crops play a crucial role in subterranean dwarven diets, providing essential nutrients when surface food is scarce. A dwarven feast is a grand affair, where massive platters of food are passed around communal tables, ensuring no one leaves hungry. Hospitality is sacred, and offering a guest a meal is a gesture of deep respect. These food stuffs are largely imported to dwarven realms with a steady flow of valuable metals and jewels exported in return.

Dwarven music carries the weight of their history and hearts. Deep, resonant chants echo through their halls, often accompanied by heavy drums and brass instruments. Work songs help pass the time in the forge and mines, while epic ballads tell of great battles, lost treasures, and the deeds of their ancestors. Music is as much a part of their identity as their hammers and axes, binding their clans together and preserving their legends. In times of victory and sorrow alike, dwarves raise their voices in song, ensuring their stories are never forgotten.

Dwarves have lived exclusively in kingdoms since their creation at the start of the Conclave. The hierarchical structure of their government extends to the rest of their culture. The eldest or most experienced of a particular group rules that group. Tradition rules dwarven lives. Households are led by the eldest and they decide what is good and right within the family. Extended family form clans that often practice the same or similar professions. Within professions those with the greatest skill and talent set the tone. The past leaves a powerful imprint on dwarven lives. History and tradition are powerful forces that few within dwarven society go against.

History

The dwarves were created alongside the other races of the Conclave. They fought against the goblins in the Goblin War the same as the others. Unlike the others, from the beginning the dwarves were led by Karnafaust, First High King of the Dwarves. As the humans progressed they copied the dwarves governmental structure and one of their own became king of the humans. King Karnafaust and this new King Drolofo argued about the course of the Goblin War. Their disagreements grew until Karnafaust could take it no more. He led the dwarven people in seceding from the Conclave. The dwarves left to found their own kingdom.

Karnafaust built a new kingdom with the city of Fangaroot as its capital. A few years of cool weather reduced crop yields across Cimmeria soon after the city’s construction. Tempers heated within the Conclave and soon the dwarves fought their previous allies. This war was finished by a duel between Karnafaust and the human leader Drolofo. Karnafaust was slain, but the dwarves petitioned Hades for relief. Thus the resurrection pact was established, allowing anybody to return to life with the proper expenditure of magical power and diamonds. Karnfaust was also gifted the Fierce Axe of Dwarvish Lords by Hephaestus. The Axe became a symbol of the High King of Dwarves’ right to rule.

Fangaroot’s fate led it to be the unhappy trumpet sound at the start of the Age of Monsters. The city was conquered by Kenderax and his kobold army. Karnafaust died a second and final time during the assault. His heir and nephew, Cogard, was born during the dwarven flight from the city. Until his came of age a council of regents was appointed to rule. The council formed a new capital in the city of Dalleer, but their ineffective leadership led to problems. Most dwarves abandoned the central location and spread across Cimmeria.

When Prince Cogard came of age he went on a tour of the disparate dwarves. Through meeting with them and personally helping with whatever their current troubles were, Cogard rebuilt the dwarven nation. He reunited all the dwarves save those who lived within the Dominarie Mountains. The Dominarie Dwarves remained loyal to their Queen, Shortrastor. Cogard accepted Queen Shortrastor’s independence. He constructed a new capital for himself at Jord.

King Cogard’s wife gave birth to quadruplet sons which foretold the end of dwarven unity. The sons fought alongside each other during the Dragon War, but constantly quarreled over resources to oppose the dragons with. Cogard’s presence kept his sons peaceful, but civil war broke out as soon as he died. The great Dwarven Kingdom was split into four parts and the Fierce Axe, symbol of the High King, was lost. Alongside this deterioration, the Dominarie Kingdom fared worse. They suffered under the return of Bavastatner and then were utterly obliterated by the campaigns of Kruk-Ma-Kali. The only remaining Dominarie Dwarves are ghosts.

In more recent years dwarven fortunes have improved. Fangaroot was retaken from the kobolds and renamed Balin’s Holt after the dwarven general that led the expedition. The Fierce Axe was found once more by Atreides during the First Alliance War. It was taken by the Xorians but reclaimed by Torin. A Kingsmoot of the four royal descendants of Cogard bestowed the Fierce Axe to Torngar of the Mountain Dwarves. He now rules as High King of the Dwarves.

Subraces

There are four subraces of dwarves separated into four kingdoms. The Hill Dwarves, the Mountain Dwarves, the Deep Dwarves, and the Duergar. Each of the four subraces resides primarily within one of the four dwarven kingdoms and is led by one of the descendants of King Cogard.

Hill Dwarves: The Hill Dwarves are the Kingdom of Prince Yentbern. Yentbern was a ward of Lord Shaelin in Dalleer. Shaelin was the most respected leader of the Hill Dwarves. He honorably executed his responsibilities as guardian of Yentbern. The prince became an adult of strong moral convictions, always seeking to help those in need, and the Hill Dwarf people followed his lead. They have spread throughout Cimmeria and are fairly integrated with the region’s people, unlike the other isolated dwarven subraces.

Hill Dwarves have the widest diversity among the dwarven subraces. Their hair and skin can be any sort of earthy color with black, brown, red, or blonde for hair and any shade for skin, but trending towards medium pigments of brown or bronze. Matching their skin pigmentation, Hill Dwarves often have brown or bronze colored eyes. While existing in all sorts of communities, every Hill Dwarf is trained in the use of weapons from a young age. And just the same, every Hill Dwarf is taught to use their martial training only in the defense of others.

The Hill Dwarf Kingdom was a staunch ally of the Second Alliance during the war against Xoria. The Hill Dwarves’ many connections throughout Cimmeria led them to support the freedom-loving side in the events leading up to the war. Dwarves fought alongside the other Alliance members during the opening skirmishes and in the Siege and Battle of Phoenix. After the Second Alliance War’s conclusion the Hill Dwarves fought on, assisting their cousins in reclaiming the Duergar Kingdom. All these actions give Hill Dwarves a well earned reputation for defending good and justice throughout Cimmeria.

Mountain Dwarves: The Mountain Dwarves are the Kingdom of Prince Coldruin. Coldruin was a ward of the dwarven lords in the Terror Mountains north of Cimmeria. He took naturally to life in the mountains and was accepted as one of the Mountain Dwarves’ own. When Cogard died, Prince Coldruin was the first to proclaim himself king. He swiftly transitioned to rule the Mountain Dwarves, but was unable to push his influence beyond the Terror Mountains.

Mountain Dwarves share many similar characteristics with the other main inhabitants of the Terror Mountains, giants. The initial settlement period of the Terror Mountains instigated conflict with the giants, but over time calmer relationships have prevailed, mostly. There are still occasional flare ups of violence between the two races. Like giants, Mountain Dwarves typically have red, brown, or blonde hair and brown or blue eyes. One notable distinction between Mountain Dwarves and giants, besides their size, is that Mountain Dwarves have only fair skin instead of the myriad of colors for different giant subraces.

Recently, King Torngar of the Mountain Dwarves received the Fierce Axe of Dwarvish Lords and became High King of All Dwarves. As part of the agreement reached at the Kingsmoot, Torngar agreed to lead his people against Xoria in reclaiming the Duergar Kingdom’s lands and people. While he succeeded in reclaiming the land, unfortunately the Xorians had cruelly slain all captives and turned them into undead. High King Torngar gave the lands back to the Duergar people and then withdrew his Mountain Dwarves to their mines and homes in the Terror Mountains. This habit of isolation is common among Mountain Dwarves as they often see themselves as above the events plaguing Cimmeria, both physically and figuratively.

Deep Dwarves: The Deep Dwarves are the Kingdom of Prince Steffern. Steffern was a ward of the dwarven lords in the Underdark below Cimmeria. When he came of age he became the royal representative to the Deep Dwarves that had raised him. After Cogard’s death, Steffern relied on his relationships in the Underdark to form his power base in the Dwarven Civil War. The war concluded indecisively, but Steffern was dubbed the King of Deep Dwarves by the end. His descendants maintain the Deep Dwarf throne as their own.

Deep Dwarves share similar physical adaptions to life underground. Their skin ranges from dark grey to white skin to help blend in with the tunnels of the Underdark. Deep Dwarf hair matches their skin with slightly more variation between black, grey, and blonde colors. All full blooded Deep Dwarves have dark brown eyes, but intermixing with other dwarven subraces allows for the occasional appearance of other colors. To assist with digging through the rock, Deep Dwarves are even shorter and wider than other dwarves. Similarly, Deep Dwarves have thicker skin and stronger muscles. Socially, Deep Dwarves have a reputation for being reserved and quiet, but that is only true when aboveground. Beneath the earth Deep Dwarves are as boisterous and cheerful as any other dwarf.

King Deekgaon is the current King of the Deep Dwarves. Deekgaon hosted the Duergar in the Deep Dwarf Kingdom when they were expelled by Xorians from their own lands. He, along with the Deep Dwarves, led the vanguard in reclaiming the Duergar Kingdom. The Deep Dwarves now help their cousins to rebuild. This long period of cooperation has brought the Deep Dwarves closer together with their underground brethren. It remains to be seen if the strong bonds will last now that the Duergar have started returning home.

Duergar: The Duergar are the Kingdom of Prince Albirnon. Albirnon was sent to the Dominarie Mountains to be raised in Queen Shortrastor‘s court. While there Albirnon went wandering in the Underdark and became lost. In the deep he was captured by Dark Elves who placed a demon inside his body. The possession lasted too long and became permanent. Worse, it was transferable to other dwarves that went looking for the prince. Even King Cogard himself was unable to banish the demon. He did succeed in sealing the beast within Prince Albirnon and the other tainted dwarves. The corrupting influence could now only be passed on to the ancestors of these dwarves, the first of the Duergar.

Duergar all share similarities to Prince Albirnon after his corruption. They have completely bald heads and a red tint to their eyes around the outside edge. Duergar bear a pale grey colored skin that matches the stone tunnels beneath Dominarie. The grey dwarves have a habit of festooning themselves with gaudy jewelery to counter their natural drab appearance. All Duergar have an evil disposition and skills to match it. Sneaking comes naturally to Duergar and they are immune to poison. Duergar also have a natural talent for magic, notably enlarge and invisibility spells.

In recent history, the Duergar Kingdom has gone through trials and tribulations. Queen Anajakaze of the Xorian Empire ordered an invasion of the Underdark. Thousands of Duergar were captured and enslaved along with other Underdark races. To preserve the royal line and his kingdom’s people, King Sandil led an evacuation of the kingdom. All territories that were not occupied by Xorians were abandoned as the Duergar moved to their host nation, the Deep Dwarf Kingdom. After the ascension of High King Torngar, the united dwarven race began efforts to reclaim the Duergar Kingdom. In response, the Xorians turned all Duergar in occupied territory into undead wights and abandoned the Underdark. The dwarves purged the undead, but the Duergar must now mourn their fallen families and rebuild their broken kingdom.

Location

Dwarven subraces are separated by location. The Hill Dwarves are the most commonly seen by other Cimmerians, residing above ground. Hill Dwarves are concentrated in Jord and Balin’s Holt, but there are smaller communities throughout the city-states. Mountain Dwarves live on the surface and inside caves of the Terror Mountains. Deep Dwarves live in the passages below the Terror Mountains. Duergar live under the rest of Cimmeria, with a higher concentration in Western Cimmeria where the Duergar Kingdom is located. While dwarves used to occupy the Dominarie Mountains, that realm is now a literal ghost kingdom filled with the spirits of dwarves killed by Kruk-Ma-Kali’s armies.

Relations with Other Races

The isolated homes of most dwarves result in them having few direct relationships with other races. Mountain Dwarves, Deep Dwarves, and Duergar all live far from the rest of Cimmerian civilization. While trade exists with the outside world, it all flows through the Hill Dwarf merchants that interact with the other kingdoms. Thus when most people describe dwarven relations with other races they are actually describing Hill Dwarves and not the wider dwarven race.

Cimmerian communities often turn to dwarves for smithing and cooking. Dwarves have a natural talent and long history in the smithy. If one seeks out the best blacksmith or whitesmith in any decently sized Cimmerian town, chances are they will be talking to a dwarf. As for cooking, while dwarves do not have the well-earned reputation of halfling chefs, the bearded people do make up for skill with culinary adventurism. Spices are rare below the ground so dwarves that come to the surface are often excited to try new ingredients and combinations that most other races would never consider. These creations often end in disaster, but occasionally a breakthrough is discovered and a signature dish is found.

Dwarves get along well with halflings and humans, often bonding over food or metalwork. Elves are viewed with suspicion, whether this is due to their physical differences or a competitive bent between the two races is hard to say. Dwarves tend to openly dislike all other races of Cimmeria. Orcs, goblins, kobolds, and others are adversaries to a dwarf. They are more likely to be met with a closed door or an axeblade from a dwarf than a kind word.

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.

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

71 – Aaron Ryan and Dissonance/The End Setting the Stage, Campaigns for D&D and Other RPGs

I talked with Aaron Ryan about two of his book series, Dissonance and The End.Dissonance is a near future world where aliens have attacked, killing most humans and animals on Earth and driving humans into hiding underground. Humans finally develop technology to fight back and the war enters a new stage while the characters also struggle to determine the motivation for the alien invasion and nefarious actions of the government.The End is a Christian End Time series based loosely on the events described in Revelations. A man calling himself Nero has risen to rule over the world and he has outlawed Christianity. Robots called Guardians hunt Christians throughout the world, murdering them on the spot if they don't recant their faith. A resistance movement works in the shadows against Nero, but things aren't looking good for them.We talked about the basics of those settings along with how they could be adapted for RPG campaign settings. My main recommendations were Ashes Without Number, Spire, and Blades in the Dark.If you're interested in reading Aaron's books you can find them at most any bookstore or library. Both of the series are also being adapted into movies, but aren't publicly available yet. Aaron's website is https://authoraaronryan.com/ for the latest updates on his work. Next up for Aaron is the Talisman series that covers events within the "Aaronverse" in the decades between Dissonance and The End.Our 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. 71 – Aaron Ryan and Dissonance/The End
  2. 70 – Sensei Suplex and Project Aurora
  3. 69 – Siix and Godstorm
  4. 68 – John and Tahlvaen
  5. 67 – John and Blittle League Blaseball