Homebrew Dwarf (Dragon Age) Species Details
“When dwarves die, their spirits are said to return to the Stone–not some mythological entity, but rather to the actual stone that surrounds them. It is the roof over their head, the ground under their feet, the very basis from which their statues and architecture all are drawn. Is it any wonder that they would hold the rock in such reverence?"
The dwarves are strong, stocky, and shorter than any other humanoid race. They are skilled builders and boast a long tradition of courage and martial skill that has served them well in their millennia-long battle against the darkspawn.
They once developed a huge, great empire that spread across vast underground networks of twelve great thaigs that spanned the breadth of Thedas with its population outnumbering both the humans and the elves. However their world was all but destroyed during the First Blight, and they are now a race in decline.
The single-mindedness of the dwarves is credited for the race's survival. Their ability to dedicate their efforts to a cause helped them survive in conditions that no other race would have long been able to and gave rise to a level of technology that far surpasses anything else in Thedas.
An Outdated Tradition
The dwarven social hierarchy is ruled by interrelated and rigid castes. The casteless, commonly known as ‘dusters’ after their ghetto of Dust Town, are the lowest rung of dwarven society ― outcasts in their own city, unable to take up work among the higher castes, nor to defend their honour in the Provings or fight the darkspawn to protect the city, dwarves rejected by the Stone itself. Dwarves who are exiled or born on the surface are also officially casteless ― but with an increase in the number of higher-caste dwarves choosing to live on the surface, it is becoming difficult for some surface dwarves to be considered permanent exiles. The average dwarf will never see the surface, and often will have superstitious beliefs concerning surface-life (such as falling into the sky, or the sun falling to the ground).
Above the casteless are servants, artisans, miners, smiths, merchants, warriors and nobles. Among the nobles, the deshyrs are a group of dwarves who participate in the Assembly on behalf of their house. While it is possible for some dwarves to better their family's station by performing great deeds and/or siring children with higher-caste dwarves, these remain rare and difficult circumstances. Lower-caste dwarves who rise in caste are generally considered ‘upjumped’ by the highest castes. In dwarven society, children inherit the caste of their same-sex parent; should a son be born, he would inherit his father's caste, or his father's lack of caste, should that be the case.
The Highs and Lows
High-born Dwarves
At the top of dwarven society are the noble houses, whose feuds and fights go back many generations. The rest of the population is divided into castes, within the top tier of which are the Warrior Caste, Smith Caste, and Artisan Caste.
The Warrior Caste is the most prestigious. The warriors fight a never-ending war against the darkspawn in the Deep Roads, as well as providing the rank-and-file soldiers of the noble houses. There are so many warriors that the caste is actually divided into several sub-castes, including those of officers, soldiers, and guardsmen. The Smith Caste is the next most important—how would the warriors fight without arms and armour? Finally, there is the Artisan Caste. They, too, are highly esteemed in dwarf society, for they are the builders and makers that make Orzammar hum. Since upper-caste dwarves have privileged positions in Orzammar, it is rare for them to leave for the surface world. Some are exiled for committing crimes or being on the wrong side of a dispute between houses. Others may be sent on missions to the human lands, though this an unusual occurrence.
Low-Born Dwarves
The dwarves of the Miner, Merchant, and Servant Castes do the hard work, day after day, that keeps Orzammar functioning.
The Miner Caste is the most prestigious of these three, particularly those that do the dangerous job of mining lyrium. The Merchant Caste is the next most important, as they bring money into the city and arrange valuable trade deals. The Servant Caste is the lowest, though even they rank above surface dwarves and the casteless. Of this group, it is the members of the Merchant Caste who are most likely to leave Orzammar or become adventurers. Trade deals often lead to contact with humans and the surface dwarves were originally part of the Merchant Caste. Sometimes a member of the Merchant Caste will join their kin on the surface despite the loss of status at home. This happens more rarely with members of the Miner and Servant Castes, though it is not unknown for miners to sell their expertise to human nations for gold and other riches.
Legion of the Dead
The Legion of the Dead is an independent branch of the dwarven army that answers directly to the monarchy of Orzammar. It is considered to be the most intimidating and devastating force in the dwarven military and many attribute this to the fact that the Legionnaires consider themselves to be already dead. The Legion is a military organization not unlike the Grey Wardens in that it accepts anyone from any level of society. Many join the Legion to avoid punishment for various crimes or to regain their honour. Others join to have their debts forgiven, thus restoring their Houses' lost honour. Some even join for the glory, and the Legion accepts them all the same.
Surface Dwarves
One caste stands apart from the others though: the surface dwarves. They play a vital role in dwarven society, but curiously other dwarves look down on them. Surface dwarves are largely merchants and middlemen, trading goods and raw materials to humans and elves. They provide ore, gems, finely-forged steel, expertly crafted goods, and the precious mineral lyrium. Dwarf adventurers and wanderers also belong to the Surface Caste. In Orzammar and Kal-Sharok dwarves of this caste rank below all others except the casteless and the criminals. It is ironic that the most famous dwarf adventurers in human lands have little standing and no prestige in their homelands.
A Dwarf's Pride
One would be hard-pressed to find a people prouder of their history and accomplishments than the dwarves of Orzammar. They have done much of great worth. Their architectural feats alone are staggering. But their greatest triumphs are also all long past, and their pride eclipses them. In fact, the dwarves' pride has contributed substantially, if not definitively, to Orzammar’s current condition. There is little doubt that their embattled kingdom could stand the military aid of any surface kingdom that would be willing to provide it.
The Surface and Those Below
The dwarves of Orzammar are not xenophobic, but neither do they believe that there is much of worth to be found beyond their stone halls. They believe dwarves to be the most formidable race of Thedas and condescend to outsiders on the unusual occasions when they interact. To their credit, most dwarves of Orzammar can be readily convinced that some particular human or elves are worthy of respect based on deeds either seen or reported, but at the same time, these dwarves also argue until the end of their breath that these individuals are unusual exceptions to the general rule.
Warriors In Arms
Grey Wardens and the dwarven people have always had a kinship through their shared battle against the darkspawn. Dwarves are consequently viewed as excellent recruits to the Order due to their experience against the darkspawn. It is also known that dwarven Grey Wardens lifted the hundred day siege of Orzammar. However, as there are fewer dwarves due to low birth rates, there are also fewer dwarven Wardens. Grey Wardens are also the only surface organization to care about the endless war the dwarves wage against the darkspawn in the Deep Roads.
When the time of a Grey Warden's Calling draws near, a Warden honors a longstanding agreement between the Wardens and the dwarves and serves a year fighting darkspawn in the Deep Roads at the side of the dwarves. When the advance of the taint is unbearable, the Warden is celebrated by the dwarves and then enters the Deep Roads for their Calling. As noted by Alistair, the dwarves respect the Grey Wardens for their sacrifices.
Dwarf Names
Dwarven society is made up of various houses, each of which comprises a group of families. A dwarf has a given name and a house name. The house name is sometimes used as a last name and sometimes as part of a title. A dwarf might call himself Bhelen Aeducan or Bhelen of House Aeducan, for example, depending on the situation.
Male names: Eadrek, Gorim, Kerdik, Legnar, Oerik, Oswulf, Roshek, Vengest, Witred.
Female names: Althild, Branka, Ethelwid, Hildred, Jarvia, Orta, Peada, Sigge.
House names: Azagale, Cadash, Dunnharg, Gundaar, Korkill, Kitrik, Moratin, Ortan, Tethras, Varen.
Dwarf (Dragon Age) Traits
Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.Ability Score Increase
Your Constitution score increases by 2 and an ability score of your choice by 1.
Age
Dwarves mature and age at the same rate as humans.
Alignment
Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
Size
Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed
Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Darkvision
Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saving throws against spells and other magical effects.
Stone Sense
Dwarves also possess a unique ability called stone sense, a talent for subterranean navigation derived from the race's progenitor, the Stone. Stone sense is described as the ability to hear the distant song of lyrium. This connection allows dwarves to sense a path before reaching it and can navigate the Deep Roads without getting hopelessly lost.
Languages
You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
Previous Versions
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