Dwarf Lord
Up and comer
Dwarficus Beardius
Lorekeeper
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Post by Dwarf Lord on Mar 12, 2013 20:00:49 GMT -5
Dwarves,sometimes called the Stout Folk, and known as the Samman amongst themselves, are a natural humanoid race common throughout parts of Toril as well as Abeir. Dwarves are a tough, tradition-abiding folk known for their strong martial traditions and beautiful craftsmanship.
Like many races, the exact origins of the dwarves are lost in myth and legend. While many non-dwarven scholars believe that dwarves are not native to Abeir-Toril or its successor worlds, most dwarves believe that their ancestors came from the heart of the planet itself, given life by Moradin and being made by the All-Father’s hammer in the Soulforge. These legends hold that the dwarves fought their way to the surface world, overcoming the dangers they faced below through strength of arms and skill. The first known dwarven settlements on Abeir-Toril originated from the mountains of Yehimal. These dwarves settled underneath the junction between the continents of Faerûn, Kara-Tur, and Zakhara, and migrated in all directions from there, spreading across the face of all the planet. Those who turned westward towards what would eventually become the continent of Faerûn settled in what is now Semphar, forming the kingdom of Bhaerynden, except for those who migrated northwards and came to rest in the mountains of Novularond, becoming the ancestors of the arctic dwarves. The dwarves in Bhaerynden settled beneath the future plains of Shaar prospered for centuries but gradually began to endure schisms and fractures, which drove the dwarves apart. The first of these schisms occurred twelve millennia ago when Taark Shanat, the so-called “Crusader,” led a westward migration from the caverns of Bhaerynden. The descendants of these dwarves would eventually become the shield dwarves and forge the vast empire of Shanatar as well as the urdunnir, who moved deeper into the earth and faded from common knowledge.
Some time after this Bhaerynden fell to the drow shortly after their exile following the Crown Wars and these southern dwarves were driven into exile, ending the ancient kingdom. Their descendants would become known as the gold dwarves and would return millennia later with the collapse of Bhaerynden into the Great Rift, forming a new kingdom. Another dwarven subrace emerged from some of these southern dwarves, who instead of continuing their civilized ways and returning in future millennia, fled to Chult and embraced the ways of the jungle, becoming the wild dwarves. Origin of the Duergar The last dwarven lineage would form from shield dwarves of Clan Duergar. These hapless dwarves who lived beneath the Shining Plains were in time captured and enslaved by the illithids, becoming the separate but related race known as the duergar. Over the ages the twisting of illithid psionics and the infusion of diabolic blood would cause the duergar to grow more and more distant from their kin, until they could no longer be properly called dwarves Thunder Blessing The most significant event in recent history for the dwarven peoples has been the Thunder Blessing, from the year of the same name, in which, after centuries of demographic decline, a sudden boon in fertility occurred, resulting in the births of many twins amongst the dwarves. The Blessing is widely believed to have been the work of Moradin, possibly as the culmination of a quest by a dwarven heroine or as part of some grander plan of the All-Father. One of the consequences of this sudden boon was, other than a demographic resurgence that helped bring the dwarves out of their decline, was a sudden shift in culture. The so-called thunder children were radical in comparison with their parents and during their lifetimes over the Era of Upheaval, dwarves took a more active role in the world and abandoned some of their oldest traditions, such as the ancient fear of magic and the arcane. What it is to be a Dwarf"A grudging, suspicious race." - Alaundo the SageGrim mystery, laced with sadness and pride - these are the images that come to mind when one thinks of dwarves. They are the images that should come to players' minds when dwarves come onstage during play in the Realms. Dwarves are dour, proud, taciturn, and markedly inflexible. They hold grudges and desire gold. Dwarves have a deepseated, morbid dislike and mistrust of all strangers, nondwarves in particular. More than simply wanting to greedily amass all the wealth they can, which is the common human and halfling view of dwarves, the Deep Folk love worked beauty. They prefer beauty through skill, somehow improving on nature, rather than the beauty of nature "as is," the beauty prized by "lazy" elves. Dwarves are also a devout folk, a race that looks often to its gods who, in turn, serve their steadfast worshippers diligently. Dwarven traits such as grim defiance and greed are not implanted or forced upon the dwarves by their deities, but are things inherent in a dwarf that the gods recognize and play upon. Dwarves are usually pessimists, as is revealed by their common sayings "every fair sky hides a lurking cloud" and "the gold you have yet to win gleams the brightest". As such they always prepare for the worst, preparing back-up weapons, food caches, escape routes, and 'booby traps' for potential enemies. Some even see the hand of fate as a real, powerful force that acts upon their lives. Some dwarves have been known to feel their own deaths approach. Others have glimpsed tantalizing images of important scenes in their lives to come. These images are given, it is said, by the gods, to ensure that each dwarf knows when an encounter, decision, or deed is especially important to the Folk as a whole, so he might act accordingly. These fateful images make the dwarves respectful and obedient to the gods, willing to obey their laws and rules. Dwarves therefore tend to keep their word, whatever the cost. By way of example, the village of Maskyr's Eye, in the Vast, is named for a wizard who asked the dwarven king Tuir for land. The king, not wanting to give up any land to humans, but also not wanting to face the attacks of an angered wizard, said the land would be Maskyr's only if the wizard plucked out his right eye on the spot, and gave it to Tuir. Maskyr, to the astonishment of the court, did so, and Tuir then respectfully kept his end of the bargain. The dwarves have always had close relations with gnomes, and workable relations with halflings. They have always harbored a special hatred for ores and other goblin-kin, and they have never gotten along with their own deep-dwelling kin, the duergar. Dwarven Manners in BriefTo call someone a longbeard means that he or she is wise, experienced, a dependable veteran, and is a compliment. To call someone a no-beard or shorthair is an insult. All dwarves grow beards, male and female, but some dwarves, usually females, shave. To call a dwarf 'little' or 'human' (or to combine the two, as in 'little man') is to issue a nasty insult. Conversely, 'standing tall,' as in "You stand tall among us, Kordak," is a term of admiration and respect. Strangely, the actual height of a dwarf does not influence his or her treatment by, and relationships with, other dwarves in any way. A dwarf may introduce himself to a stranger of another race, as "Narnden, of the dwarves." If Narnden is his real name, this is only a subtle insult, reflecting that the dwarf doesn't trust the stranger well enough to give his clan (last) name. If the stranger is a dwarf, it is an unfriendly greeting. If the dwarf gives the name 'Narnden' falsely, it is meant as an insult. Festivals and MootsMoots are meetings between dwarven clans or professions, or between dwarves and nondwarven traders or allies. Current known moots in the Realms include periodic hadesmoots near Baldur's Gate, the annual High Moot northeast of Waterdeep, and the Deep Moot in the Great Rift, held every ten years and open to every dwarf. Dragonmoots are a proud but vanishing tradition, in which bands of adventuring dwarves are called together to fight specific dragons, and plunder their hoards. They were once something of a ritual of passage for young dwarves aspiring to be warriors. Festivals are annual celebratory feasts which tend to involve lots of drinking and dancing. The most famous festivals include the Festival of the Forging (in honor of the great smithies), the Night of the Thirsty Axe (in honor of great warriors), and the Remembering (in honor of dead dwarven ancestors). All dwarves, regardless of sub-race, hold moots and festivals. Love and MarriageDwarven courtship is a mystery to most other races. Others see dwarves as a hard, grim, largely humorless race. These misconceptions only substantiate how intensely dwarves value their privacy, and how well they guard it. Dwarves are slow to strong emotion, but their feelings run deep. When moved to anger, hatred, love, or friendship, they hold steadfast throughout their lives. In fact, their low birthrate and dwindling numbers makes dwarves pursue love more fiercely now than in elder days. Dwarves were once more carefree. Though they lived in danger, beset by enemies in the Deep Realm, they were far more numerous. No dwarf thought of his Folk as a people in decline, or that someday there might be no dwarves. Clan rule was stronger, and females were kept busy in the home, all the while guarded by males who mined and fought. Some say the heat of the forges and the strange metals dwarves have experimented with over the years have made many of them barren. Others scoff at this notion. Whatever the truth, dwarven fertility has steadily declined. The rule of clan elders over everyday dwarven lives has also waned, particularly in the north, where once proud dwarven kingdoms are gone, the Folk scattered in lands now held by men. Females, who from a cold-blooded view of breeding to preserve the race should now be guarded more than ever, have taken advantage of failing clan power to achieve equality with their malefolk. Shedwarves today fiercely hold roles as warriors and adventurers, often paying with their lives. As fertile mothers grow fewer, dwarven power continues to fade. Today, male and female dwarves are identical in rights. Strong personalities of either sex dominate family and clan life. Dwarven ClansThe clan was once all-powerful in dwarven life in Faerun, but over the last thousand winters, the power and influence of all clans, particularly in the North, has dwindled. Clan OrganizationAll dwarven clans have chiefs. In the north, dwarven chieftains are sometimes known as"clanmasters" or"lairds." Their southern counterparts are often known as "ardukes." These ranks give us "the word of the laird shalt be the whole of the law," "for the arduke,' "all honour to the chief," and other sayings. The term "house" refers to the ruling family in a clan, or the ruling clan of a land. This term is most used when there is no single monarch, the ruler uses a lesser title (such as Iron Duke), or when a king is elected rather than inheriting the title. The general term "thane" is used by nearly all dwarven subraces. Almost all positions of clan leadership are obtained today by election from among, and by, the clan's elders. In olden days, dwarves had kings who could trace lineage through generations of previous hereditary rulers. A few kingships survive today, but all rely on the monarch's personal popularity and fitness to rule, not on an automatically-acknowledged blood-right to rule. Every clan has its elders; dwarves of influence, wealth, and personal might and almost always, distinguished age. Their thoughts and plans aim and shape the lives of clan members; their votes determine clan policy, laws, and justice. Clan elders once held the right to approve or deny marriages in a clan, renouncing the membership of any who married against their will, or married out of the clan. However, the dwindling birthrate of the Deep Folk has put a stop to such influence by the elders. Most clans have clan champions, who offer themselves in tests of personal combat in the clan's name. They also maintain the clan's militia, gathered clan warriors, often called "the fists of the clan," or"the hammers of the clan." Outcast dwarves remain, however, outcast to this day. "The memory of a dwarf is long and strong," as the old saying goes. Clan LawDwarves value law and order above all else; usually content with their place, they see an iron maintenance of the status quo as the best way to preserve the Folk. In the eyes of a dwarf, clan rules and law must prevail. Local dwarven laws are often rigid and harsh and are often built on the following principles: - A dwarf shall not speak falsely to another dwarf
- A dwarf shall not steal from another dwarf, nor keep from another dwarf that which is his or hers by right, whether through force or deceit.
- A dwarf shall not conceal personal injury or illness from fellows of the same clan.
- A dwarf shall never act against any other dwarf, of any clan, by aiding or using the aid of nondwarven creatures.
- A dwarf shall not refuse to aid another dwarf of the clan, when the life or health of the needy dwarf is in danger.
Clan justice is done through trial by clan elders, none of whom can have a blood-interest (direct relationship to either the accused or injured parties). Verdicts are limited to "innocent," "not proved" and "guilty." Obtaining "not proved" verdicts is far from an acquittal, however; they are a black mark against a dwarf's name - those who collect more than six such verdicts are cast out of a clan. Punishments for a "guilty" verdict range from service to injured families to death, and are at the whim of the elders - there are no set sentences for given crimes. Clan ProfessionsClans usually specialise in particular crafts or skills but dwarves skilled in almost anything can be found in the ranks of every large clan. Specialities include blacksmithing, silversmithing, gold smithing, armour-making , weapon- making, gemcutting, soldiery, and diplomacy (negotiators and messengers).
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Dwarf Lord
Up and comer
Dwarficus Beardius
Lorekeeper
Posts: 20
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Post by Dwarf Lord on Mar 12, 2013 20:01:17 GMT -5
Delving more deeply still...
Clans and Society
A sick or injured dwarf will be fed and cared for by his clan. Those in good health are expected to work in order to maintain the welfare and reputation of the clan. No dwarf would ever do otherwise.
Someone who cheats or doesn't pull his own weight earns the disapproval of his fellow clansmen. He will be warned and pressure will be brought to bear to ensure that he does not bring the name of the clan into disrepute. If he does not heed the warnings, he will be ostracized.An ostracized dwarf loses all benefits provided by the clan. The clan's guild will prevent him from working and confiscate his tools if it can. If he shows a desire to mend his ways, he will be allowed back into the clan, and the guild will lift the ban. If not, he will be left to himself and even his family will shun him.
Loyalties
To an outsider, dwarf clans appear very complex, and the relationships between them highly convoluted, because they are. Dwarves would not organize their lives any other way. They know where their loyalties lie: first to the family, then to the clan, the guild, the stronghold, and then to any other strongholds to which the clan is allied. Dwarves are a proud race and maintain their loyalties. They are willing to defend each other, often to the death. An insult against one dwarf is considered to be an insult against all dwarves.
Love of Stability
Life underground has had a lasting effect on dwarf personalities. They have developed an instinctive love of earth and rock that represent stability and permanence. Earth and rock may be tunneled and carved, arched and buttressed, yet they remain always solid and reliable. The sea, however, is ever changing, with no stability, and prone to tempestuous storms. It represents the force of chaos prevalent in the world above, and is the antithesis of the safe, womblike caverns that are home to the dwarves.
Themes of solidity and reliability recur continually in the dwarvish world view. The world is solid and constant, so life should be conducted in the same manner. This is closely allied to their predominantly lawful good alignment.
Dwarves value law and order, and see these as part of the natural order of the world.
Society should be as solid and reliable as the stone of the earth. Dwarves live 350 years on average, during which time trees grow and die, axe hafts are made and replaced many times, and wooden structures decay and rot away. Compared to the strength and durability of metal and rock, other things seem very transitory. Building to last means building well.
Dwarven Crafts
Dwarves are expert craftsmen not out of some god-given ability, but because they serve long, exacting apprenticeships. Dwarves traditionally serve a 25-year apprenticeship. To dwarves this is part of life. "A job worth doing, is worth doing well."
This attitude is deeply ingrained and explains why dwarves love to create beautiful objects and lavish so much time on them. They seek to create that which will last until time's end, and they have difficulty comprehending why other races consider work a chore rather than an act of artistic expression to be savored and enjoyed. Dwarf craftsmen, because of their skills, produce weapons, armor, and other goods more quickly than other races, yet of superior quality.
Dwarves and Humor
Dwarves are viewed as humorless, if not downright grumpy, by other races. This is a fair assessment. They do not often tell jokes, and have no appreciation of practical jokes. Society is based on law, order, and a respect for one's fellows. A dwarf does not abuse that respect by ridiculing another's dignity. Dwarves love to work and find pleasure in it. This pleasure is so spiritually uplifting that any attempt at humor appears facile. Those not content with work or their position in life may need such diversion, but humor is seen as insult. That's not to say that dwarves are humorless, they have a very black humor concerning their racial enemies, but their sense of humor is very different from that of humans, for example. They do not find jokes about personal suffering or failure funny. They do find those based upon clever stories entertaining. The problem is that dwarven jokes tend to follow a standard narrative pattern. Because of their great length, endless genealogies, and catalogs of dwarven concerns, it is difficult for other races to maintain any interest in them. Dwarf comedians, telling jokes to other races, are frequently annoyed when audience attention slips after 15 minutes or so, or when the audience has no concept of the importance of lineage in the joke's 'punch paragraph!'
Races who have been subjected to dwarven humor fail to realize that it does not rely on the delivery of one liners, but on the slow presentation of a chapter, if not an entire book.
Wealth
The dwarven concept of wealth is different, as well. Dwarves are attracted to objects for their intrinsic beauty, not for any commercial value. They prize fine workmanship, but know that craftsmen only augment what the earth has provided. Gold has the greatest significance to them, not for its value, but for its natural beauty and pliability. In the hands of a master craftsman, gold can be heated and poured into molds, beaten with a hammer, drawn into wires, or carefully filigreed with a chisel. Well made golden objects are treasured for workmanship and beauty. Poorly made objects are melted down to be remade as coins or other objects.
Dwarves are aware of the scarcity of gold, and of its value. No dwarf has ever sold gold at less than its current value, a fact that has led other races to see them as mean and avaricious. The dwarves' passion for gold is well known, as is their love of gemstones. They love to possess these treasures of the earth, polishing and cutting them into brilliant shapes that catch the light perfectly. Each stone is seen as a shining example of the beauty of the earth. To those who have left their underground homes, they are reminders that true beauty comes from within the earth.
Dwarves are well aware of the value of gems. Where others value stones by weight and scarcity, dwarves value them according to their beauty. They have, however, no desire to own or collect pearls. As products of the sea and shellfish, they are not considered to be gems. Dwarves find them unattractive. Pearls lack the deep lustre of natural stones. Still, it is a foolish dwarf who does not realize that beauty is in the eye of the beholder. While pearls are worthless, dwarves are aware of their trade value. Gold and gems are their greatest loves, but other metals are important to them too.
Platinum has many of the attributes of gold and is even rarer. Silver is easy to work and holds its shape better than gold. Its color is not as desirable, but it has its own appeal. Copper and other metals are also considered beautiful. While other metals are more common than gold, their comparative rarity lends them value.Iron ore is crucial to the dwarves. With it they make weapons, armor, forges, and tools.Iron ore veins are seen as the bones of the earth; bones bequeathed to the dwarves to be used for their own purposes. When forged with carbon, dwarves transform iron into steel that is durable and hard without being brittle.
Crafts
Though they would love to work exclusively with gold and gems, dwarves are a practical folk. They know that iron and steel wear hard and are infinitely more practical as tools.Therefore they work extensively in iron and steel. Dwarf craftsmen produce some of the finest weapons, armor, and tools in any world. These goods, because of their quality, bring higher prices that are gladly paid for dwarven craftsmanship. All crafts necessary to ensure the strongholds are places of beauty are also worked.
Individualism
Dwarves willingly live under lawful institutions, respecting privacy and personal space. Law induces order, organization, and a stable society. The society reflects the natural order of the world, with everything in its proper place. Laws exist to be obeyed, not to be broken. Society exists so that dwarves may be free from unnecessary intrusions.Even though law is important, dwarves are fairly individualistic. They have personal views that they rarely make known to others, one reason they are seen as a taciturn race. However,when a dwarf thinks that his own views are not being heard, he will become grumpy, silent, and bear his distress stoically. This stoicism, and the desire not to grieve others, is evident in the way they view wealth as a private matter. Only powerful and respected dwarves are expected to display wealth openly, and even then ostentatious displays are frowned upon. All dwarves are expected to, and prefer to, keep their wealth hidden.
It is considered bad manners to flaunt accumulated wealth. Such behavior is offensive and has caused dwarves who travel in the surface world to be deeply insulted. Wealth, particularly gems and precious metals, are for personal delight. They should be carefully hoarded and displayed for one's closest family or cherished friends. It is a mark of acceptance and friendship among dwarves for one to reveal his wealth. By doing so, he is not only sharing the joy of his possessions, but is saying, "You are my friend, whom I trust not to steal from me." (The exception to this, of course, is wealth displayed through excellent craftsmanship in utilitarian items.
A beautifully crafted and gilded axe with an inlaid gem or two is not ostentatious if it is functional. Dwarves claim this is not a subjective distinction, but most other races find it hard to follow the reasoning.)It's no surprise that dwarves are considered mean and greedy by races who cannot understand their motivation.
Emotions
A private people, dwarves often have difficulty expressing emotion. Their society is structured to make displays of anger, envy, jealousy, and hatred unnecessary. They are capable of harboring grudges and hatreds, but these are usually directed outside of the stronghold.Dwarves rarely insult or distress each other, but other races distress them greatly. Not giving them the respect they demand, enquiring casually about wealth, or making them the butts of jokes, are guaranteed to make dwarves angry. But this anger will normally only show itself as a scowl or a contraction of the brows. Other races have concluded, therefore, that dwarves are humorless, not realizing that dwarves do not release their anger. They allow it to simmer and increase until they explode, becoming their own stereotypes:grumpy, taciturn, stubborn, and unyielding. Dwarves often despair at the extremely poor manners of other races.
Attitudes Toward Other Races
Dwarves are basically good people. They seek to harm no one, merely to coexist with them, or even better, to be left alone. Because of their good nature, dwarves have been known to persevere in the face of insults and inexplicable behavior. They have banded together with men and elves in times of crisis, and have entered long term trade agreements of mutual benefit.They have little patience for the ways of humans who simply do things wrong. Humans either waste time in petty pursuits or are so keen to achieve their goals, they are willing, almost eager, to be forceful and rude. They have no conception of the proper rhythm of the world, which is hardly surprising since they allow their lives to be dominated by the changes of night and day and the seasons. No sooner do they achieve something, than their children want to change it, replace it, or worse, lose interest in it entirely. Elves should know better, but they lack the simplest virtues of patience, diligence, and consistency. They are renowned for wasting their lives enjoying themselves instead of producing lasting goods.
The differences between elves and dwarves have led to many disagreements. This usually occurred because dwarves considered agreements to be binding until the end of time, while the elves thought they were to last as long as they were useful. Entire strongholds may have been threatened or destroyed because elves failed to honor a pledge. Perhaps some minor slight elves have forgotten, has been harbored and nurtured and passed on to the next generation. As fellow underground dwellers, gnomes are looked upon more favorably by dwarves, though the gnomes' delight in black humor and practical jokes has caused friction.
War to the Death
Dwarves do not compromise when dealing with evil races, particularly when competing with them for living space or when their welfare is threatened. Dwarves detest drow, orcs, goblins, hobgoblins, and evil giants, eradicating them whenever found.Their hatred of evil races is as ancient as the dwarves themselves. Originally, wars were fought to determine who had the right to live underground, but the conflict has spread to the surface. They now bear a burning and eternal hatred for them. Dwarves have no doubt that they are involved in a war of massive proportions. It is known as the "War to the Death," for the dwarves have sworn to fight until their enemies are destroyed.
Dwarves' Diet
Dwarves enjoy a wide variety of food, with a preference for meat.Dwarves keep cattle, goats, sheep, pigs, and fowl. These animals are grazed above ground on upland meadows or plateaus. In high ranges, mountain dwarves keep animals more suited to subterranean existence: giant lizards and beetles.They also take advantage of fish in underground lakes and rivers. Although meat is a staple of their diet, large quantities of grains are also consumed. When possible wheat, rye and barley are grown close to the stronghold. They are harvested and kept in underground granaries.They also plant vegetables and fruit, whatever will grow in the soil but especially potatoes, radishes, and other hearty vegetables. Many who live close to humans or halflings buy large quantities of grain to supplement their own production.
Dwarves who live in the deep earth substitute various types of fungi for grains. Like the giant lizards and beetles, many of these fungi have been carefully bred to produce a wide variety of flavors to excite the palate. Most are very careful about the kinds of fungi they eat.Dwarven cooking also makes use of vegetables for flavor and variety. The food is wholesome, largely consisting of thick stews and soups served on broad slices of bread. While they are not voracious eaters like halflings, few humans or elves can eat as much as a dwarf in a single meal.
Clothing
Dwarven clothing tends to be heavy, somber in color, and serviceable. Made from thick wool or spun strands of fungi, it is designed to keep the dwarves warm in the unheated places in their strongholds. To the untrained eye, colors are uniformly drab grays and browns. Dwarven languages have over 500 words for rock, and almost as many to describe different rock hues. Particular shades of gray and brown reveal much about the clan and status of dwarves, if one has the eye to see.Boots, belts, and hats are usually made by the leather guilds of tanned leather from the hides of cattle or giant lizards.
Music and Singing
Dwarves love to sing. Many have rich baritone voices that echo splendidly about their chambered halls. Numerous great halls are specially constructed around natural acoustic properties. Except for solo performances by entertainers, singing is a group activity. On formal occasions songs written to display their vocal ranges are sung by massed choirs. On less formal occasions, any dwarf may sing within a hall or around the hearth.Their songs speak of the beauty of the earth, commemorate famous deeds of valor, or sing of the construction of a magnificent bridge or other edifice. Some are laments that tell of the death of a loved one or great hero, or the loss of a stronghold to monsters. The songs tend to be long and very well written. Most races would lose patience with a spoken story, but even elves have sat entranced for hours by the story songs of dwarves. Dwarves also enjoy playing instruments; flutes, horns, bagpipes, drums, and percussion instruments especially. Their music is either martial or mournful. Rarely will musicians accompany singers: music dampens the true resonance of the voice. However, special songs have been written, and are performed, for voice and instrument.
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Dwarf Lord
Up and comer
Dwarficus Beardius
Lorekeeper
Posts: 20
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Post by Dwarf Lord on Mar 14, 2013 23:04:26 GMT -5
Grooming (from Races of Stone, 3E Supplement)
While dwarven clothing options might seem staid and homogeneous when compared to those of the elves or humans, it is only because clothing has little value in their culture. Instead, the dwarves prize their hair, whether it is on their scalps (for both genders) or on their faces (for males). The dwarven love of textures and patterns is applied to hairstyles as much as anything else, with intricate braids worn by both males and females. A regular three-part braid might be sufficient for daily life, but an important occasion might see particularly old or revered dwarves sporting up to a twenty-part braid, or multiple smaller ones braided together. Metal fasteners or ornaments are common additions to both hair and beard braids, but again, these are preferred as accenting touches, and most dwarves wear no more than two or three on a particularly festive occasion. While many picture dwarves as dusty, dirty smiths and miners, the truth is quite the opposite. The dwarves’ familiarity with their underground habitats lets them find and harness underground hot springs, pools, and rivers,providing dwarf settlements of all sizes with fresh water and bathing areas. Dwarven baths are public, though segregated by gender into separate areas, and attendance is considered an important social function. As a result, dwarves are typically far cleaner and better groomed than most surface races.
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Dwarf Lord
Up and comer
Dwarficus Beardius
Lorekeeper
Posts: 20
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Post by Dwarf Lord on Mar 18, 2013 21:31:28 GMT -5
Some Dwarvish words:
(This is from the FR module Dwarves Deep. While this differs from the alphabet used in nwn, it is still a good insight into how Dwarves think and what they consider important.)
Dwarven to common
A ae: gold aelin: gold-work agland: sword alagh: battle-glory, valor ar: to cut, slash, or lay open arglar: to butcher; "a proper arglary" means a proper butchering, or a good fight, and is often used to describle vicious struggles with orcs arau: great, huge, gigantic auraglor: sea, ocean (literally, 'great lake')
B barak: backbone, strength, shield bedorn: disbelief, lies, mistakes, exaggeration, distortion beldarak: treachery (hence, "beldarakin" means treacherous beings) burakin: way through, passage
C calass: thief, miscreant, untrustworthy one caurak: cavern (large size, underground only) corl: to kill coral: killer
D daern: familiar, known (place, feature, or being) dauble: treasure or valuable (plural "daubles") deladar: to descend, go down (hence, "deladaraugh" means to die in battle, literally, 'to go down to the death') delvar: to dig (hence, "delve" means a digging; mine; tunnel; or underhome) donnar: metal ore dunglor: underground lake dunlur: underground river
E endar: cave (surface world; one not linked to extensive underways)
F faern: home findar: good luck, good fortune, favorable chances
G glor: lake gordul: gods forfend, or gods, look at this! (an oath of amazement or dis-pair) glander: gems, including uncut natural stones
H halaur: gift hurnden: payment
I ilith: deal, agreement, trust of one's word of honor
J jargh: jokester, idiot (often applied to halflings)
K kuldjargh: a berserker, or one who is reckless in any battle (literally, "axe-idiot") kuld: axe kuldar: warrior (literally, "axe-cutter")
L levasst: passage linking surface to underground lhar: gap, (mountain) pass llargh: loose stone, bad to work or unsafe lur: river, creek, stream llur: large (wide) river lurgh: marsh, fen lurmurk: bog, muskeg (concealed waters)
M morndin: peak, height (especially of mountains, but sometimes used to speaK of high ledges, ranks of individuals, or tall creatures) mrin: to climb (hence, "mrinding" means climbing) mur: to disagree (hence, "murmel" means to argue, debate) murmelings: arguments, criticism, words of dissention)
N norogh: monsters, evil or dangerous beings or forces (especially unknown or unidentified) noror: enemies (known) noroth: enemy land, area, or lair (plural is "norothin")
O ol: magic, magical power or items ("olara" refers to natural magic, not used or influenced by beings) olor: world, all lands, the entire territory of Toril seen by, and known to the dwarves
P parlyn: clothing, especially usual or expected (proper or fitting) adornment
R raugh: death, an ending, it's over (especially feuds or love-affairs) rrin: over, above rorn: destruction, devastation, war (thus, "rorntyn" means battlefield) rune: familiar, known runedar: home, familiar place, haven
S sabrak: crack, flaw samman: trusted friend, shield-brother (battle companion) samryn: trustworthy, honest, honorable, or favorable sargh: disgusting thing or occurrence; filth; orcs or orc-work sonn: good stone splendarr: bright, shining, beautiful, hopeful
T taerin: love (true love, 'deep' love) thalorn: kindness, caring, good deed tharn: love, lust (hence "aetharn" means gold-lust) thord: bone ("thorden" means bones) thork: death, excrement, decay, carrion thudul: fate, doom, ill luck, or (spoken in irony) everyday cheery tidings or good fortune tindul: clumsiness, clumsy work (especially smithcraft) tor: hill, knoll (especially if bare rock in places, smaller than a mountain or krag) torst: adventure, fun, welcomed danger tyn: field, open place (aboveground)
U ultok: meeting-place, coming together, rendezvous ultokrinlur: ford (literally 'meeting place over river') undivver: hope, future plan, strategy
V veltel: romance, courtship, social games and manners vallahir: mountain-meadow (high valley, especially a 'hanging valley' or alpine plateau) vudd: wood, forest vruden: wood (thus, "vrudenla" means wooden or of wood)
W wurgym: ugliness, uglu thing or being wurlur: current, racing water (danger) wurn: water (especially useful or drinking water)
X xoth: knowledge (especially dwarf-lore and secret or special knowledge) under: secrets, dark deeds, or treasure-talk
Y yaugh: a climb (thus: "yaughadar" means stairs or steps, "yauthlin" means rope, "yauthmair" means handholds or no clear way, and "yauthtil" means an elevator (if magical it is an "olyauthil")
Z zander: adventurer, rogue, foolish youth, happy-go-lucky or reckless being
Common to Dwarven
A above (over): rrin adventure (fun, welcomed danger): torst adventurer (as in; rogue, foolish youth, happy-go-lucky or reckless being): zander arguments (criticism, words of dissention): murmelings axe: kuld
B backbone (strength, shield): barak battle-glory: alagh battlefield: rorntyn beautiful (shining, bright, hopeful): splendarr below (as in 'under'or underground): dun berserker (or one who is reckless in battle): kuldjargh (literally 'axe-idiot') bog (muskeg, concealed waters): lurmurk bone: thord; 'thorden' means bones. bright (shining, beautiful, hopeful): splendarr butcher (to butcher): arglar; "a proper arglary" means a proper butchering, or a good fight, and is often used to describle vicious struggles with orcs.
C cave: endar (surface world; one not linked to extensive underways) cavern (large size, underground only): caurak climb (as in 'a climb'): yaugh (thus: "yaughadar" means stairs or steps, "yauthlin" means rope, "yauthmair" means handholds or no clear way, and "yauthtil" means an elevator (if magical it is an "olyauthil")climb (as in 'to climb'): mrin; hence, "mrinding" means climbing. clothing (especially usual or expected (proper or fitting) adornment): parlyn clumsiness, clumsy work (especially smithcraft): tindul crack, flaw: sabrak creek (river, stream): lur criticism (arguments, words of dissention): murmelings current (racing water (danger)): wurlur cut (to cut or lay open): ar
D deal (agreement, trust of one's word of honor): ilith death (an ending, it's over (especially feuds or love-affairs)): raugh death (excrement, decay, carrion): thork descend (to go down): deladar; hence, "deladaraugh" means to die in battle, (literally, 'to go down to the death'). destruction (devastation, war): rorn; thus, 'rorntyn' means battlefield. dig (as in 'to dig'): delvar hence, "delve" means a digging; mine; tunnel; or underhome. disagree (as in 'to disagree'): mur; hence, "murmel" means to argue, debate. disbelief (lies, mistakes, exaggeration, distortion): bedorn disgusting thing or occurrence; filth; orcs or orc-work: sargh distrotion (disbelief, mistakes, exaggeration, lies): bedorn doom (fate, ill luck, or if spoken in irony, everyday cheery tidings or good fortune): thudul
E elevator: yauthtil enemies (as in known enimies): noror enemy land, area, or lair: noroth; (plural is "norothin") evil or dangerous beings or force: norogh exaggeration (disbelief, mistakes, lies, distortion): bedorn
F familiar (known place, feature, or being): daern familiar (known): rune fate (doom, ill luck, or if spoken in irony, everyday cheery tidings or good fortune): thudul fen (marsh): lurgh field (open place aboveground): tyn filth; orcs or orc-work: sargh flaw, crack: sabrak ford: rinlur; hence 'ultokrinlur' is literally 'meeting place over river'. forest (as in woods): vudd friend (trusted shield-brother or battle companion): samman from: ar fun (adventure, welcomed danger): torst
G gap (mountain pass): lhar gems (including uncut natural stones): glander gift: halaur gigantic (great, huge): arau gods forfend (or 'gods, look at this!'): gordul (an oath of amazement or despair) gold-work: aelin gold: ae good luck (good fortune, favorable chances): findar good stone: sonn great (huge, gigantic): arau
H handholds: yauthmair haven (familiar place): runedar hill, knoll (especially if bare rock in places, smaller than a mountain or krag): tor home (familiar place, haven): runedar home: faern honest (honorable, trustworty): samryn hope (future plan, strategy): undivver huge (great, gigantic): arau
J jokester, idiot (often applied to halflings): jargh
K kill (as in 'to kill'): corl killer: coral kin: samman kindness (caring, good deed): thalorn knowledge (especially dwarf-lore and secret or special knowledge): xoth known (familiar): rune
L lake: glor large (wide) river: llur lay open: ar lies (disbelief, mistakes, exaggeration, distortion): bedorn loose stone (bad to work or unsafe): llargh love (as in 'lust'): tharn; hence 'aetharn' means gold-lust love (true love, 'deep' love): taerin lust: tharn; hence 'aetharn' means gold-lust
M magic, magical power or items: ol; "olara" refers to natural magic, not used or influenced by beings. marsh (fen): lurgh meeting-place (coming together, rendezvous): ultok metal ore: donnar miscreant (untrustworthy one): calass mistakes (disbelief, lies, exaggeration, distortion): bedorn monsters (evil or dangerous beings or force): norogh (especially unknown or unidentified) mountain-meadow (high valley, especially a 'hanging valley' or alpine plateau): vallahir muskeg (bog, concealed waters): lurmurk
N over (above): rrin
P pass (mountain pass or gap): lhar passage linking surface to underground: levasst passageway (passage way through): burakin payment: hurnden peak, height: morndin; especially of mountains, but sometimes used to speak of high ledges, ranks of individuals, or tall creatures. plan (strategy, hope): undivver
R reckless (as in reckless being, foolish youth, rogue): zander reckless in battle(or a berserker): kuldjargh (literally 'axe-idiot') rendezvous (meeting-place): ultok river (creek, stream): lur (llur 'wide river') rogue (foolish youth, happy-go-lucky or reckless being): zander romance (courtship, social games and manners): veltel rope (as in climbing rope): yauthlin
S sea (ocean): auraglor (literally, 'great lake') secrets (dark deeds, or treasure-talk): xunder shield (backbone strength): barak shield-brother: samman; usually refering to another dwarf. shining (bright, beautiful, hopeful): splendarr slash, or lay open: ar stairs, steps: yaughadar strategy (future plan, hope): undivver stream (creek, river): lur strength (backbone, shield): barak sword: agland
T thief (miscreant, untrustworthy one): calass treachery: beldarak; hence, "beldarakin" means treacherous beings. treasure or valuable (plural "daubles"): dauble trustworthy (honest, honorable, or favorable): samryn
U ugliness (uglu thing or being): wurgym underground lake: dunglor underground river: dunlur untrustworthy (miscreant): calass
V valor: alagh
W warrior: kuldar (literally, 'axe-cutter') water (especially useful or drinking water): wurn wood (as in forest): vudd wood: vruden; thus, 'vrudenla' means wooden or of wood. world (all lands, all of Toril seen by, and known to the dwarves): olor
Example name: In Dwarvish, a Kuldrorn might introduce themselves as being of the "Clan of the Warrior's Axe".
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Dwarf Lord
Up and comer
Dwarficus Beardius
Lorekeeper
Posts: 20
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Post by Dwarf Lord on Mar 18, 2013 21:47:31 GMT -5
"Cheat-sheet" for Dwarven religious titles
Abbathor:Aetharnor
Berronar Truesilver: Faenor
Clangeddin Silverbeard:Alaghor
Dugmaren Brightmantle:Xothor
Dumathoin:Delveson(2E) Talhund(3E) used interchangeably
Gorm Gulthyn:Barakor
Haela Brightaxe:Kaxanar
Marthammor Duin:Volamtar
Moradin:Sonnlinor
Sharindlar:Thalornor
Thard Harr:Vuddar
Vergadain:Hurndor
*I left out those worshipped solely by the Duergar
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