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Adlatum's dwarves are divided into five clans, whose histories have diverged significantly since the race first appeared on the continent in the Age of Light.

Personality: All dwarves are known for their stern behavior and hard work ethic. If complete and total dedication cannot be put towards their aims, whether it be business, piracy, religion, their clan, or anything else, then dwarves tend to believe it wasn't worth the effort in the first place. With such views, dwarves often come across as overly serious and dour in most matters to other races.

Physical Description: As a race, dwarves typically stand about 4 feet tall and weigh about 150 pounds. They are usually broad shouldered, well muscled, and take great pride in grooming their beards.

Every clan has its own peculiarities, of course. Coin dwarves ("Hartdar") typically braid their long, dark hair so it may be easily gathered and tied back when working the forge. Their beards are often tucked into their belts, and many coin dwarves wear large belt buckles that display a family crest.

Deep dwarves ("Adlar") shave their heads in keeping with an old custom. They make one long braid of their white beards and wrap it around their neck or tie it to their chest. Devoted Adlar often have the symbol of Reorx branded on the back of their skulls. They usually wear bright loose-fitting clothing that reflects the harsh sunlight.

Mist dwarves ("Neskudar") are noticeably thinner than their cousins and possess an unhealthy yellow-green skin tone. Very few Neskudar have any discernible eye pigmentation. The reef dwarves ("Nordar") and their cliff dwarf ("Sundar") cousins typically have wild, unkempt hair but short beards (at least compared to other dwarves). The vast majority of Nordar have sea-green eyes, a gift from their capricious goddess. The Sundar once shared this gift, but it was lost when they broke from the Nordar.

Relations: Dwarves generally get along with gnomes and humans. They have strained relations with aquatic elves, kunda, and Mahjoran minotaurs. Goblins and ogres are the dwarves' traditional enemies. Dwarves also are distrustful of other dwarf clans. The two clans of dwarves that are most compatible are the Nordar and Hartdar dwarves.

2nd-3.5 Edition: Most dwarves, especially coin and deep dwarves, have a lawful demeanor, but the Nordar and Sundar clans possess a predilection towards chaos. Their morals concerning good and evil are more varied. Cliff dwarves are often neutral with good tendencies. Mist dwarves and reef dwarves are likely to pursue more heinous methods and are closer to evil.

4th Edition: Most dwarves are unaligned, but there are usual exceptions. Many cliff dwarves (Sundar) are good aligned. Mist dwarves (Neskudar) and reef dwarves (Nordar) are likely to pursue more heinous methods and are closer to evil and, for more often for the Neskudar, chaotic evil. Those coin dwarves (Hartdar) who are not unaligned often are usually either lawful good or evil.

Dwarven Lands: Ironvasser, Heskeram, Kedaltol, Tandarton, Sundalin, and Wa-Nax.

Religion: Reorx, Adlarism, and Moli (Zeboim). Members of the faith of Adlarism believe themselves to be worshippers of Reorx, but in truth their faith is based on visions originating with the Graygem.

Language: The dwarven language has changed little over the years, though each clan has developed its own accent and expression. Of course, every clan considers its own dialect to be the most pure.

Names: Dwarves have family names that are passed down from their father's side. All dwarves take part of their name from their clan and combine it with an ancestral name of their family. Children are given individual names at birth from their parents.

Male Names: Belaek, Argent, Pick, Thom, Doget, Jasper, Gran, Flint, Sledge, Chane, Calan.

Female Names: Jewel, Tera, Tila, Rose, Hildy, Jinna, Keldia.

Clan Names: Bladeender, Marblemolder, Earthslasher, Stonebellow, Firesmith, Hilldigger, Fateender, Giantbattler, Ogrecutter, Battleheart, Redquarrier, Copperforge.

Adventurers: Dwarves might choose the adventuring life for a variety of reasons. Coin dwarves may be searching for the ultimate get-rich-quick scheme. Deep dwarves could travel Adlatum seeking lost relics of Reorx. Mist dwarves might want revenge on their cousins or become "heroes" to prove the superiority of their own clan. A cliff dwarf or an exiled reef dwarf might seek a way to free the rest of the Nordar from Moli's influence. Racial Traits: By clan, below.

Coin Dwarves [Hartdar][]

The Hartdar dwarves are easily the most recognizable and influential dwarves of Adlatum. They abandoned the Pathweaving ways of the Adlar, seeing such mysticism as leading to oblivion. The Hartdar allied with human nations against the minotaur empire during the War of the Prophet, though they suffered great losses during the Drowning. Today they are well known as traders, merchants, and wanderers.

Coin Dwarf Racial Traits[]

3.5 Edition[]

Coin dwarves possess the dwarven racial traits listed in the Player's Handbook except as follows:

  • +2 Constitution, -2 Dexterity. This replaces the dwarven ability score modifiers.
  • Automatic Languages: Common and Dwarven. Bonus Languages: Elven, Etlarnish, Gnome, Hammertalk, Hudieran, Minotaur, and Trejori.

Deep Dwarves [Adlar][]

The eastern dwarves known as the Adlar follow the ancient Paths to achieve enlightenment and solidarity with Reorx. Untouched by the Drowning, they suffered a severe spiritual crisis during the time of Chaos. Though shaken, they have begun reconstructing their damaged Path and repairing their own internal crises.

Deep Dwarf Racial Traits[]

3.5 Edition[]

Deep dwarves possess the dwarven racial traits listed in the Player's Handbook except as follows:

  • Automatic Languages: Dwarven and Hammertalk. Bonus Languages: Common, Gnome, Hudieran, and Terran.
  • Favored Class: Cleric.

Mist Dwarves [Neskudar][]

Eastern dwarves who uncovered a terrible secret in the depths of the Path of Reorx, the Neskudar are a pale, albino clan that cannot bear the light of the sun yet fear the depths of the earth. They now live in a mist-shrouded land, guarding the truth of what they found.

Mist Dwarf Racial Traits[]

3.5 Edition[]

Mist dwarves possess the dwarven racial traits listed in the Player's Handbook except as follows:

  • +2 Wisdom, -2 Charisma. This replaces the dwarven ability score modifiers.
  • +2 racial bonus on Listen and Move Silently checks. Neskudar have learned the benefits of silence in their environment, while their hearing has improved as a result of their living conditions. This replaces the dwarven racial bonus on attack rolls.
  • Light Sensitivity: Neskudar are dazzled in bright sunlight or within the radius of a daylight spell.
  • Mistsight: Neskudar can see up to 10 feet in conditions of fog, mist, steam and vapor, including such spells as fog cloud and obscuring mist. Creatures 15 feet away have concealment (20% miss chance), and creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
  • Automatic Languages: Dwarven. Bonus Languages: Abyssal, Common, Etlarnish, and Kundaspeak.
  • Favored Classes: Ranger.

Reef Dwarves [Nordar] and Cliff Dwarves [Sundar][]

Once a part of the noble Tandar clan, the Nordar were stricken by the events of the Drowning and became victims of their own hubris and greed. Visited by the goddess Moli, the Nordar took to the Dwarfsea that had covered their ancestral empire and turned to plunder and piracy.

The western Sundar were once part of the seafaring Nordar clan but refused to take part in the Nordar's pillaging ways. They refused Moli and settled along the coast as fishermen, farmers, and reef-miners.

Reef and Cliff Dwarf Racial Traits[]

3.5 Edition[]

Reef and cliff dwarves possess the dwarven racial traits listed in the Player's Handbook except as follows:

  • +2 racial bonus on Profession (sailor), Swim, and Use Rope checks. Reef and cliff dwarves have grown accustomed to the sea and are naturally adept with common seafaring skills. This trait replaces the dwarven trait of stonecunning.
  • Seafaring Stability: When aboard a seagoing vessel, reef dwarves gain a +4 bonus on Balance checks and checks made to resist being bull rushed or tripped. This trait replaces the dwarven trait of stability.
  • Automatic Languages: Common and Dwarven. Bonus Languages: Aquan, Elven, Hudieran, and Trejori.
  • Favored Class: Rogue (if you use either the Age of Mortals Companion or Legends of the Twins sourcebooks, use the mariner instead of the rogue).