Fierce in battle, persistent in labor, skilled navigators and experts in runic (combat) magic (tattooed bodies, armor and weapons covered in runes...).
They are suspicious of strangers. They are considered the "jailers" of demons (since they live closest to their prison in the planet's lava core) and rivals of the dark elves (with whom they compete for underground territories).
Each dwarf city is ruled by its own king with a council consisting of representatives from the wealthiest and most influential families. The Mountain King is considered the king of kings of the dwarves, and it is he who sets policy and declares wars. The royal rank is not hereditary, but is granted for life. After the death of a king, a council is convened to choose a successor. During such times, the underground tunnels are filled with an atmosphere of celebration and intrigue, as various candidates seek the favor of voters and attempt to discredit (and sometimes simply destroy) their rivals in their eyes.
Dwarf culture is predominantly patriarchal; however, it should be noted that their women do not wear beards and are not as rare as commonly believed.
Social culture is built around three types of relationships: family, apprenticeship, and wars. There is a complex system of training used for the instruction of young dwarves and the strengthening of relations between clans. These bonds are valued above all else; only an unworthy apprentice could bring discord to an alliance that has existed for centuries.
Despite the many things that unite the kingdom—race, family name, city—the clan is the most important. The six dwarf clans are:
- Deepflame – Runic Priests, religious leaders of the Dwarves;
- Grimsteel – an aggressive clan famous for its warriors;
- Stonefist – a clan engaged in mining and the builders of the great underground cities;
- Stronghammer – artisans and smiths, creators of the famous armor and weapons of the Dwarves;
- Hearthguard – a clan whose members hold high positions in the royal administration;
- Winterwind – hunters accustomed to wandering and friendly toward strangers.
Clans and families are not the same thing. Within one clan, different families may have different origins, while each clan has its own name, battle history, and borders. If help is needed, dwarves always turn to their clan.
Dwarves represent one of the most serious military forces in the world. Possessing unprecedented cruelty and iron discipline, they mobilize at the first call. In battle, warriors from different cities strive to outdo each other in the number of enemies killed and banners captured; war for them is a game, and battle is merely a way to score points. Furthermore, dwarves never surrender. They always fight to the death, even if it is completely obvious. The best death for a dwarf is in battle against overwhelming odds (though there must be witnesses who will one day compose a song of his deeds).
Despite the fact that dwarves prefer to fight in dungeons, they occasionally gather on the surface as well. In underground tunnels, where large forces are useless, they build complex fortifications and traps. Special detachments of dwarves exploring unknown tunnels are always the first to encounter enemies.
Dwarves use runes in magic and prefer spells of the fire element. Their connection with the Fire Dragon allows them to strike enemies very effectively using flame.
Quote characterizing Necropolis:"For the Clan! For the blood!"
Lineage:- Also known as: Dwarves
- Colors: bright red and steel gray
- Revered Deities: Arkat, Fire Dragon. Dwarves are long-time friends of fire; their rituals are deeply personal sacred acts that almost no stranger will ever see.
- Philosophical foundations: "Do not surrender and do not lose face." Be proud of who you are. Protect your kin, your home, and your honor. And, of course, your forge.
- Country / Kingdom: Greenheim – The Mountain Kingdom
- Capital: Thor Murdal (Fortress of the Thundering Flame)