Dwarves

Kin, Clan, Loyalty above all, and the ferocity and stubbornness of the tundra. These are the things you were raised to value, these are the values which forged the person you are today. This is what it means to be a dwarf. Whether you have seen your ancestral homeland or not, whether you are a transplant of many generations or not, these are cultural holdovers. Respect for tradition, for wisdom of age, and for martial prowess are also core tenets of the dwarven identity. To be otherwise is to be an oddity amongst your kin, though such oddities do not get abandoned. Kindred is kindred, barring but the gravest of crimes.

However kindred is not merely blood, it can also be deed. You can welcome outsiders as kindred, they can become as clan, though the barrier to entry should be mighty indeed to earn such a right and such a trust. It should be as the mountain, hell on earth to climb, but the summit well worth the accomplishment. You are of the earth, of stone and soil and thus you have familiarity with it, even should you have never worked it or with it before. It is a connection you share with all of your kind, for dwarves are the truest children of Domhan, of Earth, left among civilization.

Your own name is not only yours, you carry the weight of family, the weight of kin, clan and expectation in its structure. Your identity is yours to forge, however ever present in your mind is how that identity reflects upon those whom gave you life, whom raised and taught you, for your actions and deeds also reflect upon them to some amount as well. Unless of course you choose to strip yourself of identity and tradition, to become lost, to sever yourself from the strength of kindred and heritage. Those dwarves, the Buried, are few and far between and are strange ones only spoken of barely amongst your peoples. Often with but confusion, sometimes with heavy shame.

Naming Traditions

Feminine names

Dwarven naming convention does have a notable difference between feminine and masculine names. Names that end in 'il' or end with a vowel are very typically seen as more feminine names.

Example feminine names: Nazril, Casil, Bronda, Gottri, Fenna

Masculine names

Alternatively male names generally will end in a consonant and none of them will end with 'il'

Example masculine names: Alrik, Balin, Coris, Morgrym, Vornal

Unisex names

Between these two sets of guidelines however you have plentiful names that can be more unisex in nature. Usually such names are simply those that do not end with a vowel or 'il' and end in either a double consonant or 'ol' or 'ul'

example unisex names: Argul, Byfarr, Denrol, Yrgirr

Family names

Family, more appropriately referred to as Clan, names are the third name in a dwarf's set of three. These will indicate the clan who's ranks your family are part of. It is important to understand family lineages amongst dwarves are interesting in that they do not possess nomenclature for the family under the clan structure they come from within their naming structure. This instead is generally information garnered, for example in Suranth, from the markings upon skin and clothing one will wear. Abroad, as these visual traditions become less observed, it has become more common now for dwarves to have four names, some of the bigger clans taking the tradition of family names to aid in tracing direct familial relations, to avoid awkward surprises that one can imagine could occur when you don't track such things. These names often are born of describing the family business or trade, for example a family of blacksmiths might take the name Forsmith. This name is tucked between the lineage name (second) and the clan name (what was third and is now fourth).

Example Family Names: Forsmith, Gild, Mines, Sculp, Trapp, Mason

Clan Names: There are 16 great clans, but among the most numerous and therefore most common to meet are; Ironcliffe, Azulron, Barazbarak, Gnolundi, and Feirmecliste

Other names

The second name in a dwarf's naming structure is perhaps the most significant name culturally. This name connects you directly to the member of your blood family that raised you and you were born the same sex as. Now normally this would be mother and father of course, however it is nearly as common for aunts and uncles as well and thus all four will be provided here for your convenience to learn and understand should you so desire

mac...... Means 'son of'
inionle Meaning daughter of.
niade Meaning nephew of.
neachtde Meaning niece of.

A note from Rafiq in regards to personal identity and Dwarven naming structure

These suffixes will be attached to the full name given name, or part of at the very least, of the the parental or guardian figure appropriate for whom raised you. Now this comes however with an interesting note dear readers, a most interesting observation I found in my cultural studies. Amongst dwarven kind it is worthy of note this name is not meant to identify your gender. I know, given the translations provided, the terminology used this seems fascinating and a little confusing, however allow me to elaborate further.

It is a historical record and thus, even when rich dwarves do on rare occasions seek such a change risky though it is, seeking the aid of an Emerald Magister, they often will not alter this second name. It is not a name for them you understand, it does not identify who they are. That is not its purpose. No the 'lineage name' as these second names are known, are a cultural record of whom kept them alive and taught them how to live in the world through infancy and childhood, and a record of that past and who they were, where they came from. So to the dwarven peoples, though we attach genders, as do they, in common parlance to terms like 'daughter' or 'son' when it comes to the specifics of this name in particular? They do not attach those terms to the current person and gender. They see this lineage name as 'past tense' in a sense, a strange thing to consider I know. It is a cultural quirk I found most intriguing. They see this name as an acknowledgement and living record of where one came from and how they became whom they are, and as a mark of accountability to the heritage of one's past. It is a most unique thing, one I simply had to discuss a little here, for it truly is a strange cultural oddity.


Lineage Name examples: Cormac, Brondionle, Vorniade, Fenneachtde

Culture

Major language groups and dialects

The Dwarven tongue is very timbre in tone, and has a sort of tempo to it not unlike that of stone and gravel crunching underfoot. It is a blunt, heavy syllable based language, one with each sound being heavy and forceful, almost like the impact of a smithy's hammer on steel.

Ideals

Beauty Ideals

Traditionally amongst dwarves, their ideals tied to beauty and physical attraction are very gender dependent, though there is some crossover. For men it is their beards of course, but more as they mark station based upon length, styling and cut. Besides that their physical presence, their fitness and hardiness. For women it is their wit, their own physicality and their ability to command presence. Stereotypically you see, the eldest woman, oft a grandmother or great-grandmother, is the head of a clanhold or clan home, thus her word is law. However she needs to be powerful enough of word, able enough of action and sharp enough of wit to command that respect and position even from the many youthful of each generation. So when seeking a life partner to build the clan, to begin their own family and lineages, the last thing a dwarven man wants is someone too meek or soft spoken, typically.

Gender Ideals

Generally it is viewed that the women run the clanhold/home and those affairs, whilst the men build it and maintain the businesses and interests that fund it. Naturally this is not, even with dwarves being rather traditionalist in how they do things, set in stone so to speak. The duties are shared and divvied up as best fits the skills of any couple and furthermore any clanhome. However the aforementioned division of duties and assignment of roles is most often how such things end up split, anything outside this, whilst not shameful or reason to judge or look down upon anyone, is seen as an exception to the norm.

Relationship Ideals

Dwarves see relationships like any proper project. It takes time, effort and work to build them strong and you need to commit to the work and task to accomplish this goal. Stability, strong communication, unity, interwoven goals and plans, these are the hallmarks of a strong relationship to to most dwarves.

Dwarves as Characters



Traits: Humanoid, Dwarf

Age:

Dwarves are among the longest lived of the Ascended Children, living well into their fourth century. They mature slower than many other races, not seeing their own as truly grown and a member of society, an adult, until their ninth decade begins. If they die of natural causes they live on average 400-450 years, with the oldest known dwarf of record having reached the ripe old age of 538 before they died. As such dwarves are often the grizzled 'old guard' of any traveling band or adventuring party, because even if they are an equivalent for a dwarf to their companions for age, because of that massive time scale difference, they will always seem like the grizzled old guard to their friends in many ways. They have simply lived more, seen more, and therefore are generally less prone to the wild highs and lows even in what would constitute 'youth' for them.
Hit Points
10

Size
Medium

Speed
25 feet

Attributes

  • Boost to Constitution


  • Boost to Wisdom


  • Free Boost


  • Flaw to Charisma


Languages

All dwarves start play fluent in Valarian Common as well as Dwarven, along with any other languages they may get from their cultural background. Furthermore they may choose additional languages equal to their Intelligence Modifier if it is positive. These selections must be common languages that are prevalent in the area you are/you hail from.

Darkvision
You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Magick Resistance/Aethyr Sight
Dwarves, by their nature are exceedingly resistant to, and therefore have the lowest likelihood of being born with the Touch of Arcanis, Magick. This means that any non-divine casting class/profession is rare amongst dwarf kind. If you intend to play such a character, they do not gain the benefit mentioned below, they instead just are Touched by Arcanis, and have Aethyr Sight.

Dwarves are inherently so resistant to magick and manna and being altered by it, being in such solid balance and attunement with the natural hardy properties of Earth, that they are the only species whom can mind manna gems, so long as they have an appropriate respirator, without any save being necessary. Furthermore every day, the first time you would be affected by an Arcane, Primal or Occult spell or magick effect, it is presumed to critically miss (if spell attack roll) or that you critically succeed the save. This is not an optional effect.

TTRPG Inspiration Block



Average Height: 3'-4'6" (0.9m-1.37 meters)
Average Weight: 160-250 lbs (72.5-114 kgs)
Common Hair Colors: Loam, Sandstone, Amber, Coal, Slate, Silver, Rust
Common Eye Colors: Copper, Bronze, Silver, Loam, Black, Coal, Grey
3 Most Common Adventurer Professions/Classes: (Will be links later when updated), Warrior/Fighter, Tinkerer/Inventor, Brawler/Monk
3 Least Common Adventurer Professions/Classes: Shaman/Sorcerer, Magister/Wizard, Entertainer/Bard

Articles under Dwarves


Comments

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Aug 11, 2025 19:15

Fascinating.   Question about the lineage name - if there is more than one person you identify as having raised you (both parents, parent and grandparent, etc) do you choose one, or use several? And at what age do you adopt this name (do you wait until you are "grown up" so you can look back and assess who it was that raised you?)

Come see my worlds: The Million Islands, High Albion, and Arborea
Aug 11, 2025 20:55 by Keon Croucher

So normally its kind of tied to like a child born male its the father's name or if the father died young it'll be the uncle (or grandfather, etc's) name. Its a name that can change in those circumstances as you make it to adulthood, but its defaulted to the parental figure whom is the same sex you are (so son to 'father' figure or daughter to 'mother' figure) that had the hand in raising you. The reason for this is because it ties names together down family lineages in a way that can also trace bloodlines as clans intermingle, so it also serves some level of genetic record as well as family/clan influence record. The name is locked in once you turn 90 (adulthood, coming of age) but it can change before that in unique circumstances, most commonly tragic ones that leave a kid orphaned young.

Keon Croucher, Chronicler of the Age of Revitalization
Aug 11, 2025 20:57 by Keon Croucher

And thank you for the question its a fun one for sure. Obviously the answer I provide is like the 'common' approach. I'd bet with sixteen like 'great clans' but then the various smaller ones under them and cousins to them, etc, there are some groups that might utilize multiple lineage names, or be willing to keep them. Traditionally however it is as I describe above. An interesting idea though I certainly going to keep those questions in mind when I start introducing the clan structures as organizations at various locales and times in my writing :)

Keon Croucher, Chronicler of the Age of Revitalization
Aug 18, 2025 18:02 by Dr Emily Vair-Turnbull

Love the discussion about dwarven names and how the lineage name is not tied to current gender but the past. Great take on dwarves. I love imagining the strong matriarchal grannies.

Emy x
Explore Etrea | WorldEmber 2025
Aug 18, 2025 21:25 by Keon Croucher

Thank you, yeah I had the idea for the lineage name one night whilst working and just found it really interesting, and felt very fitting with the strong ties to like tradition, heritage, ancestry, and how that would be viewed, so it felt a natural fit.

Keon Croucher, Chronicler of the Age of Revitalization