Dwarf

Medium Dwarf Humanoid

A proud and industrious people, the dwarves are the masters of the Himinngar Dominion, building a new destiny among the stars to prove themselves worthy of their divine origins.

Descended from celestial beings, the dwarves of today are the heirs of a tragic and epic history. Long ago, they were cast out of the celestial realms alongside the giants after a great war that angered the gods. Cursed with mortality, they were sent to live on the world of Riadus among its native peoples. For millennia they lived as exiles, until the advent of interstellar travel offered them a chance to reclaim their legacy. Gazing into the night sky, they identified a star that reminded them of their lost celestial home. In a monumental act of faith and engineering, the majority of the dwarven race boarded a fleet of colossal colony ships and embarked on a generations-long journey. Their exodus ended at a bountiful world they named Smidloft, a gift they believe was a sign of their forgiveness. Now, they no longer seek penance but strive to live pious lives worthy of Olim’s praise, expanding their industry-driven empire and viewing their stewardship over other species as a sacred duty.

If you want to play a character who is ambitious, honorable, and a master artisan, you should play a Dwarf.

You Might…
  • Believe that the quality of your work is a direct measure of your character and a reflection of your devotion.
  • Feel a profound sense of pride in your people’s history and a drive to build a future that honors it.
  • View your technology and craft as the highest form of art, blending perfect utility with profound beauty.
Others Probably…
  • See your people’s imperial ambitions as aggressive and patronizing.
  • Admire your unparalleled craftsmanship and the reliability of your technology.
  • Find you stubborn and difficult to deal with.

Physical Description

Dwarves are a stout and powerfully built people. Their skin tones are typically fair, and their hair colors range from blonde and red to brown and black. They take immense cultural pride in the length and style of their hair and beards, which are often worn in intricately patterned braids that can signify allegiance to a specific clan or family. For dwarves, a long, well-kept beard is more than just fashion; it is a symbol of maturity, honor, and a life lived with purpose. It is not uncommon to see dwarves with sophisticated cybernetic replacements for lost limbs or eyes, each implant itself a masterwork of engineering and artifice.

Dwarves typically reach physical adulthood around the age of 25, though their traditionalist culture places more value on completing coming-of-age ceremonies unique to each clan than reaching a certain biological age. A typical dwarf can live to be around 350 years old, their long lifespans allowing them to become true masters of their chosen craft.

Society

Though deeply religious, dwarven society is primarily a capitalist, industry-driven empire. The Himinngar Dominion is an elective autocracy, where the supreme ruler, the Autocrat, is chosen for life by the high priesthood of Olim. Once chosen, the Autocrat and their administration operate independently, though the church remains a powerful cultural cornerstone. The entire social structure is centered on the family and clan. The good of the clan is considered more important than any single family, and the family is more important than any individual.

To outsiders, dwarven society can seem gender-neutral, but the reality is a complex system of chosen social roles. In the eyes of society, a dwarf’s gender is not determined by how they were born, but by how they identify. There are two primary roles: the “masculine” role and the “feminine” role. After reaching adulthood, any dwarf may declare which role they wish to fill. Those who declare themselves masculine are granted a name and are expected to perform the majority of labor, engage in politics, and serve in the military. Those who declare themselves feminine permitted to choose their name, often retaining their childhood name, and traditionally perform light labor and are generally responsible for the communal raising and education of children. Neither role is seen as superior or more essential than the other, and how a dwarf identifies is considered their true gender. This structure is foundational to political matters like marriage, which expects one partner to be in the masculine role and the other in the feminine role, regardless of their birth gender.

Language

The dwarven language is called Dverga. It is a guttural and complex tongue, filled with hard consonants and precise, technical vocabulary. Its written form is a system of angular runes designed to be easily carved into stone and metal.

Names

Dwarves gain their official, legal name when they reach maturity and complete their coming-of-age ceremony around the age of 25. Prior to this, they are known by nicknames given by family and friends. These childhood nicknames are often carried with great affection and may endure long into adulthood, sometimes being preferred over the dwarf’s legal name even in formal settings.

Example Names: Borin, Brunhild, Eldur, Eira, Fjora, Grimhild, Hrid, Njord, Ulfgar, Yrsa.

Beliefs

The teachings of Olim are the bedrock of dwarven culture, with Olim viewed less as a distant figure to be worshipped and more as the ultimate patriarch, the father of all fathers. The church’s core tenets emphasize maintaining the honor of one’s family and name, respecting elders, and upholding the law. Most dwarves are lay worshippers, learning these principles in childhood and living by them without need for regular services.

The clergy of Olim do not choose their path; they are called to it. Most are elders, summoned to service by Olim late in life after living honorably. These elder clerics become the Dominion’s lawmakers, administrators of its great med-bays, and strategic advisors in times of conflict. Rarely, a young dwarf is called, valued for their pure insight and untroubled perspective on complex issues. The great temples, often carved directly into the core of asteroids or serving as foundational structures in colonies, are vast community centers and shelters, used for civic ceremonies as much as for religious rites. The holy texts, collectively known as “The Word of Olim,” are a vast digital and physical archive of law, history, and property deeds, with the sacred myths being a small part of the whole, more often passed down through oral tradition.

  • Popular Edicts: Create art with utility, guard your community against those who would harm it, keep your clan dagger close.
  • Popular Anathema: Leave an activity or promise uncompleted, forsake your family.

Mechanics

Hit Points

10

Size

Medium

Speed

20 feet

Attribute Boosts

Constitution, Wisdom, Free

Attribute Flaw

Charisma

Languages
  • Dverga
  • Common
  • Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Disirean, Ferrumic, Harrath, Jotun, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).
Darkvision

You can see in darkness and dim light just as well as you can in bright light, though your vision in darkness is in black and white.

Clan Dagger

You get one clan dagger for free, as it was given to you at birth. Selling this clan dagger is a terrible taboo and earns you the disdain of other dwarves.

Dwarf Heritages & Feats

Dwarves use the heritages and ancestry feats found in the Pathfinder Player Core.

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