General Dwarven Role-play Information

Advice on How to Role-Play Specific Races, Classes, and Character Concepts

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Steve
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General Dwarven Role-play Information

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Below is a collection of "How to better RP your Stout" resources taken from the old Kraak Helzak guild...now for all Stout Players to utilize and enjoy! Much credit goes to the players Stonebar, Hoosier Daddy, CrispyWalrus and Karond for the older resources. Feel free to add posts to this thread for continued collection of good resource for better Role-play!





Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their knowledge of the earth's secrets, their hard work, and their capacity for drinking ale. Their mysterious kingdoms, carved out from the insides of mountains, are renowned for the marvelous treasures that they produce as gifts or for trade.

Dwarves are slow to laugh or jest and suspicious of strangers, but they are generous to those few who earn their trust. Dwarves value gold, gems, jewelry, and art objects made with these precious materials, and they have been known to succumb to greed. They fight neither recklessly nor timidly, but with a careful courage and tenacity. Their sense of justice is strong, but at its worst it can turn into a thirst for vengeance.

A dwarven adventurer may be motivated by crusading zeal, a love of excitement, or simple greed. As long as his accomplishments bring honor to his clan, his deeds earn him respect and status. Defeating giants and claiming powerful magic weapons are sure ways for a dwarf to earn the respect of other dwarves.






Dwarven General Info
- Find yourself a copy of Races of Faerun 3rd ed. (it can be found in PDF form in the Internet!)
- Online Realmshelps page for Dwarves
- Dwarven Runes
- Dwarven Basics
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Dwarven Character

Dwarves are dour, proud, taciturn, and markedly inflexible. They hold grudges and lust after gold. Dwarves have a deepseated, morbid dislike and mistrust of all strangers, nondwarves in particular: More than simply wanting to greedily amass all the wealth they can, which is the common human and halfling view of dwarves, the Deep Folk love worked beauty. They prefer beauty through skill, somehow improving on nature, rather than the beauty of nature “as is,” the beauty prized by “lazy” elves.

Dwarves are also a devout folk, a race in decline that looks often to its gods who, in turn, serve their steadfast worshippers diligently. Dwarven traits such as grim defiance and greed are not implanted or forced upon the dwarves by their deities, but are things inherent in a dwarf that the gods recognize and play upon.

Dwarves are usually pessimists, as is revealed by their common sayings “every fair sky hides a lurking cloud” and “the gold you have yet to win gleams the brightest”. As such they always prepare for the worst, preparing back-up weapons, food caches, escape routes, and ‘booby traps’ for potential enemies.

Some even see the hand of fate as a real, powerful force that acts upon their lives. Some dwarves have been known to feel their own deaths approach. Others have glimpsed tantalizing images of important scenes in their lives to come. These images are given, it is said, by the gods, to ensure that each dwarf knows when an encounter, decision, or deed is especially important to the Folk as a whole, so he might act accordingly. These fateful images make the dwarves respectful and obedient to the gods, willing to obey their laws and rules.

Dwarves therefore tend to keep their word, whatever the cost. By way of example, the village of Maskyr’s Eye, in the Vast, is named for a wizard who asked the dwarven king Tuir for land. The king, not wanting to give up any land to humans, but also not wanting to face the attacks of an angered wizard, said the land would be Maskyr's only if the wizard plucked out his right eye on the spot, and gave it to Tuir. Maskyr, to the astonishment of the court, did so, and Tuir then respectfully kept his end of the bargain.

The dwarves have always had close relations with gnomes, and workable relations with halflings. They have always harbored a special hatred for orcs and other goblin-kin, and they have never gotten along with their own deep-dwelling kin, the duergar.
Gods of the Morndinsamman
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Dwarven - Mordinsamman
Collectively, the Dwarven deities (except Deep Duerra and Laduguer) are known as the Mordinsamman.
( Power level ) - (G) Greater, (I) intermediary, (L)lesser-. [ Alignment ] By initials.

* Important note: Baldur's Gate the Sword Coast Chronicles takes place before the "Time of Troubles"

Moradin (G) [LG]:god of dwarves, creation, smithing, protection, metal craft, stonework.
His titles include Soul Forger, Dwarf father, the All-Father, and the Creator.
Domains allowed in game: Earth, Good, Law, Protection.
Alignment range: LG - LN - NG
Favored weapon: Warhammer
Symbol: Hammer and anvil

He is head of the Mordinsamman creating the first dwarves out of earthen materials and tutored them in Dwarven ways. Moradin is a stern and uncompromising defender of the Dwarven people and of the principles of law and good, he is a harsh but fair judge.
Followers believe wisdom is derived from life tempered with experience, and seek to emulate both his principles and his workmanship in smithcraft, stoneworking, and other tasks. Advance the Dwarven race in all areas of life. Innovate with new processes and skills, and test and work them until they are refined and pure. Found new kingdoms and clan lands, defending those that already exist from internal and external threats. Lead the Stout Folk in the traditional ways laid down by the Soul Forger. Honor your clan leaders as you honor Moradin.
Clerics are known as Sonnlinor loosely translated as “those who work stone“. They honor traditional ways, perceived as prototypical Dwarves and as the mortal manifestations of their god. Most wear flowing, shining robes of woven wire of electrum treated with blueshine, silvered (everbright) helms, and silverplated war hammers. Before the Time of Troubles all his priests were male dwarves.
Holy days fall during the crescent moon where he is worshipped at forges and hearths. In addition, any High Forgesmith can declare a holy day at any time, and often does so as a way of celebrating a local event. Melted metals are sacrificed to him monthly.

Berronar Truesilver (I) [LG]: goddess of safety, honesty, home, healing, the Dwarven family, records, marriage, faithfulness, loyalty, and oaths.
Known as the Revered Mother; the Mother goddess; Matron of Home and Hearth; Mother of Safety, Truth, and Home.
Domains allowed in game: Good, Healing, Law, Protection.
Alignment range: LG - NG - LN.
Favored weapon: Morningstar.
Symbol: Two silver rings

Berronar is Moradin's bride and as such the matriarch of the Dwarven pantheon. The Revered Mother acts as an authority figure for the other Dwarven gods and she uses her skills in negotiation and her calm demeanor as a way to keep the pantheon unified when tensions rise. Believes in archiving lore, traditions and family histories of the Dwarves. Acting as teachers and healers they aim to further the good health and good character of the Dwarven race. Serving as the moral compass of the Dwarves they can be very conservative and do not tolerate foolhardiness and controversial ideas in young Dwarves.
Clerics are called Faenor "those of the home", they wear silver tented clothing and armor. Faenor serve as the guardians and protectors of Dwarven clans. They organize most marriages. In the rigid church structure, every cleric knows his or her place, and every clan's church is built to look alike. This is done so visitors from other clans know exactly where they fit in. Berranor runs her church like a strict, but loving mother. Before the Time of Troubles all her priests were female dwarves.
Each year, offerings of silver are made to Berronar, usually coupled with a small white flower as to show appreciation for Berronar's motherly love towards all dwarves. On Midwinter Day they hold fantastic celebrations below ground. On Midsummer Night they hold organized celebrations above ground, they also invite members of friendly neighboring communities and travelers, rarely non-Dwarven though.

Clangeddin Silverbeard (CLAN-gehd-din) (I) [LG]: god of battle, war, valor, bravery, honor in battle.
Known as the Father of Battle, Lord of the Twin Axes, the Giantkiller, the Goblinbane, the Wyrmslayer, the Rock of Battle.
Domains allowed in game: Good, Law, Strength, War.
Alignment range: LG - NG - LN.
Favored weapon: Battle axe
Symbol: Two crossed battle axes

He delighted in battle, although he dose not tolerate treachery or deceit, and he expected his followers to do the same. He and his followers hate giants and train their fellow Dwarves in special ways to fight them.
To them the finest hours of Dwarvenkind come in the thrusts and feints of war. Seize the opportunity to defend you kin, and prepare tactically to ensure their victory wherever conflicts erupts. Revel in the challenge of a good fight, and never waver in the face of adversity, no matter how ominous. Lives should never be thrown away foolishly, but if necessary for victory the greatest honor is to sacrifice oneself for the cause on the field of battle in service to a righteous cause in protecting as many other Dwarves as possible. When not fighting prepare for next conflict physically, tactically, and by acquiring resources. Attack hill giants whenever possible and other evil giants whenever necessary
Clerics are called Alaghor ("those who demonstrate valor in battle"), and tent their armor and helms silver. They lead in frenzied war chants during battle. Known as Ehontar ("songs giving fear to the hearts of the craven") these low, droning songs bolster the spirits of nearby Dwarves. They teach and learn the art of forging armor and weapons, and practice military training each day. Before the Time of Troubles all his priests were male dwarves.
He is worshipped before or on an anniversary of a great battle, and even during those battles. Weapons coated with ones own blood are sacrificed to him in honor.

Dugmaren Brightmantle (DUHG-mah-ren) (L) [CG]: god of scholarship, invention, discovery.
Also called The Gleam in the Eye, the Wandering Tinker, the Errant Explorer.
Domains allowed in game: Chaos, Good, Knowledge, Protection.
Alignment range: CG - CN - NG
Favored weapon: Short Sword
Symbol: Open book

Believe the secrets of the world are waiting to be revealed. Travel widely, broaden your mind at every opportunity, and pursue the life of a scholar, and be a teacher to all. Seek to recover lost knowledge, and apply it in the world of today. Try new methods of doing things just for the joy of experimenting. Followers are viewed with a certain measure of distrust by most Dwarves, and few like to spend to much time around them. While well regarded, their quixotic behavior is tiring to the orderly mindset common to Dwarves, also many fear getting caught up in the spectacular failure of yet another experiment. Often whispered when ever something new is revealed.
Clerics are called Xothor “seekers unknown knowledge” Dugmaren's clerics are scholars, teachers, and travelers. They prefer plain, white, homespun garments with vibrant sashes a handbreadth in width, while adventuring they favor light armor and weapons. The High Old Ones of the faith wear simple silver circlets. They carry silver lockets resembling open books as holy symbols; small bits of lore are often kept inside.
Greengrass and Higharvestide are the only holy days regularly celebrated. Beginning with hours of private early-morning introspection, usually spent staring into a single lit candle. Meditations are followed by a day-long convocation of scholars. Before the Time of Troubles all his priests were male dwarves, or male gnomes.

Dumathoin (DOO-muh-THOE-in) (I) [N, LN leanings]: god of buried wealth, ores, gems, mining, exploration, shield dwarves, guardian of the dead.
Also called the Keeper of secrets under the mountain, the Silent keeper, and the Mountain shield.
Domains allowed in game: Earth, Good, Law, Protection.
Alignment range: N - LN - NG - CN - NE
Favored weapon: Warmace
Symbol: Faceted gem inside a mountain

They seek to uncover the treasures of the earth without marring the natural beauty of the tunnels and mines and without succumbing to greed. His Clerics supervise mines, ensuring they are safe and secure from monsters. They also help with subterranean agriculture. Their morticians, and protectors of the dead, preparing them for the next life, and will abide no undead.
Cleric called “Talhund” loosely translated Dumathoin's hidden gifts. They keep their heads bare, and favor earth-brown colors whether armor or mining gear. Before the Time of Troubles all his priests were male dwarves.
On new moons and the days before and after are considered holy. They are known as the Deepstone Triad where sacrificed gems are pulverized and mixed with certain herbs and fungal secretions to derive a paste that aids in the growth of luminous fungi, mushrooms, and edible deep-mosses.

Gorm Gulthyn (L) [LG]: god of guardian of all dwarves, defense, watchfulness.
Known as Fire Eyes, the Golden Guardian, the Sentinel, Lord of the Bronze Mask, the Eternally Vigilant.
Domains allowed in game: Good, Law, Protection, War.
Alignment range: LG - LN - NG
Favored weapon: Dwarven Waraxe
Symbol: Shining bronze mask with eyeholes of flame.

They believe you should never waver in your duty to Gorm's sacred charges. Defend, protect, and keep safe the children of the Morndinsamman from the hostile forces of the outside world. Be always vigilant and ever alert so that you are never surprised. If need be, be prepared to pay the greatest price so that the clan and the community survive, and your name will be honored for generations.
Clerics are called Barakor, loosely translated as “those who shield” they favor red and black cloaks and helms, worn over armor of the finest metal and type available. Regardless of the status of those they defend, they were all willing to sacrifice themselves, also known as "paying Gorm's greatest price". Gorm's temples were typically plain stone constructions, which featured a central altar that contained the remains of a fallen Barakor. Most of his temples also contained a small armory and were well defended from possible attackers. Before the Time of Troubles all his priests were male dwarves.
Each festival they celebrate holy days with tedious procedures containing formal salutes, rhythmic grounding of weapons, and didactic, chanted prayers. Offerings are weapons used, even broken, in the service of guardianship anointed with tears, sweat, and drops of blood of the dwarf making the offering.

Haela Brightaxe (D) [CG]: goddess of luck in battle, joy of battle, Dwarven fighters.
Also called the Lady of the Fray or the Luckmaiden.
Domains allowed in game: Chaos, Good, Luck, War.
Alignment range: CG - CN - NG
Favored weapon: Greatsword
Symbol: Unsheathed sword wrapped in two spirals of flame.

They feel through battle there is validation, liberation, and exultation. Rejoice the power of your swing in battle, the sound of your weapon smiting a worthy foe, and the challenge of the fray.
Clerics are called Kaxanar translated as “blood maidens” they favor armor of plain steel-gray, with an over cloak of scarlet and crimson footwear. An open-faced helm is always worn . During their prayers they also trace the elaborate ritual scarring carved into their forearms upon initiation into the order. Most show geometric patterns, but a few iconoclasts carve profanities or lewdness. (Before the Time of Troubles all her priests were female dwarves.
After the Time of Trouble most of her clergy are females, but the few men do not seem to have a problem with the feminine title.) Kaxanar cared little for the rules of Dwarven society and build their temples wherever conflict was to be found regularly built in ruins regardless of the previous owner. Most temples also serve as armories, and are rigged so no temple could fall into enemies hands.
On Greengrass, they celebrate the Time of Spawning, they chant and shatter captured enemy weapons. Axe Held High, followers gather to see an image of her greatsword in the sun. Commemoration of the Fallen is held with the Feast of the Moon, all dwarves and non-dwarves who fell in defense of Moradin's children are remembered.

Marthammor Duin (Mar-THAM-more DOO-ihn) (L) [NG]:god of guides, explorers, expatriates, travelers, lightning.
Called the Finder-of-Trails, Watcher over Wanderers, the Watchful Eye.
Domains allowed in game: Earth, Good, Luck, Protection, Travel.
Alignment range: NG - CG - LG
Favored weapon: Morningstar
Symbol: Upright mace in front of a fur-trimmed leather boot.

He approaches life curious to see what lies beyond the horizon and always willing to trade stories of travels. His is the rare spirit of Dwarven exploration, and the spark of curiosity his followers associate with bursts of lightning. He teaches hope, and also that Dwarves must adapt and learn to live in harmony with other good races, particularly humans. That Dwarves must be encouraged to emerge from the illusory safety of their hidden delves and find true security in fellowship with others. Help fellow wanders and sojourners in the world, giving all that is needful. Guide those who are lost and guard those who are defenseless. Seek out new ways and new paths, and discover the wide world in your wanderings. Herald the way of newfound hope. Other members of the Dwarven pantheon often see Marthammor's behavior as 'antics' and hope his interest in the world above will soon pass.
Clerics volamtar "blazers of fresh trails". garb themselves in gray robes and maroon over tunics emblazoned on both the front and back with a Watchful Eye beneath this symbol. He broke with the Dwarven tradition of having priests be the same gender as their deity long before the Time of Troubles.
They celebrate numerous holy days during the year, as well as each festival day, midwinter, and the ninth day after are considered holy. Years featuring Shieldmeet see much celebration, with the public, including non-Dwarves, being invited to attend. At least once a year for each worshiper, followers must burn used ironwork and Dwarf-made footwear in homage.

Sharindlar (I) [CG]: goddess of healing, mercy, romantic love, fertility, the moon, dancing.
Known as the Lady of Life and Mercy, The Shining Dancer.
Domains allowed in game: Chaos, Good, Healing, Moon, Trickery.
Alignment range: CG - NG - CN
Favored weapon: Flail
Symbol: A flame rising from a steel needle.

They believe you must be merciful in speech and deed. Bring relief and healing where needful. Temper anger and hostility with constructive and charitable endeavor. The children of Moradin must live in safety and propagate. Maintain and encourage the traditional rites of courting and marriage. Celebrate the endless, joyous dance of life by living it to the fullest. Sharindlar restores the fertile seed of Dwarven life, while Berronar protects the fruit.
When a Dwarf is struck down in combat, he often utters prayers to Sharindlar, making no secret his veneration of this benevolent goddess. When Dwarves abandon their taciturn moods for an evening of dance, or when a hardened warrior softens to accept the vows of marriage to his childhood love, Sharindlar is invoked as a deity of gaiety, romance and dance.
Clerics called Thalornor or "those who are merciful". They spend most of their time ministering to the needs of the sick or injured within Dwarven communities. Sharindlar represents a side of Dwarven life rarely observed by outsiders. As of late her command of fertility has expanded her clergy's influence over animal husbandry along with the developing of new varieties of crops. Before the Time of Troubles all her priests were female dwarves.
Ceremonies are often held when the moon begins to wax, at Greengrass, Midsummer Night and whenever the moon is full. Secret from the out side world, Dwarves dance around a natural pool, chanting to the Lady of Mercy while casting gold items into a sanctified cauldron.

Vergadain (I) [N]: god of wealth, luck, chance, non-evil thieves, suspicion, trickery, negotiation, sly cleverness.
Known as the Merchant King, the Trickster, the Laughing Dwarf, the Short Father.
Domains allowed in game: Earth, Luck, Knowledge, Trickery.
Alignment range: N - NG - LN - CN - NE
Favored weapon: Longsword
Symbol: Gold piece.

They believe they can live life to its fullest, work hard with your hands and mind, be clever, save, tithe, spend your riches to encourage more trade, treat others with respect, but shirk not your responsibility to try to strike a deal better for you than for them-to not try would be to leave the gifts that Vergadain gives you idle. Their very legal-minded contracts and deals or iron clad.
Clerics are called Hurndor, loosely translated as “those who trade“. They favor rich wear of obvious cost, often gold and deep purple, studded with gems, and strings of coin. They are dedicated to furthering Dwarven commerce, and trade. They are expected to be personally wealthy, while also ensuring that some of their wealth is dedicated to keeping the local temple filled with treasure. Before the Time of Troubles all his priests were male dwarves.
Holy days are called coin festivals. Followers typically seek to earn as much coin as they can before such ceremony, and in last-minute bargains. Done to earn status in garish displays of personal wealth and large tithes. These are held on the days before and after a full moon, on Greengrass, and any day proclaimed holy by a Merchant Prince. Offerings of gold are made once a month at such coin festivals.

Thard Harr(L) [CG]: Wild Dwarves, Jungle Survival. Hunting.
Known as the Lord of the Jungle Deeps.
Domains allowed in game: Animal, Chaos, Good, Plant
Alignment range: CG - NG - CN.
Favored weapon: Kukri
Symbol: Two crossed scaly clawed gauntlets of silvery-blue metal.

Patron of the wild Dwarves who inhabit the jungles of Faerun (notably Chult). Followers are suspicious isolationist, and they rarely willingly interact with outsiders. Only the most proven over a long time can gain their trust. So deeply ingrained in wild Dwarf society most remain completely ignorant of the rest of the Morndinsamman, a failing Thard does nothing to ameliorate.
Thard's clerics and druids, known as vuddor ("those of the jungle") They lead in prosperous hunts, and act as generals for loosely organized Wild Dwarf armies, and speak for the society as a whole. Locations of great natural beauty are his halls of worship. Thard Harr ceased following the Dwarven traditions about clergy and gender long ago.
On nights of full or new moons, calls together numerous hunting bands. The chanting, drumming, and screams frighten off even the bold. They offer up blood sacrifices of captured dinosaurs or intruders. Such sacrifices are nearly always consumed by the participants in an effort to achieve closeness with their godly benefactor.
His image is a tattooed, pot-bellied, feral looking creature that few would suspect is member of the Morndinsamman. Though distances from his kin both emotionally and geographically, he nonetheless shares the blood of Moradin.

Abbathor (ab-bah-thor) (L) [NE]: god of Greed
Known as Great Master of Greed, Trove Lord, the Avaricious, Wyrm of Avarice
Domains allowed in game: Evil, Fury, Luck, Trickery
Alignment range: NE -CE - LE
Favored weapon: Dagger
Symbol: A downward pointing dagger with a gem-encrusted hilt.

They believe seek to acquire all that shines or sparkles, and revel in the possession of such. The wealth of Toril was created for those dwarves strong and crafty enough to acquire it by any means necessary for its pleasing form was meant to bring you pleasure. Greed is good, as it motivates the possession and holding of all that is precious. Do not seize wealth from the children of the Morndinsamman, nor conspire against the favored of Abbathor, for strife in the name of avarice weakens the clan.
Abbathor particularly hates Dumathoin and Moradin for denying him his rightful place, secretly working against both. He hates Clangeddin's self-righteousness and insults, and Clangeddin returns the favor. Berronar loathes his deceitfulness, and Dumathoin shields treasures to his unending frustration. Unlike Laduguer, Abbathor is tolerated, although none trust him. Ye he has sided with them when threats appeared from outside. He never helps nondwarven deities or being, with the exception of Task the draconic god of greed.
Clerics of Abbathor are known as Aetharnor "those consumed by greed" They favor dressing in a brilliant scarlet. Over this they wear leather armor with leather caps (never helms). Clergy never wear wealth openly: "The best is always hidden.".
religious celebration are solar eclipses, volcanic eruptions, or any natural phenomenon blocking the sun during the day, and to hatch larcenous schemes. Annually they sacrifice a Dwarven enemy (Ranging from orcs, to elves) opening the ribcage "Abbathor's purse," which they cast coins and gems, then burnt as offering
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Roleplaying a dwarf
- Why Moradin is everything
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“What’s Moradin? Well to be a dwarf is to be Moradin, and to be Moradin is to be a dwarf… Trying to explain it any more than that is like trying to describe the colour of gold to a blind man. You both get frustrated, and accomplish nothing other than ending up a few hours older.” Gerrath Deep-Law Dwarven priest speaking to the high theurge of Pelor.

Moradin (or Mörádŗiin in old dwarven) is quite unlike human gods, indeed quite unlike any other gods known to exist. Most humans have anthropomorphized Moradin, imagining him as some smith obsessed with honour and law attempting to give him a personality, goals and a series of edicts similar to their own gods but the truth is both much simpler and more complex than that. Moradin actually means “Dwarf” in the ancient dwarven language and rather than being a god who can act directly in the world Moradin is both an exemplar and an amalgamation of the ‘perfect’ dwarf. Dwarves speak of achieving Moradin, or following Moradin, but when they do so they are speaking about the various standards of behaviour, traditions and honour that govern their lives, not a physical deity. There are no holy books in Moradin’s name, no prayers or rituals, and certainly no evangelism but rather a perfect being who exists only in philosophy and represents everything that an individual dwarf wishes to be. Every dwarf has a slightly different understanding of what Moradin represents and generally speaking, does his or her personal best to live up to those standards.

It is not abundantly clear where dwarven clerics draw their power from, the dwarves don’t talk about it, and it’s unclear if even they fully understand. What is clear is that in addition to being extremely rare, a dwarf is either a cleric or he is not; the dwarf himself seems to have little say in the matter. A dwarf will generally ‘become’ a cleric during the ritual he undergoes when joining his warrior society, even a dwarf probably couldn’t explain how it happens or even what happens when it does… It just is, and for the most part Dwarves seem happy to leave it at that. One popular theory among those familiar with Moradin is that some dwarves have a certain connection with Moradin within them, which allows them to draw on the collective history and power of the dwarves as a race to cast spells, but this is unproven. Dwarven clerics are typically driven into different spheres of priestly power depending on their own personal beliefs and what they value as individuals though the practicality of their nature means that the divination sphere is almost always closed off to them.

That said there are generally accepted standards of what Moradin represents. To achieve Moradin a dwarf must follow the ancient laws, sagas and traditions that govern his people. These have been handed down orally over the generations and they are so engrained in the dwarven psyche that dwarves who break their laws will more often than not turn themselves in rather than face the personal dishonour of having failed Moradin. Most dwarves would rather face a decade of indentured servitude for having broken an oath, rather than face the personal shame of having dishonoured themselves.

Dwarven laws are relatively simple (at least to dwarves) and most centre around the making and keeping of oaths. Only the most basic rules for civil behaviour are actually codified, and even fewer of those are written down, instead simply being backed up by the weight of tradition and collective memory.

It is important to note however that most Dwarves have little or no real respect for laws other than their own, and do not apply their own standards of behavior to non-dwarves. They generally follow the local laws, but only out of convenience and the fact that many of them generally coincide with their own standards of behavior. That said, a dwarf is perfectly content turning a blind eye to other peoples indiscretions so long as they do not run afoul of another oath that the dwarf has already sworn, after all it's their honor at stake, not the dwarves . For example if a companion of a dwarf steals something from a shopkeeper the dwarf won’t likely turn him in, but if that same companion steals from an employer who the dwarf has promised to protect he would be honour bound to intervene. It works the other way too, a dwarf who has sworn to help a friend will lie, cheat and steal to keep that oath, even if that friend runs afoul of other 'unimportant' laws.
- Roleplaying basics:
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Roleplaying a Dwarf

An interesting Collection of Articles I thought I might share with everyone. Remember This is just a set of Articles to Help with Playing a Dwarf not some strict standard you must stick to use what you want and have fun playing your Dwarf. I have a Loads of Information going Back to my 1st Editon DMG with the Efreeti on the Cover so if you are looking for something perhaps I may be able to help.

This a is Mixture of Roleplaying a Dwarf by: Richard DiIoia and The Secret life of Dwarves by Wolfgang Baur

Hallways flicker with lantern light; tunnels ring with the sound of. Steel on steel: smoky chambers shine with the red-hot glare of forge-light. Dwarves live in a world of fire and iron, of stone and darkness. But dwarves are more than smiths and warriors; they are also practiced merchants, carpenters, and priests; loving fathers and doting mothers; and pious sons and daughters. To dwarves, smoky underground caverns are familiar and comfortable. But hidden underground as they are, much of dwarven lives, rituals, and customs remain a mystery to outsiders Read on. and discover a "typical" dwarven life from beginning to end. Enter a dwarven stronghold. and see how dwarven souls are shaped, live, and die.
DWARVEN ADVENTURERS

Those dwarves who are adventurers usually choose such a path because they have had to leave their clan as runaway apprentices, scouts, the sole survivors of a stronghold overrun by ores, or divorced or widowed warriors seeking a fresh start. They might seem grim, but they are also reliable, loyal to a fault, and tougher Than any three elves put together. Raise a cup and toast The might of The dwarves.
A DWARVEN BIRTH


Birth: The newborn dwarf is brought before the entire Clan and is set on a large pillow directly before the Clan-leader. At this point all of the Masters in the clan come forward and place shavings from their beards and hair, sprinkling it over the baby so that it might one day receive the virile blessings of their heritage. The Journeymen of the Clan then approach the child and press their hands to its feet, to bless the path that the child will eventually travel, in the hopes that the calluses on their hands will strengthen the child’s feet. The Apprentices of the Clan will then come to the child and simply offer silent prayer that the child will follow their path and become undaunted with the hardships that it brings. When this is all said and done, the Clan-Leader will take a mug of the finest brew the family has to offer and allow several drops into the baby’s mouth. With that, the child will be blessed and be returned to its parents; with the Gods appeased and the child’s future blessed

The birth of a dwarf is rather mysterious; the ceremonies and taboos surrounding it are rather closely guarded secrets. All that is known for sure is that the clan matriarch gives the child its first name a day after it's born. This Rite of First Naming is celebrated by the women of the clan. The child is not allowed out of the clan's holdings until the rite is celebrated: taking a child out of the tunnels might expose it to the corrupting influences of the sun and sky. Rather than the safety of the earth and stone. Outsiders are not invited to the celebrations held among the parents' clan. Dwarven pregnancies last about ten months: during this time, mothers never leave the clan holding. Dwarven women can have children once every fen years from roughly age 50 until the age of 150: a dwarf is not weaned before the age of eight or nine, Twins are rare.

Once the child is born, named, and celebrated, it Is largely ignored. In fact, dwarven children are not considered fit company for others until the boys grow beards and the girls reach menarche (around age twenty eight). Dwarves rarely see children of other clans, only their own. The children can remain isolated because the children’s quarters are part of the clan holdings separate form the apprentices and warriors holdings.

During childhood, dwarves play, yell, and associate with the opposite sex far more freely than at any other rime in their lives. Young dwarves learn to speak and play at both mining and parenthood. They engage in mock combat, and learn to shape and read dwarven runes. They play only with other children of their own clan, speaking the clan dialect and learning its customs. This early emphasis on blood relatives creates a lifelong tendency among dwarves to favor clan interests over any others. Their mothers are their teachers until the age of about twenty-four, when childhood ends and adolescence begins. From this time on, fathers are responsible for their children. The fathers must find good matches for them, first with a mentor, then with a mate.
APPRENTICESHIP

Between the ages of twenty-three to twenty-four certainly by twenty-six most young dwarves are apprenticed lo learn a trade. Poor dwarves whose families cannot afford an apprenticeship usually begin working alongside adults at this age. Dwarves who begin work this young are considered normal, but they are not expected to work a full day or carry the same load as an adult.

A clan always seeks to apprentice its young to the right master. In many-cases, this means carrying on a family tradition and apprenticing to a respected great-aunt or great-uncle. It’s generally considered good practice to skip a generation with apprentice*ships, as a child's aunts and uncles might spoil their niece or nephew. The older generation, with great-nieces and nephews, is considered less indulgent. Even among apprenticeship within a clan, a carefully worded contract spells out the duties, term, and costs of the apprentice's tutelage.

A lavish "fostering fee" is usually paid to the master at the start of the apprenticeship, and a portion of that fee is returned when the apprentice completes the term, for high-status professions -such as Priests, Goldsmiths, or skalds the apprentice’s fee can easily
COURTSHIP & MARRIAGE


Links can result in strained relationships between two clans, refusals to foster apprentices, and eventually a change in clan alliances.

The marriage ceremonies themselves are long and solemn. Roughly twenty dwarves are expected to testify to the fitness of the match, including both sets of parents and all the grandparents. The bride always braids a ring into her groom's beard, and he reciprocates by giving her as many gold and silver armbands as she can hold and he can afford. Various weapons decorate the ceremony; most couples swear their loyalty and love for each other on a battleaxe (some clans prefer a warhammer). In addition to the relatives, two witnesses from outside the clan are asked to give testimonials to the strength and worthiness of the match, ending each testimonial with a proper toast. Failure or refusal to act as a witness is considered a terrible insult and can lead to bloodshed.

After the ceremony, beer, mead, and ale flow freely, food is plentiful, and gifts are offered to the happy couple. The clan matriarch and patriarch pro*vide the final toasts and testimonials to the bride and groom, respectively, after which dancing, singing, and crude jokes increase over the course of the feast.

Some marriages end in divorce. Long-lived as they are, dwarves accept divorce as a necessary element of the law. However, there is no rite associated with it. Dwarven divorces are consummated when one spouse piles a Few belongings of the other outside the door. Divorces cannot be withheld; if one spouse demands it, it happens. However, they can be complicated by haggling over who owns what. By tradition, each spouse owns all the tools of his or her trade, and a mother retains custody of children under the age of twenty-four, fathers keep custody of those twenty-four or older.

Finally, dwarves are known for remarriage. Indeed, given their long, and violent lives, it's inevitable that many dwarves become widows or widowers while they are still in their prime. Some dwarves have as many as a dozen spouses over a lifetime, but four or five’s more typical. Customarily, these are' counted as either thanta (spring) or Zhemla (winter) marriages the former are the marriages of a dwarf’s younger days, the ones that have yielded grandchildren and great-grandchildren. Zhemla marriages are the marriages of an older dwarf with snowy hair; these have, at most, produced a few children. Many Zhemla marriages are as much political as amorous, especially among the upper classes. The rarest marriages of all, those that last for two hundred years or more, are called Vesti, or summer marriages, and these are the ones that most often give rise to new clans.
ADULTHOOD

After the age of fifty (and often long before), dwarves follow one of five broad career paths as adults. The various crafts all have their own traditional holidays (such as I he Blessing of the Anvils in midwinter, to secure Moradin's help for another year), special rules of conduct for their members, and their responsibilities to the. Stronghold. None is considered especially more honorable than the others, though the military and academic paths are

Mercantile ( merchant, banker, assayer, treasurer, courier)
Military ( soldier, scout, engineer)
Craft ( miner, smith , carpenter)
Agricultural ( brewer, shepherd, miller)
Academic ( sage, scribe, sorcerer)

With time, those who follow these trades gain leadership roles as a chieftain, clan elder, or a clan patriarch or matriarch. Craft dwarves and agricultural dwarves are those most likely to lake on religious duties as a forge priest, hearth priest, or the like.

Once a dwarf has chosen his path, he is expected to excel; second-best is nothing to be proud of. Dwarves are very competitive adults, perhaps more than is healthy.

For instance, a pair of dwarven smiths from two different clans might boast about their skill until a challenge is made. From that point on, pride is at stake. The smiths might spend weeks striving to make the finest weapons they can, driving their apprentices harshly to create a masterwork. Then, the testing comes. Among smiths, the finest work is tested to destruction; striking swords against stone, heating them in magical fire, or bending them until they break. Armorers test chestplates against crossbow bolts fired from close range. In the end, only one smith's work can survive.

Other trades have similar traditions. During "scalp season," dwarven warriors strive to bring, home more goblin or ore scalps than anyone else. Each shift of miners strives to cart more ore than any other, while each clan tracks the weight of metals carefully to claim the title of "Gold-Lucky" or "Iron-Lucky" for a given year or decade. Weavers vie with one another to pro*duce more and better cloth-of-gold tapestries. Sometimes rivals will strive to out do each other in generosity, such as two clans' master brewers who each seek to win acclaim by giving away barrels of their best. Each dwarf believes in his hear! That hard work is its own reward and dwarven society is the richer because of their efforts. Dwarven Poverty is luxurious by human standards.
CLAN FAMILY AND HOLIDAYS

A typical dwarven family might number thirty To sixty or more, and large clans can easily include a hundred or more members scattered in a handful of delvings. Dwarven clans always include members of at least five, and often six, generations under a single great hall, including great-great-great-grand*parents (also called grandsires or great-grandelders), great-great-grandparents (sires or grandelders), great-grandparents (elders), grandparents, parents, and children. The eldest dwarves in any holding are always referred to as "patriarch" and "matriarch" by their kinfolk, and "clan elder" for dwarves of any other clan. Humans, Halflings, and other short-lived races are easily confused by the number of dwarven terms for varying degrees of relationship over six generations. For them, using the term "grandsire" is an acceptable bit of flattery for addressing any dwarven elder.

Elder siblings (and they might be as much as fifty years older than their younger brothers and sisters) are expected to help rear their siblings as long as they live in their parent's hall. The arrival of yet another child or relation usually makes little difference in such large households. Children apprenticed to older relatives are expected to bunk with the other apprentices. Exceptions are sometimes made for the spoiled children of the wealthiest dwarves.

Dwarves from the middle generations sometimes leave their homes just to get away from their relatives, especially after a failed marriage or apprentice*ship. These wanderers are almost always welcomed back when they return—the wandering is not exile or banishment. Upon their return, they are often given back the very same tools and weapons they abandoned a decade earlier, and little is said about the intervening years.

Clans and families are the social center of dwarven life; outsiders, even members of other clans, are not always welcome during the holidays. While a whole dwarven delving or kingdom might celebrate certain events (such as the Founding Day of the delving, Moradin's Hammerfest, or the Blessing of the Anvils), only the High Holidays are open to outsiders.

Many other days are celebrated strictly within the clan. These include the naming days of the clan patriarch and matriarch, the name days of notable ancestors, and holidays celebrated by only a portion of the population, such as the Apprentice Revel, Daughter's Day, and Miner's Day.
In general, dwarven holidays do not celebrate set days so often as they celebrate important days in an individual's life. A marriage between two beloved members of the clan is a bigger holiday than the celebration of a long-dead founder's name day.
RELIGION AND BELIEFS


Dwarves worship Moradin, the Soul-Forger, who created all the fathers of the dwarven race. The mothers of the dwarven race go unmentioned, but it's not a good idea to bring them up to a dwarf unless you want to hear an hour-long lecture on Moradin's children and the peculiarities of the dwarven creation saga.
Dwarves have more priests per capita than elves, half-orcs, or humans, but it's not always clear that a dwarf holds a religious office, because they rarely wear vestments or outward signs other than a small holy symbol. Instead, they are smiths, soldiers, or even merchants who see themselves as priests in addition to, rather than instead of. their other roles. A dwarven priest's trade is often related to his worship; the priest of Moradin is likely a smith, whereas a merchant-priest is more likely the follower of a god of greed or travel.

While dwarves believe in helping themselves, the sacred sagas and hammer chants of dwarven faith stress stoic acceptance of hard limes, perseverance, and loyalty, up to and beyond death. Dwarves are fully capable of marching to their deaths, knowing exactly what they are doing, if they believe the cause is worthwhile, indeed, warriors who die with this knowledge are often the greatest heroes of dwarven sagas, retold every winter at the Blessing of the Anvils.

At the same time, tales of Moradin and other dwarven gods reflect a great joy in dwarven triumphs, and dwarves learn the art of bragging quite early. Indeed, dwarves are rarely shy—when they have mastered a skill, they sing their own praises. When times are hard, they boast of their skill to give them*selves courage and strength. Other races sometimes mistake this confidence for pride or arrogance.

For such a pragmatic lot, dwarves are a surprisingly superstitious bunch. Guided by omens, priests use runes to divine auspicious occasions for beginning an engineering project or launching an attack. Twins are considered lucky, and most dwarves also have lucky weapons, talismans, or runes.
In general, dwarven beliefs reflect a culture-wide siege mentality. Dwarves value persistence, skill, and diligence far more than inspiration or luck. Preparation is the watchword against danger. The saying "No more foresight than an elf, and no more patience than a human" is a slur that no dwarven child wants to hear from her parents. All dwarves are planners, doers, and fighters, and in a dwarven mind, strangers are always potential threats rather than potential allies.
DWARVEN HIERARCHY & LAW


Dwarves believe in their hearts that everyone has a place in the clan. Dwarves who disagree with this sentiment often enough generally find that Their "place" is outside the Great Hall's doors. All adult dwarves qualify as thanes in a clan; all master smiths qualify as priests in dwarven terms. Titles in the nobility are granted by the clan chieftain (who appoints the members of his guard) and by the priesthood (who choose which smiths to induct into their mysteries.
Many dwarven priests are also smiths of some kind (thus the forge-priest is a familiar sight to those who know dwarves). For a race made at the Soul Forge, the combination of metal-working and religion is a given.
The alliances and rivalries among the dwarven kingdoms are more complex than can be discussed here, and dwarven feudalism is certainly not quite the same as human feudalism. Simply put, though, the rights and obligations of the various earls and clan chieftains to kings located in distant mountains are much looser than The obligations of earls and chieftains who live within the same vast delving as their king.
One right is clearly given to each dwarven holding rather than To any king: the right To name judges and interpret the law. Dwarven justice is a local matter, in a way that warfare, taxation, and mining rights rarely are.
Nobles are expected to brand, flog, fine, and even banish offenders against law and tradition (much The same thing, in dwarven terms). Property rights and contract law are also well-developed among dwarves, and an entire clan will happily punish humans, elves, and others who break oaths sworn to dwarven merchants.


DEATH AND BURIAL

Dwarves are remarkably stoic about death, compared to other races. Although they live centuries longer than humans, They do not fear death quite as much. Dwarves die well.

For example, an elderly dwarf might put on weapons and armor during a siege and quite matter of factly say I go out to meet my death," thus allowing others still besieged a better chance of survival on limited supplies. This sort of sacrifice is most commonly seen in dwarven warriors, but also among adventurers. Dying with style is considered a sign of nobility in a warrior. Although this attitude sometimes turns lost causes into stunning victories, it also leads To an early grave for many dwarves. The rites of a dwarven funeral are always simple, including Testimonials from comrades, a recitation of the parentage and children of the deceased, and finally apportioning weapons, armor, and other portable goods to his descendants. Non-portable goods generally belong to a clan, rather than lo an individual.
Most warriors and smiths are cremated, but other dwarves are buried deep in The earth that sheltered Them all Their lives. Offerings at grave sites provide a form of ancestor worship; some clans find this worship of the dead heretical and blasphemous, and it remains a contentious issue that divides some dwarven Clans.


DWARVEN MENTALITY


Dwarves enjoy creating and doing. They are not a people given over to introspection and hypothetical outcomes. They are a patient, hard working people to who laziness and indulgence is seen as a sin. A dwarf will be single-minded in his tasks and will never accept anything less than his 100% effort. Many dwarven craftsmen have destroyed works that they felt were inferior to their best even though from other people's perspective the work was of greatest quality. Although given over to ensuring every detail is perfect, dwarves are not the sort to worry about those details. From a dwarven point of view, the details will be taken care of when it is their time to be looked into. This patient and steady work ethic has been so in-bred to the dwarven mentality that it becomes difficult to get a dwarf to rush a job or to cut corners even if his life is at stake. Dwarves will work only on one task at the time and rarely (if ever) do multiple tasks at once. If, for example, it takes three hours for a forge to be hot enough to work, a dwarf will patiently sit there and stare at the fire until it has reached the proper temperature. This has caused much confusion among humans who alternatively perceive dwarves as being hard working and industrious but then see them lazily sitting down smoking a pipe while watching a fire grow. A popular misconception among other races is that dwarves enjoy working. This is not completely true; a dwarf enjoys seeing the final result of his work. The work itself is a means to an end. For a dwarf, the final result is what counts.


THE GREAT ARTS: SMITHWORK, MINING AND WAR

Dwarves consider three tasks more worthy than any others: mining ore, shaping metal, and using their finely-made weapons to wage war against their traditional enemies: giants and goblinkind.

Dwarven metalworkers are especially attuned to the elements of earth and fire, and their smithwork is among the finest known, far surpassing the achievements of most smiths of other races.

Dwarven mining is a dangerous but honorable trade. Its practitioners mine not only iron, copper, silver, and gold but also mithril and adamantite. Miners must work closely with engineers and carpenters to keep their mineshafts both productive and safe; water, gas, collapse, and monsters from the Underdark are constant threats. While most shafts are too small for elves and humans to visit comfortably, some of the main access shafts are. larger (to allow the use of mules lo pull out wagonloads of ore and tailings).

Dwarven warcraft is a matter of superior weaponry, group tactics, training, and dodged persistence against all opposition. The dwarven warriors take to the task of killing with as much fervor and perfection as they do all other tasks. Once a dwarf has entered into combat he will never surrender and never work with half a heart. What makes dwarves particularly deadly in combat is their tenacity in the face of adversity. Dwarves will not hesitate in attacking even in situations where the losses would be horrendous. A perfectly planned campaign is what the dwarves strive for, with each dwarf doing his task of killing with the outmost efficiency. A dwarf will not hesitate for a split second in combat. If he has decided that there is a need to fight, he will fight even if at half strength or unarmed.

Dwarves fight in extremely cohesive units; few humans can recall dwarves being routed by anything less than magical attack or dragonfire. Most dwarves march out of battle the same way they march in; steadily and with grim determination. In siegecraft, dwarven miners, siege engines, and entrenchments can force a city to surrender quickly.


DWARVEN BATTLE CRY



Each Race has its own way of fighting. Most elves believe in subtle tactics and maneuvers. Many halflings prefer stealthy attacks. Virtually all half-orcs charge into battle swinging heavy weapons until nothing is left moving. Humans, if they believe in anything as a group, just want to get the job done. Dwarves are old hands at fighting and know it begins with a stirring battle-cry-the louder the better.

A battle-cry is more than just an expression to a dwarf. It's a declaration of war. Although it might seem bloodthirsty to other races, a rousing war-call lets a dwarf tell you who's about to take you down and why. Dwarves invoke their ancestors, weapons, god, history, and even personal virtues in a good battle-cry. A loud battle-cry is also a sign of courage, proof that the dwarf need not resort to stealth or subtlety to defeat his enemies. Some battle-cries have been used by dwarves for generations, while others are born from the heat of combat. They range from the lyrical to the downright inarticulate.

Dwarves don't feel restricted to just one cry per battle. Each new opponent or tactic is a new opportunity for a dwarf to give voice to her best war-call. Among some dwarven clans, the art of the battle-cry is as highly regarded as epic poetry or even weaponsmithing. Many dwarves make it a point to never use the same war-call more than once in their lifetime, while others always open a battle with the same battle-cry that their revered ancestors used.


DWARVEN FEASTS & TOASTING

This article has several times referred to dwarven feasts for special occasions, such as apprenticing, marriage, blood brotherhood, and so on. Dwarven feasts are a form of entertainment and bonding within and between clans, and they are also displays of social status. No dwarf wants to hold a "weak-beered feast." Here's a summary of what actually happens at these feasts:

Entertainment:
A dwarven feast features warriors singing battle hymns and retelling their greatest triumphs; poets relating tales of love, birth, and survival in hard times; and witty, long-winded toasts. Even dwarven riddling contests can be taken over the top if combined with a demonstration of tumbling or fire-breathing.

Food & Drink:
Beverages include beer, ale, mead (fermented honey), cider (fermented apples), brandy, and wine. Foods include everything from roast boar to mushroom soup, and from rye bread to millet-laced stew. Shepherd's pie and enormous sausages are also popular a! dwarven feasts, as are whole apples, pears, and quince preserves. Vegetables usually consist of pickled greens or cabbage. Some dwarven specialties (such as the hops infused delicacy called “beer pie”) are best sampled in moderation.

TOASTS:
"Toasts are boasts with beer" is a common dwarven saying, and many dwarves are bragging, self-aggrandizing windbags. But failing to be bold enough when offering a toast will meet with silence or a weak cheer both signs of a failed toast. Many outsiders feel nervous offering a toast at a dwarven celebration, but the basic rules are simple: Never interrupt a saga to offer a toast, never fail to mention your host if you are a guest, and (if possible) praise both clan and family. A typical toast might be "Let us raise our cups to Einkii Torunn, father of our clan, victor over the Black Claw Orcs, and now proud great* grandfather of another fine Torunn daughter, long may she live!" It’s considered especially gracious to praise multiple generations of a clan at one time: heaping praise on a single head can be considered rude flattery, if done poorly. Pounding one’s flagon to emphasize points is purely optional.

Speak like a Dwarf


"Aw shut yer mooth ye cheeky fooker! Ah'm no scared ae ye! I'll gie ye a square go anyday ye like, ya bastard! REET!! You 'n me - ootside - noo!"

[translation - Oh shut your mouth you bold fornicater! I am not scared of you! I'll give you a 'chance to fight me' any day you like, you person of unknown heritage! RIGHT!! You and me - outside - now!]

First, I would like to point out that this dictionary is for those people who feel like going that extra, tedious step to be a more immersed Role-player.

I have no idea where this convention of using Scottish as the Dwarven accent came from. But it is appropriate and not all that difficult to incorporate. I like it - its arrogant, and obnoxious sounding. It is bold and distinctive. And it will gain you respect or a black eye. But most of all it will make you feel like a dwarf.

I would definitely not recommend that you use this accent unless you really want to - (an adventuring Dwarf who traveled to many non-dwarf lands would work hard to get rid of any accent - then again any Dwarf worth being called a Dwarf would not give a goblin's toenail for what any non-dwarf thinks - IMHO). A smattering of accent here or there could make you feel more in tune with the role of your character (much like wearing a costume might make you 'get into' a role more deeply).

Anyone who used all of these words all the time might be difficult to understand (but then again...hmmm... that might make an interesting character 'hook').

For starters you might want to write down a list of the more commonly used words (like - "I, no, not, for, one, my, you, your, etc.") and try to use those words in conversation. Then as you get your accent down - try to slip in a new word or two every couple of sessions.

For flavor - try to use lots of swearing and insults.
For inspiration - think of Caretaker Willy from the Simpsons.
For goD's sake - Have fun with it. Because that's all that really matters.

"Good Luck ma fearty fella (or girrel). Here's hopin' that ye be huvin' fun wi' yer new langweej. If no ah'll be stoompin' your ponsy arse doon - ye blootered bastard!"

about aboot
after efter
all a'
along alang
alright a'right
and 'n (or) an'
are ur
aren't urnae
around roon'
ass arse

ball ba'
being bein'
before afore
belongs belangs
between a'tween
body boady
bottle boatle
but bar

call ca'
can kin
can not cannae
center centre
children weans
cold cauld
come on c'moan
couldn't couldnae
crazy cracked (or) nutter (or) daft

daft one daftie
dead deid
deaf deef
do dae
does diz
does not disnae
doing daein'
do you d'ye
done doon
don't donnae (or) doan't
down doon
drunk blootered
fart feart
fellow fella
floor flair
foot fit
for fur
from fae
f__king fookin'

get it gerrit
girl girrel
give gie
god goad
going gaun
going to gonnae
got goat
had hid (or) hud
half hauf
has hiz
hand haun
hang hing
have huv
having huvin'
have not havnae
haven't havnae
head heid
herself hersel'
himself himsel'
hold haud
home hame
hour hoor
hundred hunner

I ah
I'm ahm
into intae
isn't isnae
I've Ah've

just jist

language langweej
leave lea'
little wee
lost loast

messy manky
more mair
mouth mooth
my ma
myself masel'

no nae
none nane
not no'
now noo
now a days nooadays

of 'o (or) ae
off aff
on oan
once wance
one wan
our oor
out oot
outside ootside
over o'er
own ain

pissing pishin'
poor puir
put pit

round roond

shit shite
shouldn't shouldnae
small wee
south sooth
stand staun
stop stoap
stupid stupit

them thum (or) thaem
those thae
thought thaot
to tae
toilet cludgie
told telt
too tae
trousers troosers

understand understaun

wall wa'
was wiz (or) wer
wasn't wiznae
were wur
what whit
will not willnae
with wi'
world worreld
would wid
wouldn't wouldnae
wouldn'tve widnae

you ye
you'd ye'd
you'll ye'll
your yer
you're ye're
yourself yersel'
you've ye've



DWARVEN NAMES


Dwarven names can easily confuse the non-dwarf, as they are often much longer than the names of members of other races. Dwarves live longer than most other races, though, so their names reflect the many changes they go through in their lives. Here's an example of the naming process in the life of a typical dwarf.
At her birth, the infant dwarf Gloribryn is so named by her mother and the other female dwarves of her clan. They chose to name her after her great-grandsire Glorak, a great warrior of the clan, and her grandmother Nalbryn.
Gloribryn is also given the hearth name of her parents, which is Stonejoiner (to signify her father's profession as a master stone miner and her mother's career as a diplomat). This name, Gloribryn Stonejoiner, will be the name she carries throughout her childhood.
When she is twenty-four, Gloribryn is named by her father at the Rife of Leaving the Hearth when she is apprenticed to an officer in the clan's army. The name he selects is Delgunn, after her great-grandelder, who died defending the clan centuries before. As an apprentice, she will be known as Delgunn Stonejoiner,
At the age of thirty-nine, Delgunn completes her apprenticeship. At the Rite of Leaving the Hall, she takes the name Dwodeth, Her unmarried adult name is then Dwodeth Stonejoiner. Fifteen years later, Dwodeth's family arrange a marriage with a young jeweler. At their marriage, they choose the hearth name of Diamondaxe. A few years later, her husband is slain in an attack on the clan. Dwodeth remarries a few years after that to an engineer, and they take the hearth name Strongarm. Dwodeth then joins a group of dwarven warriors, and they name themselves the Bioodfists. Dwodeth's complete name is now Gloribryn Delgunn Dwodeth Stonejoiner Diamondaxe Strongarm of the Bloodfists but just Dwodeth Strongarm to her friends.





Daily Dwarf Common by Ed Greenwood

"Now," Azoun murmured. "Just through here . . ."

He reached back his hand to his queen and drew her forward -- only to fling up his arm like an iron bar to bring her to a sudden, silent halt, raising a finger to his lips and pointing at the wall.

A rough male voice could be heard growling faintly, "A fair fallhammer, that!"

Filfaeril lifted one of her eyebrows in a silent question. Azoun smiled, raised an 'I'll explain this, really I will' finger to forestall any comment she may have made, then cocked his head to listen to whatever else the unseen speaker had to say.


Dwarves have their own proud, ancient tongue, but increasing numbers of the Stout Folk (as a result of dwelling and working with humans and other races on the surface of Faerûn) speak Common daily.

Here follow a few handy linguistic notes on "Dwarf Common" (that is, sayings and coined words often uttered by dwarves when speaking Common).

  • A little down!
    (originally accompanied by letting a sparse handful of sand or gravel fall from one's palm) -- means "So it goes!" (Or, to modern, real-world speakers, a variant on "That's the way the cookie crumbles!")

    A fair fallhammer!
    -- something satisfyingly good, such as a meal, a brawl, a decision, or victorious confrontation.

    Curlbeard -- something bitter or disgusting in taste or smell, or something nauseating.

    Darrown (pronounced "darr-OW-nn") -- noble, superb, supremely dwarf-like and praiseworthy (even an act or the speech of a non-dwarf, such as an elf risking his life to save a dwarf in battle).

    Galakkur -- applied to anything messy, untidy, or sloppy. It's derived from the name of a legendary dwarf who did everything fast but in slapdash manner, heedless of even obvious consequences. The real Galakkur lived some eight centuries ago. Tavern-tales give him various, improbably sticky ends. His misdeeds have been greatly exaggerated since by the addition of many invented tales of his life and doings.

    Goldnose -- haughty (behavior called "highnose" by any human in the Realms not a member of, or trying to pretend membership in, the upper classes). Dwarves find such behavior contemptible in elves and amusingly silly when practiced by humans.

    Ho! That one had teeth in it!
    -- used in commentary on anything large and uncomfortable such as a belch, breaking wind, a blow to the head, or a fall.

    Mardarl -- an effort to hide something, either physically or by withholding information (or twisting a conversation onto another topic, right now). An example would be a false name, particularly when used to conceal gender (for instance, a female dwarf using a name such as Brokh or Garlfang to make non-dwarves think they're dealing with a male).

    Ogurkh (pronounced "OH-gurk") -- something unbelievable, insane, monumentally stupid, or the result of crazed, dunderheaded, or scarcely-to-be-believed actions. "Blazing proper ogurkh" is an exasperated dwarf's straining-to-stay-polite comment on something that really upsets or irks him. "Burns me ogurkh" is the dwarven equivalent of "sticks in my craw."

    Paerth (pronounced "PAIR-urth") -- the disgusted equivalent of balderdash, piffle, not bloody likely, or fat chance!

    Shards! -- a gentle oath derived from the loss of a gemstone or good building-stone that breaks into fragments. It's the equivalent of a real-world speaker saying, "darn it all!" or a similarly mild expletive.

    Sprendle -- a trick, prank, or deliberate misdirection, especially if lighthearted and harmless or meant to prevent a confrontation.

    Tarunter (sometimes "a proper tarunter") -- a word to describe anything pretentious or fussy (such as elven dancing and most human festival celebrations or "goldnose" etiquette). Dwarves never apply this word to religious customs, dress, or rituals, even of a human faith they barely understand or that seems fussy at first glance.

    Unbearded -- foolish talk or deeds (an "unbearded one" is a fool, "full-unbearded" is a mad dwarf). Dwarves never apply this word to non-dwarves (because, as the old dwarf joke goes, all non-dwarves can safely be assumed to be fools until proven otherwise, and such proof appears for only a handful of individuals once or twice a century). Something that's "fair unbearded" is reckless or dangerous.

    Vellamorn -- treasure, valuables, hidden wealth. Originally a silly euphemism for gold used in dwarf rhymes and jests (derived from the name of a fictitious dwarf maiden in a ballad who wore only gowns made of linked gold coins). This has become a code-word for dwarves wanting to discuss (for example) gold coins without saying "gold coins" where others might overhear.
So Azoun and Filfaeril, still in the tavern that's much more than a tavern, are eavesdropping on a dwarf. Our next column will reveal what happens to them next -- and more.





A selection from Glossary of Phrases, Sayings & Words of the Realms.
  • “fever iron” – Common:- a dwarven term for the metal that forms when pools of semisolid metal attract the raw energy of the Weave and are transformed (Magic of Faerûn by Sean K. Reynolds, Duane Maxwell, Angel McCoy)

    “I go”
    – Common:- (from the Dwarven) a terse parting used by merchants of all races (Forgotten Realms Campaign Setting by Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo)

    “Korvikoum” – Dwarven:- the necessary consequences of previous choices (Resurrection and Twilight Falling by Paul S. Kemp)

    “kuldalagh” – Dwarven:- (translates as “valorous axe”) a clan champion (So saith George Krashos - June 13, 2009)

    “longbeard” – Common:- a dwarven word for a wise, elderly dwarf with standing or who commands respect in a dwarven clan or community (So saith George Krashos - June 13, 2009; So saith George Krashos - October 10, 2010)

    “No sword is ever sharp enough”
    – Common:- a dwarven saying (Aurora’s Whole Realms Catalogue by Tim Beach, Karen S. Boomgarden, Anne Brown, David “Zeb” Cook, Jeff Grubb, Julia Martin, Colin McComb, Thomas M. Reid, Steven E. Schend)

    “novlik” – Dwarven:- killing (Another Name for Dawn by Paul S. Kemp)

    “olaramomdin”
    – Dwarven:- (translates as “magical peaks”) refers to rock crystals (“omlars”) found within the hills and mountains of the Omlarandin Mountains (Lands of Intrigue by Steven E. Schend)

    “oldbeard” – Common:- a dwarven word for an elderly dwarf used in the context of youg dwarves who appear mature beyond their years (So saith George Krashos - May 9, 2009; So saith George Krashos - October 10, 2010)

    “sloshtomach” – Common:- a dwarven term for a bloated, faintly nauseous condition of long-term and cumulative water retention, wherein repeated drinking of water makes the stomach increasingly distended; the condition is caused by tiny mould spores in some water sources that affect no creature native to the area (they grow up “used to them”), no one who drinks boiled water or water that has been carried in leather skins or oaken barrels for long (the spores react with wood and hide enough to neutralize these effects), and no one who consumes oils of any sort (including those still in raw vegetables) at the same occasion of consumption; even among those who are not protected by any of these factors, “sloshtomach” occurs rarely, but dwarves and gnomes are more susceptible to it than other races, and consuming certain alcoholic drinkables seem to exacerbate it, so lots of dwarves “fear” it more than they really should, and tend to avoid drinking water whenever they can have treated water (ale) or stronger liquor instead; it should be noted that this is almost never debilitating or seriously damaging (it affects mood more than anything else, as a dwarf who feels vaguely ill also tends to be more than vaguely irritated with the world around) (Aurora’s Whole Realms Catalogue by Tim Beach, Karen S. Boomgarden, Anne Brown, David “Zeb” Cook, Jeff Grubb, Julia Martin, Colin McComb, Thomas M. Reid, Steven E. Schend; So saith Ed - March 31, 2010)

    “Soul-forging weather” – Common:- a dwarven term for violent electrical storms, hurricane winds, and avalanches (Polyhedron #71)

    “stone-shouldered” – Common:- a dwarven word to describe a rogue dwarf or dwarven group/clan (So saith George Krashos - June 13, 2009)

    “stonesinger” – Common:- the dwarven term for a bard (Forgotten Realms Campaign Setting by Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo)

    “truemetal” – Common:- a dwarven term for “mithral” (Volo’s Guide to All Things Magical by Ed Greenwood, Eric L. Boyd)

    “vikrik” – Dwarven:- hunted (Another Name for Dawn by Paul S. Kemp)

    “Vlandranna” – Common:- (an old, corrupted Dwarven word from the region that is today the Vast and Impiltur) a saying now used by all trading races in the Sea of Fallen Stars, meaning: “Gods grant [approval]” or “Gods grant [that what is spoken of occurs by their will]” (Polyhedron #74; also collated in Lore from the Sages)

    “With a shovel I can dig a grave; give me a lantern too, and I’ll dig a home” – Common:- an old dwarven expression about the importance of light (Aurora’s Whole Realms Catalogue by Tim Beach, Karen S. Boomgarden, Anne Brown, David “Zeb” Cook, Jeff Grubb, Julia Martin, Colin McComb, Thomas M. Reid, Steven E. Schend)





More Dwarven speech:

Axe high, friend, I go” [Dwarven farewell]
May your axe be ever bright” [Dwarven farewell]
I go” {Dwarven farewell – not impolite, often used by merchants]

sargh” [orc, or orc-filth. Abusive term.]
By my beard!” [The speaker is being VERY serious.]
His beard is long.” or “...longer than his years.” [indicates wisdom]
No-beard” or “shorthair” [meant as an insult to any race; particularly grave to another dwarf]
You stand tall among us.” [complimentary; the actual height of the person in question is irrelevant - it's impossible for a dwarf to use this ironically.]
His axe is sharp.” [said of a good strategic thinker.]
Under the Mountain.” [Safe, well protected.]
Open to the sky.” [Unsafe, unprotected. Also an insult, i.e. someone is a liability.]
Gordul!” [“Gods look on!”]
Calass.
dur Authalar” [“the people”, only really used by wild dwarves]
Fair as the Holy Hammer!” [Effectively means “Unfair”, “Unjust”; when addressed directly to a person (“Soft with the Holy Hammer!”) it means “Calm down”, or “Ease off”. The Holy Hammer are a dwarven group dedicated to the survival and improvement of the dwarven race and the lot of the dwarves. The dubious means (including murder and intimidation) by which they go about this noble-sounding end results in an expression which means the reverse of what one might expect.]
Sandstone!” [Serious exclamation; literally stone too soft and crumbling to be workable.]
"As wild as a night in Wildstar." [Bawdy: Wildstar is an underground town of gold dwarves]
"For the arduke."

"Dwarves have an individual but not a collective word for a dwarf born outside a clan: "urddin." They never use this word for a dwarf that's been expelled from a clan, or that has shunned their clan (taken themselves out of it). The term for that is sort of dwarf is: "ulldin." ("ddin" is the word for clan).


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Last edited by Steve on Sun Aug 27, 2023 1:53 pm, edited 3 times in total.

Talsorian the Conjuransmuter - The (someTIMEs) Traveler

The half-MAN, the MYrchanT(H), the LEGENDermaine ~ Jon Smythe [Bio]

Brinn Essebrenanath — Volamtar, seeking wisdom within the earth dream [Bio]
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zhazz
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Re: General Dwarven Role-play Information

Unread post by zhazz »

I would like to add to this some advice from Mike Mearls, whom some might know as one of the authors on the 3rd edition of Player's Handbook, and later editions.

While his advice specifically pertains to 5th edition, there is little in it that I find contradictory to what is established in 3rd edition, if any at all.
At most it shines a different light on the lore.

The video is split into two parts.

Disclaimer! — If the advice in the videoes does not fall within what is considered Dwarven Lore by the staff, then please remove this post.

Part One
Hidden: show
Part Two
Hidden: show
Adrian Baker - An innocent virtuoso (bio | journal)
Relyth Ravan'Thala - Bear of an Elf
Timothy Daleson - Paladin Wand Maker
Duncan Matsirani - A wanderer
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Steve
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Re: General Dwarven Role-play Information

Unread post by Steve »

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Talsorian the Conjuransmuter - The (someTIMEs) Traveler

The half-MAN, the MYrchanT(H), the LEGENDermaine ~ Jon Smythe [Bio]

Brinn Essebrenanath — Volamtar, seeking wisdom within the earth dream [Bio]
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Steve
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Re: General Dwarven Role-play Information

Unread post by Steve »

Recent update:

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Talsorian the Conjuransmuter - The (someTIMEs) Traveler

The half-MAN, the MYrchanT(H), the LEGENDermaine ~ Jon Smythe [Bio]

Brinn Essebrenanath — Volamtar, seeking wisdom within the earth dream [Bio]
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Steve
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Re: General Dwarven Role-play Information

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Talsorian the Conjuransmuter - The (someTIMEs) Traveler

The half-MAN, the MYrchanT(H), the LEGENDermaine ~ Jon Smythe [Bio]

Brinn Essebrenanath — Volamtar, seeking wisdom within the earth dream [Bio]
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Labradorit
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Re: General Dwarven Role-play Information

Unread post by Labradorit »

Nice!
Though the german autovoice is ... something xD
Tramahsthas Auvrea'elrvis [trɑː.mɑs.t̪ɑs aʊ.vreə.ɛl.rvɪs] Hail to Angharradh and Erevan

~~Not in imitation, but in echo. Not in shadow, but in shimmer.~~

~~Words wound deeper than any weapon known to this world.~~
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Re: General Dwarven Role-play Information

Unread post by Hakken2 »

Really good tips from legend Ed Greenwood
Bhor Stonecutter, Citizen and King's Hammer of Kraak Helzak.
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