Dwarven Sourcebooks: Best source for society descriptions?

Samothdm said:
A book about Dwarven (or any racial culture) is aimed mostly at DMs which is a much smaller piece of the overall gaming consumer pie. So, right there, you're taking a risk.
Why wouldn't a book about dwarven culture be aimed at players of dwarves? There's no inherent reason why DMs should be more interested in world information and players in rules bits.

My favourite dwarf book is, by far, FR11 Dwarves Deep.
 
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Often one of the best sources for this info is the library. I personally model my dwarfs after the Anglo-saxons or (more specifically) the pre-Conquest Anglo-norse. So clan units are organized under a chieftain, that holds the military title of thegn. He reports to whomever is the ruler (i.e. the King), and maintains his own body of professional armed retainers called Huskarls. But beyond serving as a bodyguard or standing army, they are also officers of the thegn (or the king, since he would have his own huskarls) and oversee anything that requires the active intervention of the thegn but he is unable to do it himself (such as witness contracts, resolve disputes, enforce the laws, etc.). There's more, of course, but that's just an example of what one can do with history and applying it to a fantasy culture...

Damon.
 

Often one of the best sources for this info is the library. I personally model my dwarfs after the Anglo-saxons or (more specifically) the pre-Conquest Anglo-norse. So clan units are organized under a chieftain, that holds the military title of thegn. He reports to whomever is the ruler (i.e. the King), and maintains his own body of professional armed retainers called Huskarls. But beyond serving as a bodyguard or standing army, they are also officers of the thegn (or the king, since he would have his own huskarls) and oversee anything that requires the active intervention of the thegn but he is unable to do it himself (such as witness contracts, resolve disputes, enforce the laws, etc.). There's more, of course, but that's just an example of what one can do with history and applying it to a fantasy culture...

Damon.
 

Lars Porsenna said:
Often one of the best sources for this info is the library. I personally model my dwarfs after the Anglo-saxons or (more specifically) the pre-Conquest Anglo-norse. So clan units are organized under a chieftain, that holds the military title of thegn. He reports to whomever is the ruler (i.e. the King), and maintains his own body of professional armed retainers called Huskarls. But beyond serving as a bodyguard or standing army, they are also officers of the thegn (or the king, since he would have his own huskarls) and oversee anything that requires the active intervention of the thegn but he is unable to do it himself (such as witness contracts, resolve disputes, enforce the laws, etc.). There's more, of course, but that's just an example of what one can do with history and applying it to a fantasy culture...

Damon.

100% agreed. This is pretty much how I built my current campaign world. Many trips to the library (much easier while I was still in college) and then tweaking things and mixing them together to see how it would turn out. For me, that's much more fun.
 

I have always been partial to Forgotten Realm's "Dwarves Deep". It is similar to the Burok Torn as mentioned above, as it has no real rules, but a whole lot of flavor. It is campaign specific, but a lot of it could be ported out to other worlds rather easily.

It has a large dictionary of the dwarven language, an extensive history / timeline (FR), roles within dwarven society, talk on what it means to be a dwarf, and many other things. Plus it was written by Ed Greenwood back in the early 90's so it has little editing (good and bad) and tons of word content.

It probably shouldn't be the only book on dwarves you pick up, and it has no "creation rules" for expanding the culture, economy, class, like you mention above. But buying a used copy would be relatively inexpensive and give you a lot of the material you are looking for.

http://www.darkspiral.com/item/0880388803/Dwarves-Deep-(Forgotten-Realms,-Fr11-Accessory)
 
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I'd like to take the opportunity to defend Hornsaw. It's a great book, especially if you're a fan of the old Mirkwood feel. Cause this book has it in spades.

Back on topic, Burok Torn is a good suggestion but I'm still not sure what other dwarf books are available...other than Heroes of High Favor, and Hammer and Helm.
 

Nightfall said:
Back on topic, Burok Torn is a good suggestion but I'm still not sure what other dwarf books are available...other than Heroes of High Favor, and Hammer and Helm.

There are Quintessential Dwarf and Quintessential Dwarf II and a sourcebook for the Sovereign Stone system called Marauders of the Wolf: The Dwarves (dwarves in Sovereign Stone are mainly horse-riding, nomad types so if you want traditional dwarves, this might not work for you). Races of Stone was also mentioned, from WotC.

That's all I can think of (for d20, at least).
 


I'll "third" Dwarves Deep, especially if you're going with an "iconic" D&D dwarven culture and don't necessarily want something really outre. It is a fantastic product; dwarven culture, popular beliefs, customs, language, clan and individual names, runes, old kingdoms, legend, religion, craftwork... and it sounds right. The writing has a real majesty and richness that I find lacking in most of the 3e materials on the subject (and even in "Forge and Hammer"). It is also available as a nice, cheap .pdf download from either of the following sites:

http://www.svgames.com

http://www.rpgnow.com
 

There is also dwarven kingdoms of Krynn boxed set from 2e, which is available in pdf. I have it but haven't read it so I can't comment on it's value.
 

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