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Stoutfolk

 

Overview

The Stoutfolk come from a common, but very small, source. When they were first created, they spread themselves out. Some delved under the mountains, others took to the hills, while yet more collected into urban centers. As their cultures and languages separated, and as their bodies adapted to their environs, they each took on names in their local languages. They commonly refer to each other as ‘cousins’, and can still interbreed amongst themselves without issues and with humans with some issues. Offspring typically (but not always) take after their parent of the opposite gender. Don’t ask why, it just happens that way.

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"Do your business, be respectable, and we will treat you the same."

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Core Characteristics

Size: Small

Average Lifespan: 200 years

Physical Characteristics:

  • Stocky bodies.

  • Thick beard growth in both genders.

    • Hair and beards are held up as the highest standards of beauty.​

    • Women in more frequent contact with other races tend to shave their beards down to sideburns.

Lore

Dwarves are numerous but rarely seen on the surface. Their vast underground kingdoms are connected by the Deep Roads, extensive highways beneath the earth. The Merchant Caste is the most common group of Dwarves traveling above ground. All Dwarves, regardless of caste, are trained in warfare to defend the Deep Roads from their underground keeps. While Dwarven merchants can be friendly, the Deep Roads themselves are hostile, and visitors are seldom welcomed unless they bring gifts for Dwarven Magistrates.

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The Deep Roads offer direct routes across the land, bypassing lakes, streams, and mountains for hundreds of miles. However, they are not open to random visitors. Those who trespass often end up working in Dwarven mines to repay their debt, a task that can take seven years. Some never return, while others choose to leave after earning a place in Dwarven society. The harsh penalties for trespassing are due to scarce resources like clean water and food. Only those with official business and gifts of gold, gems, or silver can travel without fear of punishment. Even Dwarves pay a tax when traveling these roads, which is why only the wealthy Merchant Caste often travels.

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Dwarven prisoners are paid for their labor, allowing them to repay their debt to society and leave as relatively wealthy individuals. Dwarves are traditionalists and exceptional craftsmen, stonemasons, smiths, and jewelers. They are also brewers, mushroom farmers, herdsmen, cooks, soldiers, and merchants. However, their rigid caste system and limited resources leave little room for deviation from these trades.

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Among surface races, Dwarves find the most kinship with Humans. Many Human cultures and cities owe their inspiration and security to their industrious Dwarven neighbors. Dwarven kingdoms often assist each other and their neighbors in warfare, providing reliable alliances for pragmatic reasons.

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In Dwarven society, the title of 'King' is temporary and translates to "the highest authority available." Their society is modular, meaning that if a gate or citadel is cut off from the capital by raiding Darklings (drow, goblins, orcs, and other Underdark dwellers), an acting Gate Warden from a different clan may take on the role of leadership.

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Quirks

  • Dwarves are well known for their meticulous record keeping, particularly dates, business dealings, grudges and slights, or the deeds of individuals deemed either noteworthy or dishonorable.

  • Dwarves generally do not practice chattel slavery and frown on the practice as dishonorable. The maximum indenture any debtor can be held to - regardless of race - is seven years. Indebted individuals are typically respected as 'employees' and taught as trade apprentices.

  • Dwarves who have spent most of their lives underground often feel queasy when first looking up at the sky, with some having verbalized a fear they might fall upward into the 'great chasm' of the sky. 

  • Dwarven Citadels are known as known as 'Crags'; such as the fallen 'Cragrimawfyl' in far North-Eastern Mhirdrun.

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