Traditional and defensive the Dwarfs of the Continent have survived for millennia by barricading themselves away in their mountain fortresses. The Dwarfs have always lacked mobility and made up for it with persistence and indomitable defense.
Like Humans, Dwarves are mortal, and while they may be longer lived then the humans they are still born as helpless infants, as they age they loose their physical prowness and eventually their bodies die. As simple as it sounds the fact that they are both mortal means that dwarves and humans see eye to eye on many of the things that elves and dwarves have quarreled about for all of recorded history.
One of the largest differences between human’s and Dwarves is due to how each race ages. As dwarves grow old and enter into the age that humans would reach senility, they begin replacing their mental faculties with those of their ancestors. Eventually the body of the Eldar becomes nothing more then a conduit for ancients to inhabit while they tutor the younger dwarves. Once this happens the “spirit” of the original owner of the body becomes one more elder, able to inhabit any of the “Vessels” including their own former body.
This has lead to a hierarchical society in which elders are always right and conflicts are settled by consulting someone older (and then someone older then them).
The Dwarfs are devoted to their ancestors, and consult their advice directly see Council of Elders as well as indirectly see Ancestor Worship The Dwarves have a knack for Alchemy. The Dwarfs are also the sole users of alchemical explosives and firearms on the Shea continent.
The Dwarfs control a string a fortresses-safe houses along the major north-south road that runs by the base of the mountain. These forts are spaced exactly one days ride apart from each other so that travelers and merchants can always sleep in safety – for a price.
In many ways the raise of the human empire ushered in a golden era for the dwarves, Even during the years of rebuilding that occurred during the breaks between conflict of the Eldar Wars the dwarves really were never allowed to pursue art or culture in any meaningful way. As great as it sounds to be living in an active volcano, keeping the entire dwarven population below ground meant a steady lifestyle of hard work and sacrifice on the part of every citizen.
While most human’s and elves assume that every Dwarf would prefer to live his whole life below ground the truth is that most of the younger dwarves are ecstatic to have the chance to explore the world, experience a vivid world of colors sounds smells and tastes that simply don’t exist a mile beneath the earth. The Dwarven Quarter is the center of trade in Shea.
The older dwarves view the current cease fire as an unusually long gap in the same war that they’ve been fighting for generations. The dwarven council has opted to wholeheartedly take advantage of the situation to re-supply, re-build, and upgrade every aspect of the dwarven war machine. Some of the idealistic younger dwarves view this as unnecessary war mongering, but the majority of dwarven society is on the same page, Enjoy what is, while preparing for what will be.
When the human’s adopted Shea as their capitol city they inadvertently acquired a lot of dwarven innovations, in addition to a sophisticated infrastructure, the chamber that would become “The Council of Shea” was originally built as the Dwarven Council of Elders
Dwarf characters can choose from Martial and Divine Classes as well as the Alchemist (Arcane) and the Vestige Pact Warlock (Arcane).
Dwarf characters are also able to use muskets in place of Superior Crossbow-type weapons (use the same statistics).