Notebook.ai
Dwarf banner image
face

Navigation

Categories

Dive Deeper

Page Stats

Visibility public Public (via universe)
Word count 1,607

Complete Details

All information about this race

info

Overview

Name fingerprint

Dwarf

Description

A Dwarf is a short-heighted humanoid that dwells in mountains and in the earth and is variously associated with wisdom, smithing, mining, and crafting. A dwarf can only be born to other dwarves.

Since the Darkness descended, most of the Dwarves have made their home in the Underground District or in the Cliffside District of Scaeptrum.

The dwarves are a battle-ready people, and would fight fiercely against whoever aggrieved them including Dwarves of other mansions and lordships. Highly skilled in the making of weapons and armor, their main weapon is the battle axe, but they also use bows, swords, shields and mattocks.

Other names

Dwarves, short elf

face

Physiology

Human Appearance

Dwarves are small humanoids, averaging four feet in height, with stout, broad bodies. Male dwarves grow thick facial hair. While female dwarves can grow facial hair, many choose to shave it.

Dwarves are a proud and stern race, made to be sturdy to resist the dangers of their time. They are physically very strong, have great endurance, especially in the ability to resist heat and cold, and they make light of heavy burdens.

Identifying Markings

A dwarf does not have any identifying marks nor traits, other than their height, that marks them as any different than humans.

Health & Healing

The Dwarven race, while sturdy and naturally have better immunity than humans, are susceptible to mortal illnesses and diseases. They heal at the same rate as humans.

Communication

The natural tongue of the Dwarves is Dwarvish, a rough language that when spoken, makes the speaker generally sound angry.

fingerprint

Magic System

Branch of Magic

Not all Dwarves are magically gifted. In fact, 70% of the dwarvin population isn't. Some are better with potions, some are better at charms, some are better at spells, and others have a mixture between the various talents. Some never develop magic at all, and hone their craft as a smith of some form; or those that specialize in enchantments craft magical armor and weapons. Though Dwarves are taught a little of everything, it is up to the individual dwarf to discover where their talent lies.

A Dwarf usually has access to their magic by the time they are toddlers. Depending on the natural talent of the Dwarf and the level of teaching they are exposed to, a Dwarf can have full control of their magic by the time they are sixteen. Most Dwarves are in their mid-twenties before they are in full control with full access to their magic.

Basic Magic Information

Dwarves can perform their magic in a variety of ways; most spells can be done through the use of an object like a gourd, hand movements, sometimes booze, or the spoken word. Some magic requires items or ingredients to complete them, and others only require concentration and the tool of choice (or no tool at all if they're advanced).

Dwarves are naturally gifted in earth and illusion magics - specialties often passed down generation to generation, through the use of spell books or runes. They do not always require teachers, as a dwarf will eventually find their craft on their own if they have the talent for it.

Dwarves don't follow a strict magic structure. Players are free to use any type of magic system they wish as long as they adhere to the established site lore outlined here. So potions, spells, charms, enchanted items, dark arts, black magic, tomes, and anything else associated with magic. Staff will address any issues with magic usage as they arise.

Magic Abilities

Dwarves are famous as masterful weapon and armor smiths, marvelous builders and some were peerless alchemists and scientists - feats that have often put them in rivalries with the Elves. But unlike the elves, Dwarves are capable of using impossible materials in their works. They possess the ability to learn new artisanal skills quickly, especially those dealing with metal or stone.

Dwarves also possess the ability to "walk between realms", being capable of phasing from one realm to another for fast travel. While doing so they remain invisible to non-Dwarves, thus they can avoid conflict and never have the need to use the weapons they make. However, for some reason the Draconians and the High Elves seem to be the only ones who can spot the dwarves while they phase through realms, thus being the Dwarves only real menaces.

Weaknesses

While dwarves are sturdier than a human, they share similar weaknesses and can be afflicted by mortal illnesses. Fortunately however, they are naturally magic resistant, making them more than capable of standing on equal footing with even the most advanced mages.

Corruption

When exposed to the Dark Lands, unless they take shelter near a Blue Plant for at least an hour each day, it takes three days to corrupt a Dwarf. As the corruption sinks into their sink, a Dwarf will show signs of illness - including harsh coughing, delirium, nausea, fever and extreme skin irritation that often leads to self inflicted wounds. On day two, their skin is tinted green. By the third day, they'll cough blood and their skin changes to a dark green.

At the end of day three, the corruption is complete. Corrupted Dwarves are known as kobolds. Kobolds are small, green rough-skinned humanoids with pointy ears, claws, fangs and long noses. Some Kobolds are bald while others have shaggy hair or facial hair. They often dress in loincloths, though more resourceful ones gather armor or clothes, and carry crude or stolen weapons to use. And interestingly enough, Kobolds loathe the sound of music, and will either avoid it all together or rage as a result.

Kobolds are considered the least dangerous of the Corrupted as they seem to lose their humanity and most of their wit. But they're not to be underestimated; they learn from the death of others, can learn skills by watching prey, and are resourceful enough to craft poisons and basic weapons from materials available in the Dark Lands. Kobolds always attack as a group, never alone, with the intent to capture and kill. Adventurers that they capture are often tortured and devoured.

Those researching a cure for corruption prefer to experiment on Kobolds due to the low risk, and offer rewards to any Adventurer that can bring them a Kobold. Corrupted individuals notably avoid the Blue Plant areas, as it seems to cause them great pain.

folder_open

Age & Development

LIfespan

While most Dwarves have access to magic, they are still mortal, and have an average lifespan of 250 years. Occasionally they have been known to naturally live up to 300 or even 350 years old. As such, they age slower than humans. However, they can extend their youthful appearance as well as extend their own life through use of potions and spells, if they have the knowledge.

Age Details

Unfortunately, Dwarves breed slowly, for no more than a third of them are female, and not all marry. Most female dwarves only have children when they're close to 100 years of age.

Development

A dwarf is considered an adult at the rip age of 20. A dwarf over the age of 100 years is referred to an an elder.

groups

Culture

Children

The child of a dwarf and another species will always be the species of one of the parents. They are capable of producing offspring with any species so long as they're not a member of the undead, such as vampires and ghouls.

Example: The child of a Dwarf and a Human will either be a Dwarf or a Human. There is no such thing as a 'hybrid' species.

Other Species Relations

On their own, a dwarf doesn't have a natural way of telling other species apart, but can use magical items capable of doing so.
Dwarves themselves are easily identified by their height and weak magical signature. When fast traveling however, they can only be identified by Draconians and High Elves.

Dwarves are accepting of humans, half-elves and halflings. Dwarves often do not get to know humans well as they live longer than the average human, and prefer to become friendly with the human's family in general. They do not trust orcs, and fail to appreciate elves, with whom they only ally in their many battles against orcs, goblins, giants and trolls.

Beliefs

The Dwarves are defined by their reverence for their past. They carve out monumental tombs in order to worship and venerate their ancestors; their oldest treasures are highly valued in order to respect the craftsman who originally fashioned it and to preserve an element of the continuing Dwarven culture.

It is said that when dwarves are in any doubt as to how to proceed, they look to the Dwarf with the longest beard to tell them what to do, believing that he will be the oldest and most experienced among them.

Governments

The dwarves are most often noted for being extremely skilled smiths and craftspeople. Most members of their race live underground or in mountains; most notably, they've made the underground district their primary home after the Darkness descended. It has become a labyrinthine complex of mines and forges under their guidance. To avoid developing argyria, the dwarves spend equal amounts of time in the Cliffside district.

Since they have almost always lived underground, Dwarves do not grow their own food supplies if they could help it, and usually obtain food through trade with the High Elves and other neighboring species or settlements. The Dwarves themselves separate themselves into various Houses like the Elves once separated themselves by different Kingdoms.

Occupations

Common occupations for dwarves are any kind of smith, alchemist, builder, or designers. Dwarves like to sing, play musical instruments and drink. Their more-specialized skills included the making of boots, crystal lamps, maps, chain mail and magic doors. They're known for being easy-going and laid back, though they're prone to bar fights for the fun of it.

info

Overview

Details about this race's overview

Name fingerprint

Dwarf

Description

A Dwarf is a short-heighted humanoid that dwells in mountains and in the earth and is variously associated with wisdom, smithing, mining, and crafting. A dwarf can only be born to other dwarves.

Since the Darkness descended, most of the Dwarves have made their home in the Underground District or in the Cliffside District of Scaeptrum.

The dwarves are a battle-ready people, and would fight fiercely against whoever aggrieved them including Dwarves of other mansions and lordships. Highly skilled in the making of weapons and armor, their main weapon is the battle axe, but they also use bows, swords, shields and mattocks.

Other names

Dwarves, short elf

face

Physiology

Details about this race's physiology

Human Appearance

Dwarves are small humanoids, averaging four feet in height, with stout, broad bodies. Male dwarves grow thick facial hair. While female dwarves can grow facial hair, many choose to shave it.

Dwarves are a proud and stern race, made to be sturdy to resist the dangers of their time. They are physically very strong, have great endurance, especially in the ability to resist heat and cold, and they make light of heavy burdens.

Identifying Markings

A dwarf does not have any identifying marks nor traits, other than their height, that marks them as any different than humans.

Health & Healing

The Dwarven race, while sturdy and naturally have better immunity than humans, are susceptible to mortal illnesses and diseases. They heal at the same rate as humans.

Communication

The natural tongue of the Dwarves is Dwarvish, a rough language that when spoken, makes the speaker generally sound angry.

fingerprint

Magic System

Details about this race's magic system

Branch of Magic

Not all Dwarves are magically gifted. In fact, 70% of the dwarvin population isn't. Some are better with potions, some are better at charms, some are better at spells, and others have a mixture between the various talents. Some never develop magic at all, and hone their craft as a smith of some form; or those that specialize in enchantments craft magical armor and weapons. Though Dwarves are taught a little of everything, it is up to the individual dwarf to discover where their talent lies.

A Dwarf usually has access to their magic by the time they are toddlers. Depending on the natural talent of the Dwarf and the level of teaching they are exposed to, a Dwarf can have full control of their magic by the time they are sixteen. Most Dwarves are in their mid-twenties before they are in full control with full access to their magic.

Basic Magic Information

Dwarves can perform their magic in a variety of ways; most spells can be done through the use of an object like a gourd, hand movements, sometimes booze, or the spoken word. Some magic requires items or ingredients to complete them, and others only require concentration and the tool of choice (or no tool at all if they're advanced).

Dwarves are naturally gifted in earth and illusion magics - specialties often passed down generation to generation, through the use of spell books or runes. They do not always require teachers, as a dwarf will eventually find their craft on their own if they have the talent for it.

Dwarves don't follow a strict magic structure. Players are free to use any type of magic system they wish as long as they adhere to the established site lore outlined here. So potions, spells, charms, enchanted items, dark arts, black magic, tomes, and anything else associated with magic. Staff will address any issues with magic usage as they arise.

Magic Abilities

Dwarves are famous as masterful weapon and armor smiths, marvelous builders and some were peerless alchemists and scientists - feats that have often put them in rivalries with the Elves. But unlike the elves, Dwarves are capable of using impossible materials in their works. They possess the ability to learn new artisanal skills quickly, especially those dealing with metal or stone.

Dwarves also possess the ability to "walk between realms", being capable of phasing from one realm to another for fast travel. While doing so they remain invisible to non-Dwarves, thus they can avoid conflict and never have the need to use the weapons they make. However, for some reason the Draconians and the High Elves seem to be the only ones who can spot the dwarves while they phase through realms, thus being the Dwarves only real menaces.

Weaknesses

While dwarves are sturdier than a human, they share similar weaknesses and can be afflicted by mortal illnesses. Fortunately however, they are naturally magic resistant, making them more than capable of standing on equal footing with even the most advanced mages.

Corruption

When exposed to the Dark Lands, unless they take shelter near a Blue Plant for at least an hour each day, it takes three days to corrupt a Dwarf. As the corruption sinks into their sink, a Dwarf will show signs of illness - including harsh coughing, delirium, nausea, fever and extreme skin irritation that often leads to self inflicted wounds. On day two, their skin is tinted green. By the third day, they'll cough blood and their skin changes to a dark green.

At the end of day three, the corruption is complete. Corrupted Dwarves are known as kobolds. Kobolds are small, green rough-skinned humanoids with pointy ears, claws, fangs and long noses. Some Kobolds are bald while others have shaggy hair or facial hair. They often dress in loincloths, though more resourceful ones gather armor or clothes, and carry crude or stolen weapons to use. And interestingly enough, Kobolds loathe the sound of music, and will either avoid it all together or rage as a result.

Kobolds are considered the least dangerous of the Corrupted as they seem to lose their humanity and most of their wit. But they're not to be underestimated; they learn from the death of others, can learn skills by watching prey, and are resourceful enough to craft poisons and basic weapons from materials available in the Dark Lands. Kobolds always attack as a group, never alone, with the intent to capture and kill. Adventurers that they capture are often tortured and devoured.

Those researching a cure for corruption prefer to experiment on Kobolds due to the low risk, and offer rewards to any Adventurer that can bring them a Kobold. Corrupted individuals notably avoid the Blue Plant areas, as it seems to cause them great pain.

folder_open

Age & Development

Details about this race's age & development

LIfespan

While most Dwarves have access to magic, they are still mortal, and have an average lifespan of 250 years. Occasionally they have been known to naturally live up to 300 or even 350 years old. As such, they age slower than humans. However, they can extend their youthful appearance as well as extend their own life through use of potions and spells, if they have the knowledge.

Age Details

Unfortunately, Dwarves breed slowly, for no more than a third of them are female, and not all marry. Most female dwarves only have children when they're close to 100 years of age.

Development

A dwarf is considered an adult at the rip age of 20. A dwarf over the age of 100 years is referred to an an elder.

groups

Culture

Details about this race's culture

Children

The child of a dwarf and another species will always be the species of one of the parents. They are capable of producing offspring with any species so long as they're not a member of the undead, such as vampires and ghouls.

Example: The child of a Dwarf and a Human will either be a Dwarf or a Human. There is no such thing as a 'hybrid' species.

Other Species Relations

On their own, a dwarf doesn't have a natural way of telling other species apart, but can use magical items capable of doing so.
Dwarves themselves are easily identified by their height and weak magical signature. When fast traveling however, they can only be identified by Draconians and High Elves.

Dwarves are accepting of humans, half-elves and halflings. Dwarves often do not get to know humans well as they live longer than the average human, and prefer to become friendly with the human's family in general. They do not trust orcs, and fail to appreciate elves, with whom they only ally in their many battles against orcs, goblins, giants and trolls.

Beliefs

The Dwarves are defined by their reverence for their past. They carve out monumental tombs in order to worship and venerate their ancestors; their oldest treasures are highly valued in order to respect the craftsman who originally fashioned it and to preserve an element of the continuing Dwarven culture.

It is said that when dwarves are in any doubt as to how to proceed, they look to the Dwarf with the longest beard to tell them what to do, believing that he will be the oldest and most experienced among them.

Governments

The dwarves are most often noted for being extremely skilled smiths and craftspeople. Most members of their race live underground or in mountains; most notably, they've made the underground district their primary home after the Darkness descended. It has become a labyrinthine complex of mines and forges under their guidance. To avoid developing argyria, the dwarves spend equal amounts of time in the Cliffside district.

Since they have almost always lived underground, Dwarves do not grow their own food supplies if they could help it, and usually obtain food through trade with the High Elves and other neighboring species or settlements. The Dwarves themselves separate themselves into various Houses like the Elves once separated themselves by different Kingdoms.

Occupations

Common occupations for dwarves are any kind of smith, alchemist, builder, or designers. Dwarves like to sing, play musical instruments and drink. Their more-specialized skills included the making of boots, crystal lamps, maps, chain mail and magic doors. They're known for being easy-going and laid back, though they're prone to bar fights for the fun of it.

folder_open

Sub-species

Details about this race's sub-species

folder_open

No sub-species information yet

This section doesn't have any information filled in yet.

date_range

History

Details about this race's history

date_range

No history information yet

This section doesn't have any information filled in yet.

edit

Notes

Details about this race's notes

edit

No notes information yet

This section doesn't have any information filled in yet.

Gallery

Images and visual content for this race

Associations

Other pages that reference or connect to this race

link_off

No connections yet

Start building your world by linking this race to other pages

lightbulb_outline Link pages together using the relationship fields when editing

Collections

Published collections that feature this race

collections_bookmark

Not in any collections yet

This race hasn't been published in any collections yet. Collections are curated groups of related content that help organize and showcase your world.

Tip: Collections are a great way to group related content together and share themed stories or worldbuilding elements with others.

Timelines

Timelines that reference or include this race

timeline

No timeline connections yet

This race isn't connected to any timelines yet. Timelines help organize events chronologically and show how your content fits into the broader history of your world.

Tip: Create timelines to organize important events in your world's history. Link characters, locations, and other content to specific events to build rich, interconnected narratives.

Shares

Discussion about this race

forum

No shares yet

Be the first to start a discussion about this race by sharing it to the community stream.

Privacy & Sharing

Manage who can see and access this race

Current Status
refresh

This race is currently

Effective visibility
Public info
via Universe

Privacy Settings

Choose who can see and access this race

language Universe Privacy

This page belongs to a universe with its own privacy settings

language
Step Into Oblivion
Universe is: public Public
bolt
Universe Override Active
All pages in this universe are automatically public
info Changes are saved automatically

Quick Links

groups Community

campaign

Share to Stream

account_circle

Sign in to share

You need to be signed in to share content to the stream.

Sign In