Dwarf (Dungeons & Dragons)

A dwarf, in the Dungeons & Dragons (D&D) fantasy roleplaying game, is a humanoid race, one of the primary races available for player characters. The idea for the D&D dwarf comes from European mythologies and J. R. R. Tolkien's novel The Lord of the Rings (1954-1955), and has been used in D&D and its predecessor Chainmail since the early 1970s. Variations from the standard dwarf archetype of a short and stout demihuman are commonly called subraces, of which there are more than a dozen across many different rule sets and campaign settings.

Dwarf
An illustration of a dwarf.
First appearancethe original 1974 edition of Dungeons & Dragons
Based onDwarf
Information
TypeNatural Humanoid
AlignmentOften Lawful Good

History

The concept of the dwarf comes from Norse[1] and Teutonic mythology.[2] In particular, the dwarves in the Germanic story The Ring of the Nibelungen and the Brothers Grimm fairy tale "Rumpelstiltskin" have been called "ancestors" of Dungeons & Dragons dwarves.[3] Along with giants, dwarves were one of the first types of non-humans to be introduced into the Chainmail game, the forebear of D&D, when miniature figures of varying sizes were used together in the same wargame.[4]

The dwarf first appears as a player character class in the original 1974 edition of Dungeons & Dragons,[5] with a design that is strongly influenced by the dwarves of Poul Anderson's 1961 novel Three Hearts and Three Lions.[1] This early version of the D&D dwarf is limited to playing a fighter, and can not progress beyond the sixth level.[1] The dwarf is again a character class in the original Dungeons & Dragons Basic Set (1977). With the arrival of Advanced Dungeons & Dragons, the dwarf was modified into a player character race in the Player's Handbook (1978) and detailed as a monster in the original Monster Manual (1977).[6][7][8] A number of dwarven subraces are presented as character races in the original Unearthed Arcana (1985).[9]

In 1989, the hill dwarf, the most common dwarven subrace,[3] appears as a character race in the second edition Advanced Dungeons & Dragons Player's Handbook[10] and as a monster in the Monstrous Compendium Volume Two.[11] Dwarves are detailed as a race for the Forgotten Realms setting in Dwarves Deep (1990).[12] Several dwarven races are detailed as player character races in The Complete Book of Dwarves (1991).[13] The dwarf appears as a character race in the third edition Player's Handbook (2000),[14] the 3.5 revised Player's Handbook (2003),[15] the fourth edition Player's Handbook (2008),[16] and the fifth edition Player's Handbook (2014).[17] The arctic dwarf, gray dwarf, gold dwarf, shield dwarf, urdunnir, and wild dwarf are all detailed in Races of Faerûn (2003).[18] Dwarves are one of the races detailed in Races of Stone (2004).[19] The dwarf, including the dwarf bolter and the dwarf hammerer, appears as a monster in the fourth edition Monster Manual (2008).[20]

Description

Dwarves average four feet in height, with stout, broad bodies.[21] Male dwarves grow thick facial hair. The female dwarves in The Lord of the Rings novels, which greatly inspired D&D, were able to grow beards as well.[22] Some authors, such as R. A. Salvatore, have followed suit in their writing, though the game rules' official position is that females do not grow beards—the fourth edition of Dungeons and Dragons portrayed female dwarves as "beardless and even attractive".[23] In specific campaign settings, the potential for female dwarven facial hair sees much variation: In the World of Greyhawk some females can grow beards but those generally shave, in the Forgotten Realms they can grow full beards but also usually shave,[24] and in Eberron they do not grow facial hair at all. In older editions of the game, female dwarves did grow beards in various campaign settings.

The book Three Hearts and Three Lions by Poul Anderson strongly influenced Dungeons & Dragons, having a dwarf named Hugi with a Scottish accent.[1] Most popular portrayals of dwarves feature such an accent.[1] Dwarves tend to be more useful for combat-oriented players, as they gain a number of special abilities and bonuses in combat, mostly related to their hardiness and smaller stature compared to humans.[21] Dwarves are also resistant to poison and magic, can see in the dark (a skill called infravision in earlier editions and darkvision beginning with third edition), and can detect different types of mining-related features underground, such as sloping tunnels.[10] The dwarven ability to detect a sloping passage underground is also taken directly from Anderson's book.[3]

Dwarves are generally good in alignment.[25] Ilan Mitchell-Smith wrote that dwarves, along with other races allowed for use by players such as elves and halflings, are "defined in terms of subjectivity, and ultimately, humanity" as opposed to many other creatures who serve as a type of "monstrous other".[26]

Dwarves usually worship Moradin,[27] whom they believe is their creator. According to their legends, Moradin fashioned the dwarves into a likeness of himself using gems and metal. He then breathed life into them. In many campaign settings, the dwarven pantheon of gods consists of the leader Moradin, as well as Abbathor, Berronar Truesilver, Clanggedin Silverbeard, Dugmaren Brightmantle, Dumathoin, Muamman Duathal, and Vergadain, and Laduguer is god of the duergar.[9][28] Several gods including Hanseath were introduced in Races of Stone.[19] Other dwarven gods may be present in different campaign settings.

Dwarves get along well with gnomes, who are often regarded as close cousins of the dwarven race.[29] 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.[14] Dwarves do not trust half-orcs, and fail to appreciate elves, with whom they only ally in their many battles against orcs, goblins, evil giants and trolls.[30]

Subraces

Over the history of D&D publications and rules editions, more than a dozen subraces of dwarf have been described. Hill dwarves are the standard dwarven race.[3] Mountain dwarves live deeper underground and have fairer skin than hill dwarves.[10] Aleithian dwarves are deep-dwelling psionic dwarves who follow the dragon god Sardior.[31] In the 1st, 2nd, and 3rd editions of D&D, Azers physically resembled dwarves, though they were unrelated. In the 4th Edition of the game, they are a product of the enslavement of dwarves by giants and titans. Badlands dwarves have adapted to life in the inhospitable wastes, developing a natural knack for finding water and tolerance to heat and thirst.[32] Deep dwarves dwell underground and have a greater ability to see in the dark, but are sensitive to light. They are more resistant to magic and poison than standard dwarves. Dream dwarves are contemplative dwarves in touch with the world around them, which they call the "earth dream."[19] The duergar are an "evil and avaricious"[3] subrace that live in the Underdark. Frost dwarves are extra-planar dwarves who reside on the Iron Wastes of the Infinite Layers of the Abyss. They were once duergar enslaved by frost giants.[33] Glacier dwarves reside in cold glaciers, mining a special material known as blue ice. These dwarves have great skill at crafting with ice and magical ice, and are tolerant to cold weather.[34] Seacliff dwarves make their home in high seaside cliffs and are excellent swimmers.[35]

In campaign settings

On Athas, the planet of the Dark Sun campaign setting, dwarves stand less than 5' tall and weigh nearly 200 lbs. Each dwarf pursues a singular obsession, called a focus, that requires at least a week to complete.[36] Athasian dwarves do not live underground, but some communities focus on unearthing long-lost dwarven strongholds. Physically, the dwarves of Athas are unique among their kind, having no hair at all. Athasian dwarves can breed with humans to produce muls, who are sterile offspring that share the strength and resiliency of dwarves with the size of humans.[37]

In the Dragonlance setting, the dwarves are divided into three distinct groups, which are sub-divided into clans. Hill dwarves consist of a single clan called the Neidar. They are very similar to the mountain dwarves but are slightly more forthcoming towards other races and cultures. Flint Fireforge, one of the Heroes of the Lance, is a Neidar.[38] Mountain dwarves consist of several clans, two of these being the Hylar and the Daewar clans. Gully dwarves, or Aghar ("the Anguished") are thought to be the offspring of gnomes and dwarves. Gully dwarves are first referred to in the Dragonlance Chronicles, by Margaret Weis and Tracy Hickman, as a "miserable lot."[39] Several clans live together, following the rule of their chieftains or one particular powerful leader.

The Forgotten Realms world of Faerûn has several major dwarven subraces. Shield dwarves, also known as mountain dwarves, are the dominant dwarves in the northern parts of Faerûn.[24] These dwarves tend to be fatalistic due to generations of declining numbers.[24] Gold dwarves, also known as hill dwarves, are the dominant dwarves in southern Faerûn. They are generally a more upbeat group than their northern cousins.[24] They primarily reside in and around the Deep Realm, an underground realm surrounding a Grand Canyon-like gorge. Arctic dwarves (also known as the Inugaakalikurit), found in the northernmost reaches of Faerûn, are smaller and stronger than most other dwarves, and immune to cold. Urdunnir, also known as orecutter dwarves, have the magical ability to shape metal and stone, and can walk through the latter. Wild dwarves are short, primitive dwarves found in the deep jungles of Faerûn. Gray dwarves, or duergar, are mainly found in the Underdark, and have an aversion to light. Bruenor Battlehammer, a Shield Dwarf, is the king of Mithril Hall in the Forgotten Realms setting who reclaims his homeland from monsters including a shadow dragon named Shimmergloom that he kills single-handedly.[40] Their gods include Deep Duerra, Gorm Gulthyn, Haela Brightaxe, Marthammor Duin, and Thard Harr.[12]

In the World of Greyhawk setting, the group of humans known as Flan call dwarves dwur. They are found throughout the Flanaess, and are particularly numerous in the Lortmils, Principality of Ulek, Glorioles, Iron Hills, Crystalmists, and Ratik. Lord Obmi is a notable dwarf of the setting, a servant of Iuz and member of the Boneshadow organization.[41]

Dwarves of the Spelljammer setting operate in huge spacefaring asteroids, honeycombed with tunnels.[42]

Novels

D&D novels prominently featuring dwarves include the following:

  • Dragonlance
    • Dragons of the Dwarven Depths (July 2006), by Margaret Weis and Tracy Hickman, (ISBN 0-7869-4099-9)
    • The Last Thane by Douglas Niles
    • Dark Thane by Jeff Crook
    • The Dwarf Home trilogy by Douglas Niles
    • The Dwarven Nations trilogy by Dan Parkinson
    • The Gates of Thorbardin by Dan Parkinson
    • Gully Dwarves by Dan Parkinson
    • Kender, Gully Dwarves, and Gnomes (August 1987), edited by Margaret Weis and Tracy Hickman, (ISBN 0-88038-382-8)
  • Forgotten Realms
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References

Footnotes

  1. Tresca 2010, p. 31.
  2. Gygax, Gary (March 1985). "On the influence of J.R.R. Tolkien on the D&D and AD&D games". The Dragon (95). pp. 12–13. Dwarves, on the other hand, are well known in Teutonic and Scandinavian myths; here, the Professor and I build upon the same foundation.
  3. Bowman, Sarah Lynne (May 2010). "6. Role-Playing as Alteration of Identity". The Functions of Role-Playing Games. McFarland. p. 152. ISBN 978-0786447107.
  4. Guerra, Bob (1990). "Dungeons & Dragons: A Simulated Fantasy". Compute. Small System Services. 12 (6–9): 188.
  5. Gygax, Gary; Arneson, Dave (1974). Dungeons & Dragons (3-Volume Set). TSR, Inc.
  6. Schick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. pp. 84–85. ISBN 0-87975-653-5.
  7. Gygax, Gary (1978). Player's Handbook. TSR Inc. ISBN 0-935696-01-6.
  8. Gygax, Gary (1977). Monster Manual. TSR Inc. ISBN 0-935696-00-8.
  9. Gygax, Gary (1985). Unearthed Arcana. TSR, Inc. ISBN 978-0-88038-084-3.
  10. Cook, David "Zeb" (1989). Advanced Dungeons & Dragons 2nd Edition Player's Handbook. Lake Geneva, Wisconsin: TSR, Inc. pp. 20–21. ISBN 0-88038-716-5.
  11. Cook, David "Zeb"; et al. (1989). Monstrous Compendium Volume Two. Lake Geneva, Wisconsin: TSR. ISBN 978-0880387538.
  12. Greenwood, Ed (1991). Dwarves Deep. TSR, Inc. ISBN 978-0880388801.
  13. Bambra, Jim (1991). The Complete Book of Dwarves. TSR, Inc. ISBN 978-1560761105.
  14. Tweet, Jonathan; Cook, Monte; Williams, Skip (2000). Player's Handbook. Wizards of the Coast. p. 14. ISBN 978-0786915507.
  15. Tweet, Jonathan; Cook, Monte; Williams, Skip (2003) [2000]. Player's Handbook v.3.5. revised by Andy Collins. Wizards of the Coast. ISBN 0-7869-2886-7.
  16. Heinsoo, Rob, Andy Collins, and James Wyatt. Player's Handbook. (Wizards of the Coast, 2008)
  17. Player's Handbook. Wizards of the Coast. 2014.
  18. Reynolds, Sean K; et al. (2003). Races of Faerûn. Wizards of the Coast. ISBN 0-7869-2875-1.
  19. Decker, Jesse; Lyons, Michelle; Noonan, David (2004). Races of Stone. Wizards of the Coast. ISBN 978-0786932788.
  20. Mearls, Mike; Schubert, Stephen; Wyatt, James (2008). Monster Manual. Wizards of the Coast. ISBN 978-0786948529.
  21. Slavicsek, Bill; Baker, Richard (July 2008). "Chapter 12: Picking a Race". Dungeons & Dragons 4th Edition For Dummies. John Wiley & Sons. pp. 145–146. ISBN 978-0470292907.
  22. Guiley, Rosemary (2006). "Lord of the Rings, The". The Encyclopedia of Magic and Alchemy. Infobase Publishing. p. 170. ISBN 978-1438130002.
  23. Tresca 2010, p. 32.
  24. Greenwood, Ed; Grubb, Jeff (1993). A Grand Tour of the Realms. TSR, Inc. pp. 7–8.
  25. Mitchell-Smith 2009, p. 212.
  26. Mitchell-Smith 2009, p. 209.
  27. Slavicsek, Bill; Baker, Richard (April 2005). "Chapter 21: Roleplaying and Working Together". Dungeons & Dragons For Dummies. John Wiley & Sons. p. 267. ISBN 978-0764584596.
  28. Sargent, Carl (1992). Monster Mythology. TSR, Inc. ISBN 978-1560763628.
  29. Stewart 1993, pp. 159.
  30. Stewart 1993, pp. 94–95.
  31. Psionic Bestiary: Aleithian Dwarves - The Legend of Sardior, Part 2
  32. Cordell, Bruce; Clarke-Wilkes, Jennifer; Wiker, JD (2005). Sandstorm. Wizards of the Coast. ISBN 978-0786936557.
  33. Cordell, Bruce; F.M. Kestrel, Gwendolyn (2004). Planar Handbook. Wizards of the Coast. ISBN 978-0786934294.
  34. Baur, Wolfgang; Jacobs, James; Strayton, George (2004). Frostburn. Wizards of the Coast. ISBN 978-0786928965.
  35. Baker, Richard; Carriker, Joseph D.; Clarke-Wilkes, Jennifer (2005). Stormwrack. Wizards of the Coast. ISBN 978-0786936892.
  36. Swan, Rick (September 1992). "Role-playing Reviews". Dragon. Lake Geneva, Wisconsin: TSR, Inc (185): 65–66.
  37. Brown, Timothy B.; Denning, Troy (October 1991). Dark Sun: Campaign Setting. TSR, Inc. ISBN 978-1560761044.
  38. Kirchoff, Mary; Niles, Douglas (May 1990). Flint the King. TSR, Inc. ISBN 978-0786930210.
  39. Weis, Margaret; Hickman, Tracy (November 1984). Dragons of Autumn Twilight. Random House. p. 176. ISBN 0-88038-173-6.
  40. Dekirk, Ash (2006). "Dragons in Literature". Dragonlore: From the Archives of the Grey School of Wizardry. Career Press. p. 139. ISBN 1-56414-868-8.
  41. Gygax, Gary (1986). Artifact of Evil. TSR Inc. ISBN 978-0394745794.
  42. Rolston, Ken (February 1990). "Role-playing Reviews". Dragon. Lake Geneva, Wisconsin: TSR, Inc (154): 59–63.

Bibliography

  • Mitchell-Smith, Ilan (May 2009). "11: Racial Determinism and the Interlocking Economics of Power and Violence in Dungeons & Dragons". In B. Garrick Harden, Robert Carley (ed.). Co-Opting Culture: Culture and Power in Sociology and Cultural Studies. Lexington Books. ISBN 978-0739125977.
  • Stewart, Doug, ed. (1993). Monstrous Manual. TSR, Inc. pp. 94–95. ISBN 978-1560766193.
  • Tresca, Michael J. (November 2010). "One: The Lord of the Rings". The Evolution of Fantasy Role-Playing Games. McFarland. ISBN 978-0786458950.

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