What are dwarves like in your campaign?

dwarves and elves

I'm not currently running a campaign, but I have some revisions I'm making to the core races if I ever get around to running something. It's sort of difficult to explain them with a couple of sentences. I don't focus on culture; that can change depending on the setting. However, I do focus on the natures of these races a bit more. I basically ask, "What makes a dwarf a dwarf?" and "What makes an elf an elf?" The result is something that allows for more diversity individually and culturally but also more focus due to a shared foundation that cuts across cultural boundaries.

By the way, I call my dwarves gnomes. More is explained later.

ELVES
Most non-elves would describe elves as exquisitely beautiful humans with pointy ears. While this serves as an accurate physical description, it overlooks the most essential quality that makes elves what they are: magic. Elves do not simply use magic; they live in magic. Some would even argue that they are magic. It infuses every fiber of their being and is imbued in everything they make. Their magical natures grants them some immunity to the ravages of time. Age afflicts them only through magical means, and death only comes to them from sickness, accident, or violence. As creatures of magic, they are more attuned to the magic around them. This enhances not just their physical senses, but their psychic senses as well. Elves are especially capable at sensing nearby magical energy.

The magical natures of elves has a profound impact upon their psychology. Moreso than humans, elves are creatures of extremes. They are not creatures of mixed emotions or lukewarm feelings. They do not have hobbies; they have obsessions. They are not merely attracted to someone; they are consumed with lust. They do not have spouses; they have soulmates. Elves do not experience irritation or annoyance; they feel murderous rage. The intensity of elven passion can be unsettling to witness, but their dispassion is positively terrifying. When elves do not have an emotional attachment to something, they can be calloused and even cruel. This is not out of malice or a perverse joy in the suffering of others (though such elves do exist). Rather, it is the complete lack of empathy. In this sense, one elf's idle curiosity can be one human's unspeakable torment. A group of elves getting together for light merry-making can be absolutely decadent by human standards.

However, the virtual immortality of elves does eventually grant them the ability to put things into perspective. They can become both more detached from and more involved with life's joys, hardships, and changes. They can exercise remarkable patience when making plans or enduring hardship. Simultaneously, they can pursue the fleeting, mortal things that interest them with a sense of urgency that would be surprising even in humans.

Yet, for all the otherwordliness ascribed to them, everything elves do, even the simplest things, is rooted in a deep sense of wonder in even the simplest things. They favor activities which allow them to express themselves most fully. Elves bring an element of magic to everything they do, from warfare to politics to courtship. Their arts and crafts are objects of wonder. Though their interests frequently focus on the arts and crafts, many elves are endlessly fascinated by vocations, hobbies, and other endeavors that others find dull or boring. More than a few find the prospect of spending the rest of their lives as street sweepers or brick-layers particularly exciting.

Appearance
Generally about a head taller than a human of comparable weight. Tall elves stand head and shoulders above most humans. Elves tend to be thin for a human of the same height, sometimes seeming frail. They are never obese. Hair, eyes, and skin come in a variety of colors, even those which would seem unnatural in a human.

Classes and adventures
As creatures of innate magic, elves are likely to choose classes that reflect, enhance, or complement their magical aspects. As such, they often have levels throughout the skill-based, combat-based, and magic-based classes. They generally gravitate toward adventuring classes related to their home environments. The bard, druid, and ranger classes most often fill the skillful, spellcasting, and combat niches.

In most elven communities, experts make up the largest percentage of inhabitants. The majority of these are artists, craftsmen, scholars, and performers. They are exceptional at their vocations, but they develop other abilities as well to complement their primary interests. Those elves whose vocations take them farther abroad often take levels in adventuring classes. Performers and scholars prefer the bard. Others seguey into classes that give them other abilities to compliment their skills. Elven warriors often favor feats and abilities taking advantage of agility over brute strength. Of the adventuring combat classes, elves are partial to the ranger for its combination of combat ability, skill, and magic, though the fighter is a popular choice as well. Spellcasters, as can be expected, are relatively common, but they typically multiclass to develop useful skills and abilities alongside magical powers. Among the adventuring spellcasting classes, elves favor the druid as opposed to the cleric, sorcerer, or wizard.

GNOMES
Gnomes are similar to elves in that they are essentially magical humans. However, unlike elves, who live in magic, gnomes literally and figuratively make magic. Many myths feature artifacts which have mystical properties or where someone creates something that has powers greater than its exterior indicates. This extends not just to tools and weapons, but aesthetic things as well. The power of an image, of words, of music and dance, even of food, is undeniable.

Gnomes define themselves through their craft, which is any endeavor that requires dedication and discipline to achieve competence or mastery. For better or worse, gnomes are what they do or make. Even as infants and toddlers, they display an urge to create and make things. As they grow older, gnomes are irresistably drawn to their chosen crafts and all things related to it. Most often, this urge is expressed through a prodigious talent for the fine arts, performing arts, and crafts. Conservative gnomes tend to focus on perfecting traditional models and methods while those who are more interested in novelty pursue innovation in their chosen fields. Regardless of their orientation, they have a perfectionist streak ten miles wide, though how this affects their personalities run in extremes. Some are the pillars of patience and stablity, while others are ill-tempered madmen. Individual gnomes can often express both tendencies.

For some gnomes, the joy of crafting comes from the satisfaction of shaping an unformed mass or filling a sensory void. For others, it is the sense of mastery that comes with creating or making something close to an ideal. Furthermore, some feel their deepest satisfaction from the attention to detail, foresight, timing, ingenuity, and sheer genius that they practice when making things or executing plans. Regardless of which aspects they most enjoy when crafting, gnomes must craft, else they find other outlets for their creative impulse. A gnome thwarted in his instinct for craft can turn their brilliant minds toward the exploitation and corruption of those around them.

Appearance
Gnomes typically stand under 5 feet (150 cm) tall when fully grown. For this, they are often called dwarves (They hate this). The way gnomes look is a study in extremes. There is nothing of the merely average about them. Their hair, for instance, comes in only four colors: stark white, golden blond, jet black, or flaming red. It is either silky smooth or coarse as wool. The eyes are always very clear and strongly blue, gray, green, or black. Skin complexion is either ruddy, pallid, or dark. Their physiques are either stocky or wiry, but they never seem frail or weak-looking. Gnomish hands are large and solid or slender and elegant. This extends even to how gnomes present themselves. They are either unkempt, even unhygienic, or meticulously groomed.

Classes and adventures
Gnome NPCs (and some PCs) overwhelmingly favor the expert generic class since it allows them to focus on their craft. Some gnomes augment their chosen craft with spellcasting classes, focusing on classes and spells useful to their chosen crafts. Because of their keen minds, wizard is a favorite amongst spellcasting classes. Gnome performers often take the bard class as well. Gnome warriors are not unheard of, but tend to be comparatively rare. For the most part, they protect those artifacts which have a tendency to attract thieves and vandals (aka adventurers). Those who feel the call to adventure or the craft of war may feel drawn to the fighter or monk. Gnomes generally adventure as a means of gaining access to the works of renowned artists, craftsmen, and performers. A gnome is as likely to travel across a continent in search of ancient tomes, a work of art, or the instruction of a master craftsman as he is to risk life and limb for a mountain of gold.
 

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wow I'm suprised at how many of us have made our elfs sea faring.
IMC they are a xenophobic seafaring race who live almost their entire lives on huge artificial raft-islands only coming to shore for repairs.

Dwarfs in my world are short and bearded and hate the sun (their skin blisters in direct sunlight). They live way underground where they grow living crystals and are the worlds master smiths. But noone has seen one near the surface for centuries and they might not even exists
 

I have several Dwarven peoples:

The Khaelar

The most commonly-encountered dwarven race, these people were long enslaved by the elves in ancient times. As such, they are inured to hard labour, extremely serious, and taught to hate elves and things elven from a young age.

The Khalvan

Cousins of the Khaelar, they were never enslaved. There is bad blood between the races: the Khaelar believe that the Khalvan betrayed them, while the Khalvan claim otherwise. The Khalvan consider themselves the only 'true' dwarves, and tend not to mingle with the lesser races.

The Sundered

Survivors of a great catastrophe in my campaign's past, the Sundered live above the ground in small villages. They fear the enclosed places of the world. The best known Sundered settlement is a huge enclosed fortress on the south pole of the planet. The Sundered are the most open of the dwarven races, for they have been forced to abandon many of their ancient ways due to their current circumstances.

The Sea Dwarves

Rarely seen, and often thought to be legendary, the Sea Dwarves are traders, pirates and rogues who dwell in massive ocean-borne cities. Partly composed of the hulls of many ships, and partly from stone held afloat with secret dwarven engineering techniques, these cities are havens for pirates, fugitives and the lost, for they will accept all who find them, for a time.

Duergar

The dark dwarves live deep under the earth, worshipping their fell deity, and plotting revenge on their kin for ancient slights. The very existence of the dark dwarves and their god are denied by the other dwarven races, and to even say the name of their god is considered heresy.


All the dwarves in my campaign are extremely religious, worshipping their seven gods. They consider the memory of their ancestors to be sacred, and consider the honour of the family to be more important than the honour of the individual. So, in that regard, they are pretty traditional.
 

I play in forgotten realms and planescape, so I have pretty much every kind of dwarf (except dwarves with guns).

My pet dwarves are a small community that was trapped under a mountain centuries ago. They are quite the archetypical dwarf, and have sustained themselves pretty well til now, but are starting to have problems with in-breeding and have started to reach out to find new blood.
 

Dwarves IMC are classic 1e style D&D for flavor, strong warriors, miners, smiths, and traders with a bunch of clerics but almost no mages. Kings, a little nobility, and strong guilds dominate politically.

For variants check out terry Brooks Elfstones setting novels. The dwarves live in the forests and are claustrophobic about the underground. Also in the Sovereign Stone campaign setting the dwarves are basically mongols, living in plains as master horsemen nomads.
 

For perspective, my homebrewed world is extrememly human-centric. In it, there are no gnomes, and halflings are simply a regularly appearing branch of humanity. As for elves, well they are figments of the imagination, the bogeymen that mothers use to scare their children. Dwarves, however are very real, and play a passing part in human culture.

Dwarves are reclusive and thoughtful, and their mountain top monastaries are the home of those who seek enlightnement through restraint. Those few that descend from the peaks often make their way into the council of dukes and kings, for they have long memories and steady judgement, and due to their long lives a single advisor has been known to serve a noble family for generation. As for why these dwarves serve in that capacity, no one knows.
 


Mine are very lawful and take pride in being fighters and craftsmen. They do mine and some live underground but those are mostly lower prestige jobs just like farming. They are very proud and prefer death to dishonor. They never forget a debt owed a friend or a vengence owed an enemy.
 

Yup, Gimli, pretty much, when they show up, which isn't often. The most prominent dwarf in my game is an NPC cleric of Moradin, named Hyrast Skarntreader. Since my players have talked about wanting a game "that felt like Lord of the Rings," I'm content with that.

-The Gneech :cool:
 


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