Dragonage races and background: dwarves

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Dwarves cards

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Dwarves cards.
The dwarves, or dwarva, as the dwarves refer to themselves, are one of the major humanoid races of the Dragon Age setting. Strong, stocky, and shorter than any other humanoid race, the dwarves are skilled builders and boast a long tradition of courage and martial skill that has served them well in their millennia-long battle against the darkspawn. They once developed a huge, great empire which spread across vast underground networks of twelve great thaigs that spanned the breadth of Thedas with its population outnumbering both the humans and the elves. However their world was all but destroyed during the First Blight, and they are now a race in decline.

In addition to the loss of nearly all thaigs and the majority of the Deep Roads to darkspawn, dwarves are known to be increasingly infertile due to their proximity to the darkspawn taint, a situation which has given rise to anxiety for the future of the race, as well as the invention of noble hunters to bolster the children born to noble houses.

Unlike the other races, dwarves do not naturally enter the Fade as they do not dream. and lack magical ability. However, they are not completely barred and may enter it in exceptional circumstances. This is reflected in their resistance to magic, and accounts for their high tolerance to lyrium exposure. Dwarves who live on the surface for a long time (or who were born there) appear to gradually lose this resistance - however, there is still no recorded exception to their inability to learn spellcasting.

A unique dwarven ability is "Stone sense" a talent for subterranean navigation derived from the race's progenitor, the Stone. Stone sense is described as the ability to hear the distant song of lyrium. This connection allows dwarves to sense a passageway before reaching it and can navigate the Deep Roads without getting hopelessly lost. However, in the games, this talent is not implemented neither as a game mechanic nor as a plot device. The stone sense of dwarves as well as their magic resistance is slowly lost the longer they are on the surface.

Unlike many other cultures in Thedas, dwarves do not worship anthropomorphic gods. Instead, their philosophy promotes personal excellence and an almost intimate tie to the Stone that houses them. Referring reverentially to the Stone, the dwarves speak of it as being alive. They are the Stone's children: they respect her, they fear her, they cherish her, and they give thanks to her for protecting them and providing them with her bounty. This religion has been practiced for two thousand years by the dwarves.[36]

Their other cultural beliefs are more akin to ancestor worship. Dwarves who lead a strong and noble life are said to strengthen the Stone when they die, becoming one of the Ancestors. Those who are ignoble or disgraced would weaken the Stone and are therefore rejected by it for all eternity.

Every once in a while, a dwarf is declared by the Assembly to be particularly noble. If the required motion is passed in the Assembly, these dwarves become Paragons and are revered during their lives as living Ancestors. When a non-Noble dwarf achieves Paragon status, a noble house bearing their name is established. The deeds of a Paragon are carefully recorded in the Memories, records of lineage and deeds that help determine what caste a dwarf is born into. The word of a Paragon is held in such esteem that you can surpass even the king's word. Furthermore, a dwarf can be declared as a Paragon even posthumously.

Surface dwarves still preserve their beliefs in the Stone, while some do not follow or care for any religion. Only a small minority of them is part of the Chantry.

In spite of the fundamental conservativeness of the dwarven culture, sexuality plays an important role, largely due to the low racial birth rate. It has been suggested that the root cause of the low birth rate may be "corruption-caused infertility" contracted from exposure to the Deep Roads. As is common in surfacer society, nobles and other high-caste dwarves are expected to marry only within their caste. Dwarves do not often mate with other races as such contact is limited in the isolated Orzammar. And as they naturally consider themselves superior to other races, and such mingling is looked down upon in any case.

Female dwarves appear to have little control over their sexuality, as their chiefest asset, regardless of caste, is their ability to bear children. Noble females are especially pressured to marry and bear children. Male nobles are expected—even encouraged—to be promiscuous, in order to sire as many children as possible, often with noble hunters. Noble females are expected to guard their virtue.

Casteless females understand their value in Orzammar is solely in breeding among the castes, which gives them agency, in a fashion, as noble hunters, who seek the sexual attentions of noble males in order to advance themselves (and/or their families or 'sponsors'). Casteless males have a more difficult situation, as they can only hope to sire children with higher-caste women - most of whom are not in a position to pursue affairs with them, or who are not interested in doing so.

Additionally, in terms of courtship, it is noted that for a dwarven male to wear both vambraces indicates he is unmarried and eligible.

The Legion of the Dead is an independent branch of the dwarven army which answers directly to the Kings and Queens of Orzammar. It is considered to be the most intimidating and devastating dwarven military force and most attribute this to the fact that the Legionnaires consider themselves already dead.

The Provings are public arena battles fought for the sake of honor and glory and to entertain the masses. They take place in the Orzammar Proving arena. Dwarves believe that a fighter who wins a Proving has the approval of the Paragons and so they use Provings to settle debates and honor challenges that could not be settled otherwise. This usually falls to warrior caste champions. Some Proving matches are fought to the death, but even in a dwindling society such as Orzammar, that one death is thought preferable to the widespread bloodshed of a conflict between noble houses. In recent years, the Provings have also been used for entertainment and events to honor special guests, and each year the best fighters in Orzammar meet for the "Trials of Blood," a great tournament that crowns the kingdom's best and most popular fighter.

The great gladiatorial battles of the ancient Tevinter Imperium are based on this dwarven tradition.

The Warden has at least one opportunity to take part in a Proving - through either dwarven origin story and/or in the process of soliciting Orzammar's aid against the Blight.

In ages past, the Paragon Caridin magically crafted huge stone and metal golems to act as war machines for the dwarven armies. The craft of making new golems was lost with Caridin himself, and the main body of war golems, known as the Legion of Steel, was lost in a futile search for him.

The dwarves had multiple languages that are no longer generally spoken, and only a few phrases remain in common usage. Now they speak the "common tongue", once invented in order to trade with each other and later introduced to other races.

Known thaigs- Orzammar

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