Westlich vom Sumpf gibt es wohl eine Binge.
Dwarves have a reputation for having surly attitudes, and are particularly gruff with elves. They value precious metals and stones, and live in deep underground vaults, where they endure constant raids from the orcs, trolls, and even worse denizens of the darkness below. In the Auran Empire, dwarves are rarely seen, for their strongholds lie to the south, in the great Meniri Mountains on the edge of the Waste.
Dwarves trained to defend their race’s underground vault from the endless hordes that threaten it are called vaultguards. Though most vaultguards are born, live and die in the vault, from time to time a young vaultguard will be dispatched to foreign realms on a warrior’s pilgrimage. The few vaultguards who return from such pilgrimages bring gold and glory to their clans, often leading them to found new vaults and become great lords.
Nothing is so revered among the dwarven people as craftsmanship. A dwarf ’s work is his life, and the spirits of great dwarven artisans are believed to live on forever in their masterpieces. The veneration of these relics falls to the care of a caste of dwarves known as craftpriests. While most craftpriests attend to the shrines and monuments of their clan, young craftpriests are sometimes sent forth to recover monuments to the glorious past from the ancient ruins and wastelands of the world.
While all dwarves share a predilection for mechanical devices, in some dwarves this predilection is honed to an obsession. Dwarven machinists work wonders with wood, metal, steam, and fire, crafting marvelous machines that move on their own, lift great weights, and even fight their race’s foes. The reasons why machinists leave the safety of the dwarven vaults to become adventurers are varied. Some evil machinists are exiled for using their vaults as personal laboratories for their capricious creations. At the other extreme, some machinists use their devices to protect and serve the causes of Law where it is most threatened. But most adventuring machinists are merely enterprising sorts who seek to acquire resources, test experimental machines, and recover lost devices.
Beyond the confined vaults where the dwarves live and work run labyrinthine caverns and winding tunnels stretching hundreds and perhaps thousands of miles under the earth. Even the most exhaustive of dwarven maps has charted only a fraction of these tunnels, and most have never been trod by dwarven boots. The dwarven delver is one of the brave few dwarves that explore and map these sepulchral lands, so far from the warm forges of home. Confronted by the perils of cave-ins, beastmen, and dark threats unknown to the light of day, few delvers survive their first expedition. This only adds to the renown of those who do, attracting a new generation of foolhardy young dwarves to the perils of the darkness below.
As the numbers of their race have dwindled in the face of constant warfare, more and more the dwarves have been forced to rely on the machinists’ arts, using war machines of steam and brass to defend their vaults. Some dwarves, however, have rejected this mechanization of warfare and returned to an older tradition of runic magic and savage combat. Instantly recognizable by the magical tattoos that scar their skin, these dwarves are known as furies. It is said that once the fury grips a dwarf, his destiny is to die with axe in hand, and the only question is how many beastman corpses will surround his own on the final day. Dwarven furies are held in a mixture of awe and contempt by their clans, and with more than a little fear. They, in turn, vehemently disagree with the defensive mindset of the vaults. Many furies become adventures in order to better carry the fight to their enemy.
A dwarven vault may not be built in the civilized or borderland area of a human or elven realm, only in a dwarven realm, or wilderness area. Additionally, a dwarven vault must be an underground structure.