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*Berronar - the Mother. She is the god of healing, birth, safety, nurtue. She is the "clan" made real.
*Berronar - the Mother. She is the god of healing, birth, safety, nurtue. She is the "clan" made real.


===Culture===
===Culture===

Revision as of 10:14, 13 May 2018

Dwarves are the race with the second largest population in the Empire (behind Humans of course).As a race they can be found almost anywhere in the Empire but the largest Dwarf settlements are in the hills and mountains of Thorast, the Dwarven homeland.

Appearance

Short and stocky, the average Dwarf stands at about 1.2m (4 feet) and 1.5m (5 feet) tall but weighs as much as an average adult human. Dwarves are still considered to be “Medium” sized humanoids when determining equipment used.

Lifespan

In comparison to Humans and Tieflings, Dwarves are a long-lived race. They reach maturity in their early 20's and most can expect to live in excess of 200 years. the oldest recorded Dwarf was 277 years old but it widely thought that she lied abut her age and that she wasn't a day older than 250.

Origins

Dwarves believe that their Gods roamed Oberon in search of a place where their people could settle. Eventually Moradin found a series of caves under the mountains and it was there that he set up his forges and produced the Dwarven race.

Religion

The Dwarven people worship a small pantheon of six deities. The Pantheon is known as 'The Clan' and are as follows:

  • Moradin - the Smith. Moradin is the patron of crafts. Any craft, whether that be stonemasonry, or singing, needlework or fencing (both "making a fence" and "using a rapier to gut someone")
  • Duathal - the Traveller. Duathal is the patron of those who wander from their clan. Clan is such an important focus of Dwarven life that anyone who leaves it definitely needs someone looking out for them and to, eventually, guide them back
  • Dumathain - the Learned. Sometimes known as the "God of Secrets and Lies" Dumathain embodies the need to acquire information. What this is used for depends very much on the alignment of the dwarf.
  • Clangeddin - the Protector. If you need something hit hard or defended then Clangeddin is your dwarf. He represents the need for security and to defend the clan against all threats, both martial and societal
  • Vergadain - the Merchant. Although often thought of as the god of prosperity, Vergadain is the 'face' of the pantheon. He interacts with the non-dwarven deities and makes deals. He's a negotiator and peace-keeper. Once Clangeddin has stopped hitting things, Vergadain is called in to sort out who gets what.
  • Berronar - the Mother. She is the god of healing, birth, safety, nurtue. She is the "clan" made real.

Culture

All Dwarves are instilled with a great regard for their heritage from an early age. Despite this Dwarves also have a dry sense of humour and like to spread lies about themselves (such as all Dwarves speaking with a Scottish accent and Dwarven women only being fertile once every six years) just to confuse gullible humans.


Dwarves take care to point out that they are distinct from “just” short humans, noting that they have a rich heritage in the arts and crafts including, but not limited to poetry, painting, sculpture, carpentry or blacksmithing. As such they are widely considered to be experts in anything that produces a real, tangible object. Although Dwarves are among the least magical of Oberon’s many races they are still capable of producing sorcerers, warlocks and wizards as skilled as those of any other race.


Dwarven culture is based around immediate family first, then clan, then king. There are dozens of Dwarven “kings”, each chosen by the clans that swear allegiance to them. The Empire ignores them and their authority.


In addition to “High Merebian”, Dwarves start with proficiency in “Dwarven” (actually called Dravanic).

Outlook

Oberon Dwarves have a respect for Elves as a fellow “original race”, although they consider themselves superior craftsmen. They tolerate Gnomes but don’t understand their lack of family ties. They are both curious and wary towards Humans in equal measure but appreciate human technology. Dwarves tend to be wary of Tieflings due to their infernal origins. Ymirkin and Dwarves should be better friends but stark differences in sense of humour and family bonds make this difficult.