Dwarves

Stout of heart and body, the Dwarves are a proud and powerful people. Dwarves are responsible for the largest share of the trade and technological innovation in Enon, though their society often remains hidden from outsiders. Their rich culture and workmanship permits them to enjoy the finer pleasures of life, such as food, song, and luxury. Outsiders should not be fooled, however. For all their comforts, the Dwarves are hardworking and fierce when challenged. Their prowess in warfare and craftiness in attaining their desires make the Dwarves a people to be reckoned with.

  • Most Dwarves live in large, underground cities built within the mountains. A dispersion of Dwarven also dwell in towns and cities across the land in the Eastern part of the continent. Whether they live in one of these great mountain strongholds or in a small village, they are fiercely loyal to their clans and support their causes.

    Dwarven society is organized into three clans believed to be descended from the original three Dwarves. Authority is wielded by the Lord or Lady of a clan, who expects steadfast loyalty from their people. The leader of each clan selects for themselves a successor from among their people to act as their apprentice and eventual heir. While the practice is intended to ensure a smooth transition of leadership upon their death, it is not always without conflict. Different factions within each clan often vie for power during such a transition, leading, at times, to blood-feuds.

    Despite most power in Dwarven society being concentrated in the Clan leaders, they do not have the power to act on behalf of all Dwarves. Decisions affecting the whole of the Dwarven people are rare, though in the lost history of the Dwarven people there are recorded several ‘Altmote,’ or councils, wherein the three Dwarf leaders assembled to make a choice for the whole of their people. An Altmote has not happened in many centuries.

  • The Dwarves believe that they were the first people intended by their Creator to be the builders and shapers of Enon. They believe that their Creator first attempted to construct Dwarves out of sand, but found the resulting being to be too pliant, and called it an Elf. He then hewed the Dwarves from stone and lit fire within them, crafting a people with a burning passion and a resilient body that would not be consumed by it. The first three Dwarves created were siblings, named Hildr, Knut, and Runi. The siblings each established for themselves a homestead under the three largest peaks of the Eastern mountain ranges. There, they and their children remained for the many ages to come. All Dwarves are believed to have descended from these three ancestors.

    Dwarves use their skills to pay homage to their Creator by making tools, artwork, and halls of great beauty. They are wary of outsiders and rarely share their customs and culture with strangers.

  • The story told by the Dwarves of their earliest history begins with three Dwarven siblings, Hildr, Knut, and Runi. They wandered the wilds of the world, unable to agree on a suitable homestead to share between the three of them.

    Hildr, robust and fierce, parted ways with her brothers to establish a home in the far Northern reaches of the world where dragons and other terrors reigned. Hildr wrestled the Great Boar of the East-Steppes, Gillur, and smote him on the mountainside, creating the chasm that became her dwelling place. She begot a warlike people, a clan known as the Hildrin. They fought to create a safe home in the mountains for generations to follow, slaying many fell beasts. In honor of Hildr’s victory over Gillur, the boar became the sigil of the Hildrin.

    Knut, cunning and determined, wandered toward the Southern mountains in search of a plentiful land in which to create his homestead. While wandering, he was overcome with terrible hunger and found no food in sight. A raven found him in his wasting, and he offered the raven a golden belt-buckle. The raven flew away and returned with a bough of watercress for him to eat. Strengthened, Knut followed the raven, called Fastul, to the raven-perches in the high peaks of the mountains. Beneath the raven-perches, he established his home, and he and his people mined for gold and jewels and wrought many beautiful and costly things, which he used to establish trade with the other peoples of the world. His clan, the Knutr, bears the sigil of the raven and the watercress flower.

    Runi, generous and wise, was taken with curiosity about the world beyond the mountains. As he wandered far in his travels, he became lost in the wilderness. As he began to despair of finding the answers he sought about the world, he was found by a white cat, called Frodi, who led him to many settlements, wherein he found hospitality and shelter. Runi traded his stories for food and company, and he learned the ways of Humans, Halflings, Gnomes, and Elves, and heard their stories as well. When the time came for him to establish his own home, he chose a mountain nearest to the middle of the world and began to keep record of his people and descendants as they flourished. His clan, the Runnar, are the most open to the other peoples of the world, and esteem history and story-keeping as their most valuable practice. Their sigil is the white cat, Frodi, who became Runi’s guide and companion.

    A thousand years ago, the Human Kingdom faced a great doom in the form of an evil army united with the Fae. Human King Gerant sent envoys to the three Dwarf clans, pleading for aid as his kingdom perished. The Hildrin mustered their forces at full strength, sending a legion of Dwarf warriors from Holgrim. The Runnar gathered their strongest warriors into an army to defend their trade partners and allies in Campyria. The Knutr sent a conciliatory force, a militia of volunteers.


    At the culmination of the conflict, as the Fae army reached the heart of the Human Kingdom, a Human mage called together the surviving mages of the five peoples. They cast an incantation that created a realm that was safe from the devastation of the Fae forces. Beyond the borders of the incantation, the remainder of the kingdom was transformed into a dark, twisted forest which became known as the Gristwood. A number of surviving Dwarves lived on in the protected realm, which became known as Fayhaven.

    The three clans of the Dwarves beyond the Gristwood live in peace with one another, innovating new methods of producing luxury goods and artwork, and trading with the other peoples of Enon. They are the most populous and influential people in the known world. The Lord of the Hildrin is the old and venerable Hemin Hew-Iron, ruling in Holgrim. The Lord of the Knutr, Vali, rules in Ørvendur, having ascended to power only recently after the passing of his predecessor. Lady of the Runnar is Hlif, ruling in Avnholt, lovely and shrewd.

  • Dwarves are stout and densely built. Dwarven bodies are highly resistant to harm and wear, and they are often seen as tireless by other peoples. They stand at around 5’ at their tallest. Many Dwarves choose to grow long beards which they enjoy decorating with ornate jewelry. Dwarves live to be roughly 250 years old and reach physical maturity at around 50 years of age.

  • Industrious - Dwarves take pride in hard work and the production of useful and beautiful items. Whether reveling with comrades or tackling a difficult problem, Dwarves bring a tireless focus to all of their activities.

    Resolute - Dwarves are unchangeable when they have committed to something, be it a task, friendship, or quest. Dwarves are not understanding of the fickle nature of those who do not share their steadfast qualities.

    Cunning - Dwarves are intelligent and excellent at problem-solving, often analyzing and adapting to problems when they are presented. It is this quality that assists them in innovation in craft as well as trade.

  • Skill - Dwarves believe in intentionally cultivating skills and abilities throughout their lives.

    Loyalty - Dwarves are doggedly bound to their own, and the relationships that they establish are not easily sundered.

    Innovation - Dwarves see great value in finding the most clever and effective ways to better their own lives.

    Beauty - Dwarves value lovely handiwork and admire how natural beauty can be enhanced through skilled craft.

    Honesty - Dwarves hold forthright and honorable speech and actions in great importance.

  • Players can take inspiration from Norse names when naming their Dwarf characters. Dwarves are often awarded secondary names during their lives, denoting feats of great skill of valor.

If you are interested in playing a Dwarf character, review the costume guide below.

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