The second race of Ta’nar article looks as Dwarves in my world. Stats for these culturally regressed people are identical to those presented in the books.
Dhwarvs – The Fallen Race
The Dwarves were once a great people. They ascended from the earth in the Second Age pursuing the Var migrations, so intense was their hatred of their ancient foes. The Dwarves were engineers, the Architects of the Third Age. It was they who partnered with the Jucat Empire to create the techno-magical marvels of that time. The Dwarves are no more. Their descendants, the Dhwarvs can be found occupying their forbearer’s ancient halls. But they have regressed and fallen into barbarism. It is believed that this is due to some fallout from the disaster that heralded the last days of the Third Age, but the true cause is unknown. They are now a tribal society, filled with degenerate ravers. They have fallen far from the heights their race once knew.
Physical Description: Rugged, burly and squat, the Dhwarvs look very much like their ancestors. The tallest of dhwarvs approach five feet tall, but never seem to break it, and they stand much wider proportionally than a human. Both genders of the Dhwarvs grow their hair out, and braid fetishes and trophies into the hair of their scalps and beards. All of the clans engage in ritual scarring and tattooing of their bodies, commemorating important events and relationships into the tapestry of their skin. This practice is brought to its apex in the fearsome Rune Born warriors, whose tattoos are magically invested wards.
Society: In many ways the Dhwarven culture is a parasite. It lingers in and on the husk of its once grand civilization. The Dhwarvs occupy holds and fasts in nearly all the mountain ranges on Ta’nar. These cities are testaments to a race that has since passed into memory. The Dhwarvs that inhabit these wondrous cities don’t have the ability to maintain, let alone create, the splendor that surrounds them. They still live much as their ancestors did, organized in clan-holds. But they follow the old ways with a sedimentary resolve, that showcases the stagnation of their culture. Dhwarvs abide in a tight knit community with the other families in their hold. Feuds, alliances and grudges that stretch back thousands of human generations form the fabric of a hold. Indeed it forms a sad tapestry for the whole of the Dhwarven race.
Relations: The Dhwarvs are as widely spread as the human race, and relations between the two races has always been positive. Although the Dhwarvs have lost much of what they once were, the records of their ancestor’s accords with Men have survived and are honored. As has their intense hatred of the Var, and to a lesser extend the Varthen. Both the Var and Dhwarven racial histories are filled with bloodshed and war against one another. During the Great Dark Wars of Ta’nar, the Var and Dhwarvs have always faced off against each other on the field of battle. While they respect the craftsmanship of the Elves, Dhwarvs find them aloof and arrogant. The Dhwarvs have no historical enmity or alliance with the Pantherans or the Wolfan, as their cultures are relatively new to the world. As they both have a love of the earth and stone, the Jathal Nephilim and the Dwharvs have always been allies, despite their differences in stature.
Religion: The Dhwarven gods still watch over their race, but they are as stagnate as their people. They are the same gods from the Third Age when the Dhwarven culture was in ascendance. The last of the Great Makers, preserved the gods of the Dwarves in crystal pillars deep within their mountain fastness, each clan’s god bound forever in their hold. Trapped in crystal, trapped in stasis, what they think of their beloved race is unknown. They interact with their children in a most unique way. The priests of the Dhwarven gods are chosen for their ability to allow their crystallize gods to come and “ride” their bodies. In times of peace, these vessels guide the holds… in times of war, the Dhwarv’s gods stride bodily across the fields of battle, venting a seemingly endless rage upon their enemies.
Adventurers: Whether to reclaim what is lost or to forge a new destiny, there are many reasons for a Dhwarv to leave the hold and adventure in Ta’nar. Most seek battle or a chance for wealth and greatness. A few have the self-awareness to realize what has happened to their race, and seek to somehow rectify it.
Per Pathfinder Main – Dwarf
Per Mountain Dwarf