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Dwarf (Dungeons & Dragons)
View on Wikipedia| Dwarf | |
|---|---|
An illustration of a dwarf | |
| First appearance | the original 1974 edition of Dungeons & Dragons |
| Based on | Dwarf |
| In-universe information | |
| Type | Natural Humanoid |
| Alignment | Often Lawful Good |
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 the dwarves of 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.
History
[edit]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 in D&D is based on Tolkien's version of the dwarf.[5]
The dwarf first appears as a player character race in the original 1974 edition of Dungeons & Dragons,[6] 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] With the release of the first supplement, Greyhawk, in 1976, they were then allowed to play a thief with no level restriction.[7] Beginning with the 1981 revision of the Dungeons & Dragons Basic Set, and continuing also in all subsequent revisions, demi-humans such as dwarves were treated as their own classes. Dwarves were only permitted a maximum level of 12 (compared to the Halfling's 8, the Elves' 10, and the human classes 36). With the arrival of Advanced Dungeons & Dragons, the dwarf was returned to a player character race in the Player's Handbook (1978) and detailed as a monster in the original Monster Manual (1977).[8][9][10] A number of dwarven subraces are presented as character races in the original Unearthed Arcana (1985).[11]
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[12] and as a monster in the Monstrous Compendium Volume Two.[13] Dwarves are detailed as a race for the Forgotten Realms setting in Dwarves Deep (1990).[14] Several dwarven races are detailed as player character races in The Complete Book of Dwarves (1991).[15] The dwarf appears as a character race in the third edition Player's Handbook (2000),[16] the 3.5 revised Player's Handbook (2003),[17] the fourth edition Player's Handbook (2008),[18] and the fifth edition Player's Handbook (2014).[19] The arctic dwarf, gray dwarf, gold dwarf, shield dwarf, urdunnir, and wild dwarf are all detailed in Races of Faerûn (2003).[20] Dwarves are one of the races detailed in Races of Stone (2004).[21] The dwarf, including the dwarf bolter and the dwarf hammerer, appears as a monster in the fourth edition Monster Manual (2008).[22]
Description
[edit]Dwarves average four feet in height, with stout, broad bodies.[23][24] 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.[25] Some authors, such as R. A. Salvatore, have followed suit in their writing. This was reflected in game mechanics as well, but the game rules' official position was rarely concrete or specific, and it varied by dwarven culture or ancestry. In The Complete Book of Dwarves, women amongst the deep dwarves "wear their beards long, unlike other dwarf women (who are typically cleanshaven)."[26] Additionally, in specific campaign settings the potential for female dwarven facial hair sees much variation: In the World of Greyhawk, all dwarves—including females—grow and wear beards, but only a portion of females are known to shave,[27][28][29][30] in the Forgotten Realms they can grow full beards but also usually shave,[31] and in Eberron they do not grow facial hair at all. The art of various editions (especially later editions), however, has frequently portrayed dwarven women as beardless. In the preview for the fourth edition of Dungeons and Dragons, Wizards Presents: Races and Classes, artist William O'conner discussed how the design team gave him specific direction to change the way female dwarves were depicted.[32] Rob Heinsoo also said in the same book that O'Conner's art "gifted us with a magnificent new look for dwarf women. Strong, sensual, earthy and feminine, with an exotic beauty that no one would think to splash a beard on."[33] However, this was not reflected in fourth edition rules, only in art, and still varied depending on the campaign setting.
Philip J. Clements listed the dwarves' skill in metalworking and fondness for ale as cultural characteristics.[24]
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.[23] 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.[12] The dwarven ability to detect a sloping passage underground is also taken directly from Anderson's book.[3]
Dwarves are generally good in alignment.[34][24] 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".[35] Philip J. Clements observed that dwarves "tend to embody an extreme vision of masculinity".[24]
Dwarves usually worship Moradin,[36] 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.[11][37] Several gods including Hanseath were introduced in Races of Stone.[21] 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.[38] 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.[16] Dwarves do not trust half-orcs, and fail to appreciate elves,[39] with whom they only ally in their many battles against orcs, goblins, evil giants and trolls.[40]
Dethek script
[edit]In the first edition Cyclopedia of the Realms, released with the Forgotten Realms Campaign Set in 1987, the dwarves are described having a runic-type script called Dethek, which translates directly into "Common". It is said they prefer to not write on that which can perish, and thus inscribe on metal or stone. Books can be made from bound metal sheets. The stone tablets they write on are called "runestones" in common tongue and described as being diamond-shaped, about an inch thick, and of some very hard rock. Inscriptions spiral around the edge, being read from the outer edge toward the center.[41]
Words are separated by spaces, sentences by crossed lines; and capital letters have a line drawn above them. If any glyphs are painted, names of beings and places are commonly picked out in red, while the rest of the text is colored black or left as unadorned grooves. A numbering system also exist, essentially a variation of pentadic numerals, as well as ideographs for clans, tribes and races. Some tablets bare reliefs and can be used as stamps for various purposes.[41]
Subraces
[edit]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.[12] Aleithian dwarves are deep-dwelling psionic dwarves who follow the dragon god Sardior.[42] 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.[43] 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."[21] The duergar, or "gray dwarves",[44] are an "evil and avaricious"[3] subrace that live in the Underdark. The name duergar is derived from Norse mythology.[44] Bleeding Cool editor Gavin Sheehan praised the more detailed background for duergar in Mordenkainen's Tome of Foes, "with their own set of goals and reasoning behind what they [as] both exciting and horrifying", called "their lore [...] fascinating and intriguing" and declared them "a force to be dealt with" in no easy way.[45] 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.[46] 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.[47] Seacliff dwarves make their home in high seaside cliffs and are excellent swimmers.[48]
In campaign settings
[edit]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.[49] 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.[50]
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.[51] 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."[52] Several clans live together, following the rule of their chieftains or one particular powerful leader. Gully dwarves are known to be vicious fighters when cornered. They are generally stupid and often hold menial jobs. They have been characterized as "a tiny, dirty, unorganized folk", but as having heart.[53] The highest an average gully dwarf can count is 2, though some have become smart enough to count to 3.[54] They are smaller than normal dwarves. They have no land of their own and live in ruined cities, sewers, and dirty parts of cities.[55] Blogger Graeme Barber criticized their portrayal as "unintelligent sub-humanoids" who are "profoundly mentally disabled to the point of not really even having a language" as stereotypical.[56] Gully dwarves could be used as player characters in the D&D game. They were by design weaker than other character options, and so only appealing to few players who "enjoy the underdog status" they provided.[57]
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.[31] These dwarves tend to be fatalistic due to generations of declining numbers.[31] 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.[31] 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.[58] Their gods include Deep Duerra, Gorm Gulthyn, Haela Brightaxe, Marthammor Duin, and Thard Harr.[14]
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.[59]
Dwarves in the Spelljammer campaign setting operate in huge spacefaring asteroids, honeycombed with tunnels.[60]
Novels
[edit]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
- The War of the Spider Queen series by R.A. Salvatore
- The Icewind Dale Trilogy by R.A. Salvatore
Legacy
[edit]Next to J.R.R. Tolkien's work, being a core player character race in Dungeons & Dragons has contributed significantly to popularizing the concept of the dwarf in contemporary culture.[61][62][63]
The depiction of dwarves in Dungeons & Dragons has been cited as the inspiration for the dwarves in World of Warcraft.[64]
References
[edit]Footnotes
[edit]- ^ a b c d e Tresca 2010, p. 31.
- ^ Gygax, Gary (March 1985). "On the influence of J.R.R. Tolkien on the D&D and AD&D games". The Dragon. No. 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.
- ^ a b c d e Bowman, Sarah Lynne (May 2010). "6. Role-Playing as Alteration of Identity". The Functions of Role-Playing Games. McFarland. p. 152. ISBN 978-0786447107.
- ^ Guerra, Bob (1990). "Dungeons & Dragons: A Simulated Fantasy". Compute. 12 (6–9). Small System Services: 188.
- ^ Bornet, Philippe (2011). Religions in play: games, rituals, and virtual worlds. Theologischer Verlag Zürich. p. 278. ISBN 978-3-290-22010-5. Retrieved September 15, 2020.
- ^ Gygax, Gary; Arneson, Dave (1974). Dungeons & Dragons (3-Volume Set). TSR, Inc.
- ^ Gygax and Kuntz, Gary and Robert (1976). Dungeons & Dragons Additional Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures Supplement I Greyhawk. TSR Rules.
- ^ Schick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. pp. 84–85. ISBN 0-87975-653-5.
- ^ Gygax, Gary (1978). Player's Handbook. TSR Inc. ISBN 0-935696-01-6.
- ^ Gygax, Gary (1977). Monster Manual. TSR Inc. ISBN 0-935696-00-8.
- ^ a b Gygax, Gary (1985). Unearthed Arcana. TSR, Inc. ISBN 978-0-88038-084-3.
- ^ a b c 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.
- ^ Cook, David "Zeb"; et al. (1989). Monstrous Compendium Volume Two. Lake Geneva, Wisconsin: TSR. ISBN 978-0880387538.
- ^ a b Greenwood, Ed (1991). Dwarves Deep. TSR, Inc. ISBN 978-0880388801.
- ^ Bambra, Jim (1991). The Complete Book of Dwarves. TSR, Inc. ISBN 978-1560761105.
- ^ a b Tweet, Jonathan; Cook, Monte; Williams, Skip (2000). Player's Handbook. Wizards of the Coast. p. 14. ISBN 978-0786915507.
- ^ 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.
- ^ Heinsoo, Rob, Andy Collins, and James Wyatt. Player's Handbook. (Wizards of the Coast, 2008)
- ^ Player's Handbook. Wizards of the Coast. 2014.
- ^ Reynolds, Sean K; et al. (2003). Races of Faerûn. Wizards of the Coast. ISBN 0-7869-2875-1.
- ^ a b c Decker, Jesse; Lyons, Michelle; Noonan, David (2004). Races of Stone. Wizards of the Coast. ISBN 978-0786932788.
- ^ Mearls, Mike; Schubert, Stephen; Wyatt, James (2008). Monster Manual. Wizards of the Coast. ISBN 978-0786948529.
- ^ a b 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.
- ^ a b c d Clements, Philip J. (December 2019). Dungeons & Discourse: Intersectional Identities in Dungeons & Dragons (PhD). pp. 58, 67, 78, 165. Retrieved 2020-09-22.
- ^ Guiley, Rosemary (2006). "Lord of the Rings, The". The Encyclopedia of Magic and Alchemy. Infobase Publishing. p. 170. ISBN 978-1438130002.
- ^ Bambra, Jim (1991). The Complete Book of Dwarves. TSR, Inc. p. 13.
- ^ Brown, Anne (1998). Player's Guide. TSR, Inc. pp. 37–38.
Males and females both wear beards, though some females are known to be smooth-faced.
- ^ Moore, Roger (1998). The Adventure Begins. TSR, Inc. p. 15.
Both males and females are bearded.
- ^ Moore, Roger (1998). The Adventure Begins. TSR, Inc. p. 87.
Dunar Khorshkan, dwarf female... the bearded Dunar... Many think of her as a male, but she is used to this sort of nonsense from humans.
- ^ Holian, Gary; Mona, Erik; Reynolds, Sean K.; Weining, Frederick (2000). Living Greyhawk Gazetteer. Wizards of the Coast. p. 9. ISBN 0-7869-1743-1.
All dwarves are bearded.
- ^ a b c d Greenwood, Ed; Grubb, Jeff (1993). A Grand Tour of the Realms. TSR, Inc. pp. 7–8.
- ^ Carter, Michael (2007). Wizard Presents: Races and Classes. Wizards of the Coast. p. 33.
... to make them beautiful, even sexy" and that O'conner "had no inclination to depict them with beards.
- ^ Tresca 2010, p. 32.
- ^ Mitchell-Smith 2009, p. 212.
- ^ Mitchell-Smith 2009, p. 209.
- ^ Slavicsek, Bill; Baker, Richard (April 2005). "Chapter 21: Roleplaying and Working Together". Dungeons & Dragons For Dummies. John Wiley & Sons. p. 267. ISBN 978-0764584596.
- ^ Sargent, Carl (1992). Monster Mythology. TSR, Inc. ISBN 978-1560763628.
- ^ Stewart 1993, pp. 159.
- ^ Clements, Philip J. (December 2019). Dungeons & Discourse: Intersectional Identities in Dungeons & Dragons (PhD dissertation). Bowling Green State University. p. 36. Retrieved 2022-12-15.
- ^ Stewart 1993, pp. 94–95.
- ^ a b Ed Greenwood & company (1987). Avanced Dungeons & Dragons, Forgotten Realms: Cyclopedia of the Realms (1 ed.). p. 8-9.
- ^ Psionic Bestiary: Aleithian Dwarves - The Legend of Sardior, Part 2
- ^ Cordell, Bruce; Clarke-Wilkes, Jennifer; Wiker, JD (2005). Sandstorm. Wizards of the Coast. ISBN 978-0786936557.
- ^ a b Di Filippo, Laurent (2018). "La mythologie nordique dans Donjons & Dragons - Entre réception et stéréotypes". Les clichés dans l'histoire. Fest'Ain d'Histoire. Chazey-sur-Ain: Didaskalie. p. 75.
- ^ Sheehan, Gavin (29 May 2018). "Review: Dungeons & Dragons — Mordenkainen's Tome of Foes". Bleeding Cool. Retrieved 2025-03-28.
- ^ Cordell, Bruce; F.M. Kestrel, Gwendolyn (2004). Planar Handbook. Wizards of the Coast. ISBN 978-0786934294.
- ^ Baur, Wolfgang; Jacobs, James; Strayton, George (2004). Frostburn. Wizards of the Coast. ISBN 978-0786928965.
- ^ Baker, Richard; Carriker, Joseph D.; Clarke-Wilkes, Jennifer (2005). Stormwrack. Wizards of the Coast. ISBN 978-0786936892.
- ^ Swan, Rick (September 1992). "Role-playing Reviews". Dragon (185). Lake Geneva, Wisconsin: TSR, Inc: 65–66.
- ^ Brown, Timothy B.; Denning, Troy (October 1991). Dark Sun: Campaign Setting. TSR, Inc. ISBN 978-1560761044.
- ^ Kirchoff, Mary; Niles, Douglas (May 1990). Flint the King. TSR, Inc. ISBN 978-0786930210.
- ^ Weis, Margaret; Hickman, Tracy (November 1984). Dragons of Autumn Twilight. Random House. p. 176. ISBN 0-88038-173-6.
- ^ Robert A. Collins; Robert Latham (eds.). Science Fiction & Fantasy Book Review Annual 1991. Meckler Corporation. p. 414. ISBN 9780313283260.
- ^ Muires, Stephen (2018-10-13). The Game of Thinking: A Book for the Free Mind. CreateSpace Independent Publishing Platform. p. 4. ISBN 978-1721963041.
- ^ Weis, Margaret; Perrin, Don (August 2003). "Chapter 1, Races, "Gully Dwarves"". Dragonlance Campaign Setting (1st ed.). Wizards of the Coast. pp. 14–16. ISBN 0-7869-3086-1.
- ^ D'Anastasio, Cecilia (24 January 2021). "D&D Must Grapple With the Racism in Fantasy". Wired. Retrieved 10 October 2023.
- ^ Garthoff, Jon (2017-12-30). "Playability as Realism". Journal of the Philosophy of Games. 1 (1): 14. doi:10.5617/jpg.2705. ISSN 2535-4388.
- ^ 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.
- ^ Gygax, Gary (1986). Artifact of Evil. TSR Inc. ISBN 978-0394745794.
- ^ Rolston, Ken (February 1990). "Role-playing Reviews". Dragon (154). Lake Geneva, Wisconsin: TSR, Inc: 59–63.
- ^ Acker, Paul; Bardowell, Matthew; Weinstock, Jeffrey A. (2016). "Dwarf". In Weinstock, Jeffrey A. (ed.). The Ashgate Encyclopedia of Literary and Cinematic Monsters. Taylor & Francis. ISBN 9781317044253.
- ^ Pramas, Chris (2017). Dwarf Warfare. Rosen Publishing Group. p. 5. ISBN 9781508176275.
- ^ Levi, Corwin; Aldredge, Michelle; Benjamin, Siona; Connell, Anne; Cutler, Amy; Grimm, Jacob; Grimm, Wilhelm (2017). Mirror Mirrored - A Contemporary Artists' Edition of 25 Grimms' Tales. Gwarlingo & Uzzlepye Presses. p. 343. ISBN 9780982517611.
- ^ Kendall, Jamie (2020). The Art & Making of Fantasy Miniatures. Pen & Sword Books. p. 7. ISBN 9781526767431.
Bibliography
[edit]- Mitchell-Smith, Ilan (May 2009). "11: Racial Determinism and the Interlocking Economics of Power and Violence in Dungeons & Dragons". In Harden, B. Garrick; Carley, Robert (eds.). Co-opting Culture. Lanham, MD: Lexington Books. pp. 207–223. ISBN 978-0-7391-2597-7.
- 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.
External links
[edit]Dwarf (Dungeons & Dragons)
View on GrokipediaHistory
Origins in Early D&D (1974–1989)
Dwarves debuted as a playable option in the original Dungeons & Dragons (OD&D) boxed set, self-published by Tactical Studies Rules (TSR) in January 1974 and co-authored by Gary Gygax and Dave Arneson. Treated as a race-class hybrid akin to other demihumans, dwarves were restricted to the fighting-man class, with progression capped at 6th level (Myrmidon), underscoring their design as durable but specialized combatants rather than versatile adventurers. This limitation aligned with Gygax's intent to balance non-human races against humans, preventing them from dominating higher-level play while emphasizing dwarven resilience in melee.[4][5] Mechanically, OD&D dwarves stood 4 to 4.5 feet tall, equipped with infravision effective to 60 feet, and gained combat advantages against oversized foes such as ogres, giants, and trolls, who struck at them with a -3 penalty to hit due to their compact stature. They excelled in subterranean detection, boasting a 2/3 chance (two-in-six) to notice traps, new construction, sliding walls, and sloping passages—abilities rooted in their lore as expert miners and tunnel-dwellers. Saving throws benefited from a +4 bonus against spells and poison, plus an additional +4 versus paralyzation, poison, or death magic from rods, staves, or wands, reflecting innate toughness honed by underground perils. Lore portrayed dwarves as greedy hoarders of gold and gems, clan-based societies warring against goblins, orcs, and giants, with minimal emphasis on magic or multi-classing compared to elves.[6][4] Supplements like Greyhawk (1975) introduced minor expansions, such as the dwarven thrower weapon (a returning hammer usable only by dwarves), but core traits remained fighter-focused. By the late 1970s, Basic D&D lines (e.g., Holmes edition, 1977) retained race-as-class for dwarves, limiting them to fighters with similar level caps and detection skills, while emphasizing their role in dungeon delving.[7] Advanced D&D (AD&D) 1st edition, detailed in the Player's Handbook (1978) and Dungeon Masters Guide (1979), decoupled race from class, allowing dwarves to select fighter (up to 9th level, or 12th for exceptional Strength), thief, or assassin roles. Racial ability score ranges mandated Strength 8–18(00), Dexterity 3–18, Constitution 12–18 (with +1 adjustment, minimum 11 after), Wisdom 3–18, Intelligence 3–18, and Charisma 3–17 (with -1 adjustment, maximum 16 after), enforcing stocky, pragmatic builds ill-suited to charisma-dependent pursuits. Detection proficiencies persisted (1/2 to 2/3 chances for traps, gradients, and stonework), alongside +1 saves versus poison or magic, infravision, and +12 hit points versus poison or gas from giants, dragons, or similar large creatures. Lore expanded dwarves as forge-masters and gem-cutters inhabiting vast underground holds, fiercely independent and suspicious of outsiders, with languages including common, dwarvish, gnome, goblin, kobold, and orcish.[8][9] AD&D 2nd edition, launched in 1989 with a revised Player's Handbook, refined dwarven traits by introducing subraces such as hill and mountain dwarves, with hill dwarves gaining +1 Constitution (maximum 18) but reduced Dexterity. Fighters could now reach 15th level (Lord), thieves 9th (Master Thief), and multi-class fighter/thief combinations became viable, broadening options while preserving detection, saving throw bonuses (+1 vs. poison/magic; +3 vs. spells for hill dwarves), and combat edges against orcs, goblins, and hobgoblins (+1 to hit). Lore solidified dwarves as ancient, resilient folk shaped by millennia of craftsmanship and conflict, dwelling in fortified clans amid mountains and deep earth, often clashing with subterranean evils.[10][11]Evolution Through Advanced and Later Editions (1990–2013)
In Advanced Dungeons & Dragons 2nd Edition, released in 1989 but expanded through the 1990s, dwarves retained core traits from earlier editions, including a +1 bonus to Constitution for resilience and inherent bonuses to attacks against orcs, goblins, hobgoblins, and similar foes reflecting longstanding enmities.[10] The 1991 supplement The Complete Book of Dwarves introduced specialized subraces such as hill, mountain, and deep dwarves, each with adjusted ability score maxima and minima—e.g., mountain dwarves gained enhanced Constitution maxima but penalties to Charisma—and unique kits like the forge priest or snowbeard, allowing greater customization while maintaining class level restrictions, such as dwarves capped at 12th-level fighters or 10th-level thieves.[12] These updates emphasized dwarven cultural depth, with abilities like stone detection and poison resistance tied to their subterranean heritage, but preserved racial distrust of magic, limiting multiclass options compared to humans.[10] The shift to Dungeons & Dragons 3rd Edition in 2000 marked a significant mechanical overhaul, standardizing dwarves under the d20 System with no class restrictions, enabling access to any class and reflecting a design philosophy prioritizing balance and flexibility.[13] Key racial traits included +2 Constitution and -2 Charisma adjustments, medium size despite a base land speed of 20 feet (unaffected by armor or heavy loads), darkvision to 60 feet, stonecunning for +2 bonuses on Search checks involving stonework traps or mechanisms, weapon familiarity with dwarven axes and hammers, +2 saves against spells and poison, +1 attack rolls against orcs and goblins, and +2 Appraise checks for stone or metal items.[13] This edition portrayed dwarves as tactical combatants leveraging terrain, with stability granting +4 bonuses against bull rush and trip effects, aligning mechanics more closely with lore of unyielding endurance.[13] Refinements in Dungeons & Dragons 3.5 Edition (2003) largely preserved 3rd Edition traits but clarified and balanced them, such as explicitly stating the 20-foot speed persists even when heavily encumbered and adding offensive stability against larger opponents.[14] Subraces like gold and shield dwarves from campaign settings introduced minor variants, such as gold dwarves gaining +2 Charisma offsets for adaptability, while core traits reinforced dwarven gruffness and craftsmanship without altering foundational ability adjustments.[14] Dungeons & Dragons 4th Edition (2008) further evolved dwarves into a core playable race emphasizing heroic resilience over granular simulation, granting +2 Constitution and +2 Wisdom, a 5-speed tier (unreduced by armor), low-light vision, and powers like second wind as a minor action for +2 hit points per tier plus healing surges.[15] Unique abilities included Cast-Iron Stomach for poison resistance, Dilettante allowing adoption of another class's at-will power, and Toughness for bonus hit points, shifting focus from environmental bonuses to combat utility and reflecting a design for balanced power levels across roles, though reducing emphasis on traditional anti-goblinoid bonuses.[15] This period saw dwarves integrated into broader cosmology, with surface-dwelling clans more prominent, diverging from purely underground stereotypes.[16]Fifth Edition and 2024 Updates
In the fifth edition of Dungeons & Dragons, released via the Player's Handbook on August 19, 2014, dwarves were defined as a core playable race characterized by stout builds, longevity up to 350 years, and cultural emphases on craftsmanship, clan loyalty, and resilience against hardship.[17] Core racial traits included a +2 bonus to Constitution, a base walking speed of 25 feet regardless of armor, Darkvision out to 60 feet, and Dwarven Resilience granting advantage on saving throws against poison and resistance to poison damage.[1] Additional features encompassed Dwarven Combat Training for weapon proficiencies with battleaxes, handaxes, light hammers, and warhammers; proficiency with one type of artisan's tools of choice; and Stonecunning, which doubled proficiency bonuses on Intelligence (History) checks concerning the origin of stonework.[18] Dwarves featured two primary subraces: hill dwarves, who gained +1 Wisdom and Dwarven Toughness (adding 1 hit point per level); and mountain dwarves, who received +2 Strength and proficiency in light and medium armor.[1] These mechanics reinforced dwarves' thematic role as hardy warriors and miners, with subraces allowing specialization in durability (hill) or martial prowess (mountain), though the race's slower speed and fixed ability score increases drew critiques for limiting versatility compared to other races.[18] The 2024 revisions, detailed in the updated Player's Handbook released digitally on August 23, 2024, and in physical form on September 17, 2024, reclassified dwarves as a "species" without subraces, streamlining traits to enhance baseline power and compatibility with the edition's backward-compatible ruleset.[2] Key updates included raising base walking speed to 30 feet, extending Darkvision to 120 feet, and standardizing Dwarven Toughness (+1 hit point per level) and poison resistance for all dwarves, merging benefits previously split across subraces.[19] A new Dwarven Resilience feature allowed a bonus action to gain tremorsense (detecting creatures touching the ground within 60 feet via vibrations) while on stone, earth, or worked surfaces, emphasizing subterranean attunement.[20] Stonecunning was refined to apply proficiency bonuses (doubled if already proficient) to Intelligence checks assessing stonework's age, authenticity, or hidden features, broadening its utility.[21] These changes aimed to balance dwarves mechanically, addressing prior complaints about subpar mobility and uniformity, while preserving lore elements like forge-god origins and grudge-holding traditions.[22]Description
Physical Appearance and Physiology
Dwarves stand 4 to 5 feet tall on average, yet their broad and compact build results in a weight comparable to that of a human nearly two feet taller, typically around 150 pounds. This stocky physique, dense with muscle and bone, equips them for demanding labors such as mining and smithing in confined underground spaces. Skin tones range from deep brown to pale with a reddish tinge, commonly light brown or deep tan, while hair—often worn long and simply styled—spans black, gray, brown, or red, the latter more prevalent among fairer dwarves. Males characteristically maintain elaborate beards, a physiological and cultural hallmark.[1] Physiologically, dwarves embody endurance akin to unyielding stone, with innate adaptations for subterranean existence including darkvision that renders dim light as bright and darkness as dim gray scale up to 60 feet. Their resilience manifests in superior resistance to toxins, conferring advantage on saving throws against poison and resistance to its damage, traits attributed to a constitution honed by ancestral forge-deities who molded them from earth and metal. Dwarven resilience extends to sustained vigor in perilous environments, matching the fortitude of taller kin despite compact form.[1] Dwarves reach physical maturity at the same pace as humans but retain youthful vigor until age 50, with lifespans extending to 350–400 years, enabling prolonged mastery of crafts and endurance of hardships. This longevity, paired with a hardy frame resistant to fatigue and decay, underscores their mythological origins as beings forged for permanence amid volatile realms.[1][17]Language and Dethek Script
Dwarvish is the primary language spoken by dwarves in Dungeons & Dragons, characterized by a thick, gravelly quality dominated by hard consonants and guttural throat sounds that evoke the resonance of underground forges and caverns.[23] This phonetic structure aligns with dwarven cultural emphasis on endurance and craftsmanship, making it ill-suited for fluid or melodic expression compared to languages like Elvish.[23] The Dethek script serves as the standard writing system for Dwarvish, consisting of angular runes optimized for carving into stone, metal, or other hardy surfaces rather than ink on parchment, which dwarves view as ephemeral.[24] These runes facilitate durable inscriptions on weapons, architecture, and clan records, reflecting practical priorities over aesthetic flourish. Dethek's adoption extends beyond dwarves to languages of allied or subjugated races, such as those of giants, orcs, goblins, and gnomes, stemming from historical trade, conquest, and alliances that propagated the script for interoperability in shared regions like Faerûn.[25] In official depictions, such as the Player's Handbook (5th edition), the Dwarvish script appears as a distinct runic set, though lore-specific sources like the Forgotten Realms setting explicitly name it Dethek, with variations possibly reflecting edition or regional differences in presentation.[26] Across editions, proficiency in Dwarvish grants characters the ability to read and write using this script, enabling deciphering of ancient runes or forged documents in dwarven holds.[23]Traits and Abilities
Core Racial Features Across Editions
Dwarves in Dungeons & Dragons have consistently featured racial traits emphasizing resilience, subterranean adaptation, and martial prowess across editions, rooted in their lore as hardy miners and warriors. Core attributes include enhanced durability against poisons and toxins, superior perception of stonework, and infravision or darkvision suited to underground environments. These traits reflect dwarven physiology and cultural attunement to earth and forge, with mechanical implementations varying by edition to balance gameplay.[13][10] In early editions like Original D&D and Advanced D&D 1st Edition (1974–1988), dwarves gained infravision to 60 feet, enabling detection of heat signatures in darkness, and exceptional abilities to identify stone construction flaws, such as new tunnels, sloping passages, or traps, with chances up to 75% for certain detections. They also received combat bonuses, including +1 to hit against orcs, goblins, and hobgoblins, and imposed -4 penalties on attacks from larger foes like giants due to their low center of gravity and sturdy build. Class restrictions limited dwarves to fighter levels up to 9th, underscoring their non-magical, combative archetype.[8][27] Advanced D&D 2nd Edition (1989–2000) retained infravision to 60 feet and stonework detection, adding +1 attack bonuses against specific subterranean humanoids and maintaining the -4 penalty from giants and ogres. Dwarves benefited from poison saving throw bonuses and were limited in clerical spellcasting, aligning with their pragmatic, forge-focused worldview over divine mysticism.[10] Third Edition (2000–2008), via the System Reference Document, formalized dwarven traits with +2 Constitution and -2 Charisma modifiers, base speed of 20 feet unhindered by medium/heavy loads or armor, darkvision to 60 feet, and stonecunning granting +2 bonuses to Search and Appraise checks involving stone or metal. Additional features included poison resistance (+2 save), stability (+4 against bull rush or trip), and weapon familiarity with battleaxes, heavy picks, and warhammers, plus +1 attack against orcs and goblins.[13] Fourth Edition (2008–2014) shifted to powers and keywords, granting dwarves speed not reduced below 5 squares when heavily encumbered, +5 to poison saving throws (Cast-Iron Stomach), a daily minor action second wind for healing (Dwarven Resilience), and proficiency with hammers and picks. Low-light vision replaced full darkvision, emphasizing tactical durability over sensory range.[15] Fifth Edition (2014–present) standardizes +2 Constitution, darkvision to 60 feet, advantage on poison saves and resistance to poison damage (Dwarven Resilience), proficiency with specific weapons like battleaxes and light/medium armor, and tool proficiencies in smith's or brewer's tools. Stonecunning doubles proficiency bonuses for Intelligence (History) checks on stonework origins, with base speed of 25 feet. The 2024 Player's Handbook updates extend darkvision to 120 feet in some contexts and add Dwarven Toughness for +1 hit point per level in subraces, enhancing baseline survivability.[1][17]| Edition | Vision | Poison Resistance | Stonecunning/Detection | Combat Bonuses | Other Key Traits |
|---|---|---|---|---|---|
| OD&D/AD&D 1e | Infravision 60 ft | Saving throw bonuses | High % detection of traps, slopes, new construction | +1 vs. orcs/goblins; -4 from giants | Class level limits; stability implied |
| AD&D 2e | Infravision 60 ft | Saving throw bonuses | Detection of stonework anomalies | +1 vs. orcs etc.; -4 from giants/ogres | Cleric spell limits |
| 3e | Darkvision 60 ft | +2 save vs. poison | +2 Search/Appraise stone/metal | +1 vs. orcs/goblins; weapon familiarity | +2 Con/-2 Cha; stability +4 |
| 4e | Low-light | +5 save vs. poison | N/A (subsumed in skills) | Weapon training (hammers/picks) | Encumbered speed; second wind |
| 5e (2014) | Darkvision 60 ft | Adv. save/resist damage | Double prof. History (stonework) | Weapon/armor proficiencies | +2 Con; tool prof.; 25 ft speed |
| 5e (2024) | Darkvision 120 ft | Adv. save/resist damage | Retained stonecunning | Retained proficiencies | +1 HP/level option; enhanced resilience[1][13][15] |
Edition-Specific Variations and Mechanical Changes
In the first edition of Advanced Dungeons & Dragons (AD&D 1e), published in 1978, dwarves received infravision to 60 feet, a 1-in-3 to 3-in-4 chance to detect stonework traps, sloping passages, and new construction, and a +1 bonus to attack rolls against giants, gnolls, trolls, goblins, and orcs.[28] They also gained saving throw bonuses against magic and poison scaling with Constitution (e.g., +1 per 3.5 points of Constitution), but faced class level limits, such as fighter to 9th level, and ability score adjustments including penalties to Charisma.[29] The second edition (AD&D 2e, 1989) retained core underground detection abilities and poison/magic resistance but emphasized clan-based infravision and added bonuses against certain undead and paralyzation, with similar level restrictions for non-fighter classes.[30] Third edition (3e, 2000) and its update 3.5e (2003) shifted to point-buy racial traits via the System Reference Document: dwarves gained +2 Constitution and -2 Charisma, a base speed of 20 feet (not reduced by armor or load), stability (+4 bonus against bull rush or trip), stonecunning (intuitive stonework knowledge), +2 saves versus poison and spells, +1 attack rolls against orcs and goblinoids, and +2 to Craft checks involving stone or metal.[31][32] Fourth edition (4e, 2008) reframed dwarves around powers and themes: +2 Constitution plus +2 Strength or Wisdom, low-light vision, +2 to Dungeoneering and Endurance skills, no speed reduction when heavily encumbered, Cast-Iron Stomach (+5 saves versus poison), Dwarven Resilience (heal using Constitution modifier as a minor action once per encounter), and Stand Your Ground (shift 1 square instead of being fully pushed on forced movement).[15] Fifth edition (5e, 2014 Player's Handbook) standardized traits including +2 Constitution, Medium size, 25-foot speed, 60-foot darkvision, Dwarven Resilience (advantage on poison saves and resistance to poison damage), proficiency with light and medium armor plus specific weapons (battleaxe, handaxe, etc.), tool proficiencies (smith's tools, brewer's supplies, mason's tools), and Stonecunning (double proficiency on Intelligence checks related to stonework).[17] Subraces added Hill (+1 Wisdom, +1 hit point per level) and Mountain (+2 Strength, light and medium armor proficiencies).[1] The 2024 Player's Handbook revised dwarves for balance and accessibility: base speed increased to 30 feet (eliminating the prior penalty), darkvision extended to 120 feet, all dwarves receive Dwarven Toughness (+1 hit point maximum, increasing by 1 per level), updated Stonecunning granting temporary tremorsense (detect vibrations in stone/earth within 60 feet for 10 minutes daily), and expanded weapon training to all simple and martial weapons with the hammer, mace, or pick keywords.[2] Subraces like Hill emphasize Wisdom synergy while Mountain focuses on Strength and armor enhancements, with flexible ability score increases allowing +1 to two of Strength, Wisdom, Intelligence, Dexterity, or Charisma alongside the fixed +2 Constitution.[33]| Edition | Key Ability Adjustments | Vision/Detection | Resistance/Stability | Speed/Other |
|---|---|---|---|---|
| AD&D 1e (1978) | Con bonus, Cha penalty | Infravision 60 ft; trap/construction detection | + saves vs magic/poison | Level limits; +1 attack vs specific foes[28] |
| 3e/3.5e (2000/2003) | +2 Con, -2 Cha | Darkvision; stonecunning | +2 saves vs poison/spells; +4 stability | 20 ft base; +1 attack vs orcs/goblinoids[31] |
| 4e (2008) | +2 Con, +2 Str/Wis | Low-light | +5 saves vs poison; resilience healing | No encumbrance slow; shift on forced move[15] |
| 5e (2014) | +2 Con | Darkvision 60 ft; stonecunning | Adv/res vs poison | 25 ft; armor/weapon/tool profs[17] |
| 2024 | +2 Con, +1 two others | Darkvision 120 ft; tremorsense stonecunning | HP +1/level | 30 ft; expanded weapon training[2] |
