dwarves) tend to be suspicious,
taciturn, and secretive,and especially d istrustful of anyone who doesn't show
outward signs of wealth.
Shield Dwarves. T he ambition to seek new horizonsthat led the first dwarves to leave Bhaeryndenstill runsstrong in shield dwarves today. Over thousands
of years,many kingdoms of shield dwarves have risen, often atthe whim of one enterprising individual who decided tofound a new clan. So too have many kingdoms of shielddwarves fallen and been forgotten, leaving behind won-
drous landmarks and mysterious dungeons.
S hielddwarves who occupy a stronghold can beas clannish andinsular as gold dwarves, but shielddwarves are far morelikely than gold dwarves to dwellin surface communities. forming trade relationships andalliances with neighboring nations. The openness of theshield dwarves as a people manifests
on a personal levelas well, with individuals being farmore likely to travelamong and make friends with other races.DWARVES OF DRAGONLANCEMost dwarves on the world of Krynn trace their ances-try to a single great empire known as Kal-Thax. Theyhave long been split into several clans based on tradi-tional rolesthat were established in Kal-Thax and itssuccessor settlements.
Yet, as with much on Krynn, thefate of the dwarves has been shaped by the Cataclysm.Before the Cataclysm, the dwarves that dwelt on thesurface, called the Neidar, interacted with other racesand provided foodstuffs andgoods for their subterra-nean cousi ns that couldn't be acquiredunderground.The great city ofThorbardin was themost prominent ofthe dwarves' underground settlements, where severalclans lived and worked together.But when the anger of the gods struck the world,mountains fell and seas rose. Although many settle-ments of dwarves were wiped out, Thorbardin survived.When the famine and plagues caused by the Cataclysmsweptthe world, the Neidar and their human alliessought succorfrom Thorbardin, which the Neidar knewheld stores of food that could last generations. But theking wouldn't let any citizen ofThorbardin suffer to easethe anguish of the supplicants at its gates.The result of that refusalwas the Dwarfgate Wars, aseries of s ieges and battles thatended when a magicalexplosion and conflagration consumed both armies onthe battlefield. Thorbardin's gates remained shut, andthe hatred between the Neidar and the other clans hasfestered for centuries. Although some families amongthe Neidar eventually founded new communities,manyof the surface dwellers drifted apart to take up life withhumans or as lone traders and crafters.Meanwhile, within Thorbardin, disagreements overthetreatment of the Neidar, the loss of Thorbardin'sarmy in thewar, the distribution of supplies, and otherdisputes drove the clans farther apart. The Hylar areThorbardin's best engineers and crafters, and that clancontinues to r ule despiteits increasingly autocratic poli-cies. Although the subservientclans continue to performtheir traditional roles in the hierarchy,they have largelysegregated themselves into separate districts withinThorbardin. The ambitious and vicious Theiwar clanCllAJYl l::R 3 I O WARV1'.S AND DUERGARmaintains its influencethrough the use of mysteriousmagic. The Daergar grudgingly work as Thorbardin'sminers when they a ren't taking out their aggression oneach other or antagonizing other clans.The Daewarlong ago submitted to the rule of the Hylar and have theprivilege of being Thorbardin's merchants and builders.Driven mad by their love of quicksilver, the wild Klarserve as Thorbardin's scouts and fiercest warriors.Gully Dwarves. The Aghar clan is an anomaly amongthe dwarvesof Krynn, having retained a foothold both inout-the-way locations inside Thorbardin and on the sur-face. Referred to by others as gully dwarves, the Aghara re derided as stupid, s melly, and dirty. Most dwarvesconsiderthem a form of vermin, unsuitable even as ser-vants. The Agharin Thorbardin have carved out livingspace for themselvesfrom the massive piles of tailingsleft over from the excavations of the Daergar. They haveno role in sustaining the city.DWARVEN RELIGION
OURFOREl)EARS INSTILL WITHIN US THE POTENTIAL FOReverything that made them great. It is our responsibility torefine that gift into something wonderful.-Vistra FrostbeardThe religion of the dwarvesis at the root of the societalroles that dwarves follow. Wheremost other creaturesview their deities as ultrapowerfulbeings who standforever apart from their worshipers, the dwarves seetheir gods as exemplars who blaze a path for their livesto follow. Dwarven deities exist in a wide variety, with afew common across many worlds. They are collectivelyknown as the Mordinsamman.Morad in is foremost among the dwarven pantheon,theepitome of everything dwarves s trive to be. The restof thegroup consists of those first dwarves who per-formed theirlabors so well that they could almost dupli-cate Moradin's levelof skill.The Dwarf Deities table lists the members of the Mor-dinsamman. For each god, the table notes alignment,province (the god's mainareas of interest and responsi-bility), suggested domains forclerics who serve the god,and a common symbol of the god. Severalof the gods inthe table are described below.MO RADINThe father of the dwarves crafted his children frommetal and gems and imbued them with souls as hecooledthem with his breath.Moradin is the master of every craft practiced by thedwarves and the patron of artisans. He expects his chil-dren to follow in his footsteps, studying his techniquesand aspiring to one day match his expertise.Priests of Morad in are responsible for judging andassessing the work of a stronghold's artisans. They keepgreat volumes that describe variouscrafting techniquesin detail, and use the guidelines in them to judge thequality of individual works.The priests a lso evaluate young dwarves to determinethe youths' vocations. The decisions of the priestsareaccepted without question.