Here's the first in my series on the player character races of Abyscor.
DWARVES
Dwarves came to Abyscor with the other mortal races during the Great Catastrophe, though they were by and large slow to in coming and attempted to secure themselves in their mountain halls for many years. Only when it became undeniably apparent that they must leave or perish did they make the long voyage over the sea to Abyscor. In the intervening years, many dwarves perished and ultimately only 13 of the original 36 Kingblood Clans survived to build new dwarven civilization on the Dragon Continent. Unfriendly with elves, untrusting of goblins and impatient with men, the dwarves of Abyscor have suffered great difficulty in establishing their position in the new world – and they have persevered and succeeded, as dwarves are wont to do.
Appearance and Physiology: Dwarves are short and thickly built, ranging in height from four to five feet and weighing from 150 to over 200 pounds. Dwarves are, in general, quite hairy with full manes and beards and abundant coarse body hair. There is a saying among both elf and dwarf kind that a dwarf is never naked – though it has an entirely different tone and implication when spoken by either party. Dwarves, to the eyes of men and elves, unattractive: they have broad faces with large noses and ears and pronounced jaws. Dwarf women, though usually beardless, share most of the physical traits of dwarf men and physical gender differences – shoulder and hip width, for example – are less pronounced than among other mortal races, making it hard for those unaccustomed to seeing dwarves to easily tell the difference. Mistaking a dwarf for the wrong gender – male or female – is among the greatest insults one can visit on a dwarf (aside from mistaking a dwarf for a goblin).
Dwarves are long-lived, though not so long-lived as elves. Also in contrast will elves, dwarves age at a rate comparable to human up through middle age (50 years old or so) at which point their aging seems to slow significantly. Dwarves will usually reach old age around 200 years and few dwarves live beyond 250 years. Dwarven women bear few children throughout their fertile years (approximately 20 to 60 years old) and dwarven twins are almost unheard of. In addition, unlike elves, dwarves cannot successfully breed with humans or any other mortal race. As such, dwarves are very much a race in decline, in numbers at least.
Psychology and Culture: The relatively short childhood and youn adulthood and relatively long adulthood of dwarves has created a racial psychology in which youth – or the apperance or affectation of it – is disregarded and frowned upon and adulthood, with all its requisite responsibilities and sensibilities, is appreciated and respected. Though dwarves reach physical maturity around 20 years of age, they are not considered full adults until 40 and cannot vote in community matters until married or at least 50 years of age. Since young dwarves suffer from the same rebelliousness that afflicts all mortal adolescents and young adults, and since their culture marginalizes them to an even greater degree than that of other races, it is very common for dwarves under 50 to travel and seek fortune and glory.
Monogamy is of the utmost importance to dwarves, as is all variations of loyalty. Dwarves consider family – immediate and extended – the chief import in life, followed very quickly by clan, work and king in sometimes fluctuating order. Men and women have distinct gender roles in regards to the rearing of children, but dwarven culture does not impose professional limitations of either gender save for one: female dwarves of fertile age are not allowed to be soldiers or warriors of any sort (with the exception of a religious sect known as the Stonewives, made up mostly of young barren female dwarves who serve as shield maidens and clan guardians).
Dwarven leaders are all hereditary and almost always the eldest, fit member of the clan. Before the Catastrophe, the number of royal lines – the Kingblood Clans – numbered three dozen. Now only 13 remain intact. While a monarchy, dwarven society values the individual – assuming said individual is loyal, practical and diligent – and most day to day decisions are approved by popular vote. The kings and clan-leaders can enact a sort of martial law, however, during times of war or other calamity. There is no record of dwarven king or clan leader ever having been violently deposed, though some few had been more subtly removed due to illness or madness. Dwarven nature seems to allow for neither despotism nor mutiny.
Dwarven law and justice is swift and exacting. Lesser crimes – shirking family or civic resonsibility, carousing and fighting, and the like – are punished by public humiliation, forced labor and fines. More serious crimes – infidelity, theft, treachery, and murder – are punished by extensive periods of forced labor or exile for a number of years. Dwarves only kill their own in the most extreme of circumstances. Repeat offenders are often branded and shunned (though they are still expected to serve the clan in whatever capacity is appropriate for their station and skills). Clan leaders oversee justice among the dwarves.
Religion: By and large, dwarves are a religious people. They revere a pantheon known as the Heavenly Clan, whose members parallel the clan structure of dwarven society: the Father-King and Mother-Queen, Grandfather and Grandmother, and the Thirty-Six Sons and Daughters (the original leaders of the 36 Kingblood Clans elevated to divine status). The Heavenly Clan has innumerable lesser members, most of them representing dwarven traits or crafts, that appear in parables and tales told at religious observances. Dwarven priests preside over marriages, births, blessings and name-givings, as well as more mundane activities like the opening of new shop or forge or the sealing of a contract. Both men and women may be priests, though only women may oversee births. There are two caastes of warrior-priests among the dwarves: the Stonewives (warrior nuns) and the Axebrothers (crusader men).
Dwarven religion accounts for evil through 'exiled' members of the Heavenly Clan that represent dwarven crimes and negative traits. They range from the vile – Ingot the Betrayer – to the relatively harmless – Gult the Drunkard. Dwarves also consider giants and their kin to be the creation of evil forces, though not the evil dwarven deities specifically.
Magic: Though dwarves tend to prefer more mundane crafts, magic and spellcasting is not unknown among the clans. Most dwarven wizards concentrate on enchantments and the creation of magical weapons and armor – for which the dwarves are well known. Some few prefer battle magic, as dwarves tend to be a warrior race in spirit, even amongst the more academically minded. The summoning and binding of demons is strictly forbidden and has been since long before the rise of the Bayrast wizard-kings. As such, dwarven wizards were among Babyrast's enemies and many dwarven arcane secrets were lost during the purge by that corrupt empire.
Dwarves and Other Races: Few among the mortal races will admit to liking dwarves, even if they find them fair traders and merchants and loyal allies (once that loyalty has been earned). Their honest and stoic nature does not endear them to those that prefer flowery words or false courtesies. Those that value straightforward honesty, in either trade or diplomacy, and mutual respect find dwarves to be exceptional friends and allies, however.
Most human cultures find dwarves difficult to deal with simply because they seem so unbending in their opinions and decisions. Humans are nothing if not adaptable and the relative intractable nature of dwarves can make relationships difficult. By the same token, dwarves think humans are too rash in action and too quick to change their minds. Young dwarves tend to get along well with humans, and older humans – those with 'perspective'. As the dwarves would say – tend to get along well with adult dwarves. In general, though, whether one clan of dwarves gets along with a group of humans has to do more with their mutual interests than with their inherent natures.
Elves and dwarves, on the other, almost universally do not get along. The two races are dissimilar in many fundamental ways – from the value of work to the value of fidelity – and even when alliances and trade between the groups require both parties' participation, friendship rarely follows. Elves cannot comprehend how a long lived race – even if the race isn't wuite as long lived as elves – would want to spend their centuries toiling, while dwarves fail to understand how elves can fritter away their years on pointless tasks or, worse yet, not working at all. Beneath this, however, is a mutual respect. Though they may not like to admit it, each races recognizes the strength of the other and in times of most need – such as the first war with the orcs, ogres and giants, or the Great Catastrophe – they will ally for the benefit of all mortal races. Also, dwarves tend to be secretly fond of elven art, for its craftsmanship, and elven wines, for its flavor and “kick”. Elves share a similar respect for dwarves craftmanship, even if elves are not as fond of dwarven drink.
By and large, dwarves detest goblins. If elves are too different, goblins are two similar: both races are hard workers and clannish, and both races live in similar environs. To dwarves, though, goblins are a mockery of everything dwarvish: where dwarves set a fair price for their crafts and stick to it, goblins haggle endlessly; where dwarves respect their leadership even when they don't agree with the decisions, goblins are constantly plotting against their own; where dwarves cherish every rare child, goblins have litters that they toss away as soon as they are able; where dwarves value the concrete and mundane, goblins prefer the mysterious and arcane; where dwarves kneel in supplication before their gods, the goblins revere none unless it suits them at the moment. This isn't to say that dwarves consider goblins evil or their enemies. Rather, they simply neither like no trust goblins, and the feeling is quite mutual. Of course, despite this lack of trust and amiability, the two races trade goods and services: neither race can deny the talent and devotion of the others' craftsmen.
Giants are the hereditary enemies of the dwarves and dwarves show them no quarter. Much the same can be said for orcs and ogres, though their true ire is reserved for giants. Ever since their arrival in Abyscor and the discovery that these foul races still existed, the dwarves have warred with them intermittently. Soon after the migration, dwarves moved in force against a giant steading and enraged the giants' dragon master. The dragon, Murgond, destroyed the dwarves' hall, took its treasure for his own and killed nearly half the clan. The dwarves never forgot it, being both more careful in their wars against the giants and promising one day to take their revenge on Murgond.
Dwarven Adventurers: Most adventuring dwarves are those that have not yet married or reached middle age. Usually, these young dwarves slip out of their clan holds and into the wild environs of Abyscor in search of freedom from the (to the young mind, anyway) oppressive nature of dwarven society. While frowned upon, this isn't a crime among dwarves and is often expected and even preferred: better to have them out growing up than sitting in the hall complaining. Other dwarven adventurers might be criminals banished for a decade or two – sent away to 'learn their lesson – or Stonewives or Axebrothers on personal journeys or religious quests. Among the few older dwarves that choose to adventure, dwarven wizards are the most common, since dwarven society does not afford them as many opportunities as other societies for research into the arcane (especially if the dwarf has some interest other than magically enhances arms, armor and architecture).
DWARVES
Dwarves came to Abyscor with the other mortal races during the Great Catastrophe, though they were by and large slow to in coming and attempted to secure themselves in their mountain halls for many years. Only when it became undeniably apparent that they must leave or perish did they make the long voyage over the sea to Abyscor. In the intervening years, many dwarves perished and ultimately only 13 of the original 36 Kingblood Clans survived to build new dwarven civilization on the Dragon Continent. Unfriendly with elves, untrusting of goblins and impatient with men, the dwarves of Abyscor have suffered great difficulty in establishing their position in the new world – and they have persevered and succeeded, as dwarves are wont to do.
Appearance and Physiology: Dwarves are short and thickly built, ranging in height from four to five feet and weighing from 150 to over 200 pounds. Dwarves are, in general, quite hairy with full manes and beards and abundant coarse body hair. There is a saying among both elf and dwarf kind that a dwarf is never naked – though it has an entirely different tone and implication when spoken by either party. Dwarves, to the eyes of men and elves, unattractive: they have broad faces with large noses and ears and pronounced jaws. Dwarf women, though usually beardless, share most of the physical traits of dwarf men and physical gender differences – shoulder and hip width, for example – are less pronounced than among other mortal races, making it hard for those unaccustomed to seeing dwarves to easily tell the difference. Mistaking a dwarf for the wrong gender – male or female – is among the greatest insults one can visit on a dwarf (aside from mistaking a dwarf for a goblin).
Dwarves are long-lived, though not so long-lived as elves. Also in contrast will elves, dwarves age at a rate comparable to human up through middle age (50 years old or so) at which point their aging seems to slow significantly. Dwarves will usually reach old age around 200 years and few dwarves live beyond 250 years. Dwarven women bear few children throughout their fertile years (approximately 20 to 60 years old) and dwarven twins are almost unheard of. In addition, unlike elves, dwarves cannot successfully breed with humans or any other mortal race. As such, dwarves are very much a race in decline, in numbers at least.
Psychology and Culture: The relatively short childhood and youn adulthood and relatively long adulthood of dwarves has created a racial psychology in which youth – or the apperance or affectation of it – is disregarded and frowned upon and adulthood, with all its requisite responsibilities and sensibilities, is appreciated and respected. Though dwarves reach physical maturity around 20 years of age, they are not considered full adults until 40 and cannot vote in community matters until married or at least 50 years of age. Since young dwarves suffer from the same rebelliousness that afflicts all mortal adolescents and young adults, and since their culture marginalizes them to an even greater degree than that of other races, it is very common for dwarves under 50 to travel and seek fortune and glory.
Monogamy is of the utmost importance to dwarves, as is all variations of loyalty. Dwarves consider family – immediate and extended – the chief import in life, followed very quickly by clan, work and king in sometimes fluctuating order. Men and women have distinct gender roles in regards to the rearing of children, but dwarven culture does not impose professional limitations of either gender save for one: female dwarves of fertile age are not allowed to be soldiers or warriors of any sort (with the exception of a religious sect known as the Stonewives, made up mostly of young barren female dwarves who serve as shield maidens and clan guardians).
Dwarven leaders are all hereditary and almost always the eldest, fit member of the clan. Before the Catastrophe, the number of royal lines – the Kingblood Clans – numbered three dozen. Now only 13 remain intact. While a monarchy, dwarven society values the individual – assuming said individual is loyal, practical and diligent – and most day to day decisions are approved by popular vote. The kings and clan-leaders can enact a sort of martial law, however, during times of war or other calamity. There is no record of dwarven king or clan leader ever having been violently deposed, though some few had been more subtly removed due to illness or madness. Dwarven nature seems to allow for neither despotism nor mutiny.
Dwarven law and justice is swift and exacting. Lesser crimes – shirking family or civic resonsibility, carousing and fighting, and the like – are punished by public humiliation, forced labor and fines. More serious crimes – infidelity, theft, treachery, and murder – are punished by extensive periods of forced labor or exile for a number of years. Dwarves only kill their own in the most extreme of circumstances. Repeat offenders are often branded and shunned (though they are still expected to serve the clan in whatever capacity is appropriate for their station and skills). Clan leaders oversee justice among the dwarves.
Religion: By and large, dwarves are a religious people. They revere a pantheon known as the Heavenly Clan, whose members parallel the clan structure of dwarven society: the Father-King and Mother-Queen, Grandfather and Grandmother, and the Thirty-Six Sons and Daughters (the original leaders of the 36 Kingblood Clans elevated to divine status). The Heavenly Clan has innumerable lesser members, most of them representing dwarven traits or crafts, that appear in parables and tales told at religious observances. Dwarven priests preside over marriages, births, blessings and name-givings, as well as more mundane activities like the opening of new shop or forge or the sealing of a contract. Both men and women may be priests, though only women may oversee births. There are two caastes of warrior-priests among the dwarves: the Stonewives (warrior nuns) and the Axebrothers (crusader men).
Dwarven religion accounts for evil through 'exiled' members of the Heavenly Clan that represent dwarven crimes and negative traits. They range from the vile – Ingot the Betrayer – to the relatively harmless – Gult the Drunkard. Dwarves also consider giants and their kin to be the creation of evil forces, though not the evil dwarven deities specifically.
Magic: Though dwarves tend to prefer more mundane crafts, magic and spellcasting is not unknown among the clans. Most dwarven wizards concentrate on enchantments and the creation of magical weapons and armor – for which the dwarves are well known. Some few prefer battle magic, as dwarves tend to be a warrior race in spirit, even amongst the more academically minded. The summoning and binding of demons is strictly forbidden and has been since long before the rise of the Bayrast wizard-kings. As such, dwarven wizards were among Babyrast's enemies and many dwarven arcane secrets were lost during the purge by that corrupt empire.
Dwarves and Other Races: Few among the mortal races will admit to liking dwarves, even if they find them fair traders and merchants and loyal allies (once that loyalty has been earned). Their honest and stoic nature does not endear them to those that prefer flowery words or false courtesies. Those that value straightforward honesty, in either trade or diplomacy, and mutual respect find dwarves to be exceptional friends and allies, however.
Most human cultures find dwarves difficult to deal with simply because they seem so unbending in their opinions and decisions. Humans are nothing if not adaptable and the relative intractable nature of dwarves can make relationships difficult. By the same token, dwarves think humans are too rash in action and too quick to change their minds. Young dwarves tend to get along well with humans, and older humans – those with 'perspective'. As the dwarves would say – tend to get along well with adult dwarves. In general, though, whether one clan of dwarves gets along with a group of humans has to do more with their mutual interests than with their inherent natures.
Elves and dwarves, on the other, almost universally do not get along. The two races are dissimilar in many fundamental ways – from the value of work to the value of fidelity – and even when alliances and trade between the groups require both parties' participation, friendship rarely follows. Elves cannot comprehend how a long lived race – even if the race isn't wuite as long lived as elves – would want to spend their centuries toiling, while dwarves fail to understand how elves can fritter away their years on pointless tasks or, worse yet, not working at all. Beneath this, however, is a mutual respect. Though they may not like to admit it, each races recognizes the strength of the other and in times of most need – such as the first war with the orcs, ogres and giants, or the Great Catastrophe – they will ally for the benefit of all mortal races. Also, dwarves tend to be secretly fond of elven art, for its craftsmanship, and elven wines, for its flavor and “kick”. Elves share a similar respect for dwarves craftmanship, even if elves are not as fond of dwarven drink.
By and large, dwarves detest goblins. If elves are too different, goblins are two similar: both races are hard workers and clannish, and both races live in similar environs. To dwarves, though, goblins are a mockery of everything dwarvish: where dwarves set a fair price for their crafts and stick to it, goblins haggle endlessly; where dwarves respect their leadership even when they don't agree with the decisions, goblins are constantly plotting against their own; where dwarves cherish every rare child, goblins have litters that they toss away as soon as they are able; where dwarves value the concrete and mundane, goblins prefer the mysterious and arcane; where dwarves kneel in supplication before their gods, the goblins revere none unless it suits them at the moment. This isn't to say that dwarves consider goblins evil or their enemies. Rather, they simply neither like no trust goblins, and the feeling is quite mutual. Of course, despite this lack of trust and amiability, the two races trade goods and services: neither race can deny the talent and devotion of the others' craftsmen.
Giants are the hereditary enemies of the dwarves and dwarves show them no quarter. Much the same can be said for orcs and ogres, though their true ire is reserved for giants. Ever since their arrival in Abyscor and the discovery that these foul races still existed, the dwarves have warred with them intermittently. Soon after the migration, dwarves moved in force against a giant steading and enraged the giants' dragon master. The dragon, Murgond, destroyed the dwarves' hall, took its treasure for his own and killed nearly half the clan. The dwarves never forgot it, being both more careful in their wars against the giants and promising one day to take their revenge on Murgond.
Dwarven Adventurers: Most adventuring dwarves are those that have not yet married or reached middle age. Usually, these young dwarves slip out of their clan holds and into the wild environs of Abyscor in search of freedom from the (to the young mind, anyway) oppressive nature of dwarven society. While frowned upon, this isn't a crime among dwarves and is often expected and even preferred: better to have them out growing up than sitting in the hall complaining. Other dwarven adventurers might be criminals banished for a decade or two – sent away to 'learn their lesson – or Stonewives or Axebrothers on personal journeys or religious quests. Among the few older dwarves that choose to adventure, dwarven wizards are the most common, since dwarven society does not afford them as many opportunities as other societies for research into the arcane (especially if the dwarf has some interest other than magically enhances arms, armor and architecture).