By Bjorn Maier (McWyld@aol.com) (27 March 1996)
The Dwarves have maintained little contact with Kithain society even during the Time of Legends. Of all of the Kithain the Dwarves have the strongest bonds with their larger cousins, the Trolls. The Trolls' and Dwarves' friendship has been around longer than memory, and during the Time of Legends they were often found living in the same communities. The Dwarves share the Trolls' sense of Honor and devotion, but not to the same degree, and they also follow a Clannish system of Government with the Chiefs of each clan forming The Council of the Forge, the Dwarves' version of the Parliament of Dreams. Also Dwarves share the name difference between their Seelie and Unseelie folk, Nibelungen for Seelie and Duergar for Unseelie.
Near the end of the Time of Legends a great war broke out between the Dwarves and the Goblins. It is commonly believed that this war was caused by the Goblins stealing something from the Dwarves; what was stolen is not known. This war brought the Trolls to the aid of their smaller cousins, the Dwarves, and they tore into the ranks of Goblins that stormed the Mountain sides. The Dwarves could do little to fight the Goblins that came from the sun lit skies; Dwarves shun the sun since it slowly turns them to stone.
This great war became known as the Troll-Goblin War because the other Kithain never saw the main battles that were waged deep within the greatest of mountains. This war became so bloody that the Sidhe had to step in and separate the Kithain involved and drag their leaders forcibly into court.
After many long hate-filled court sessions latter a truce was finally forged between the warring parties. The Goblins were blamed for the war and were punished with the Curse of the White Light, (see Goblin Kith), and the Dwarves and Trolls were let off with only a slap on the wrist. The Dwarves were infuriated by the minor punishment that was laid on the Goblins and demanded a stronger one. The Sidhe did not listen to the Dwarven Warlords, and it took convincing by the Trolls to calm the Dwarves down and drop the topic. The Dwarves grumbled loudly but all they did was to retreated farther into their mountain forges.
Since the Resurgence the Dwarves have not openly had any contact with the Sidhe and thus have not pledged fealty to the Sidhe Nobles. The Sidhe are currently trying their best to find the Dwarves but so far the Trolls have stubbornly refused to help them.
Wilder Dwarves have just started to master the craft of smithing and mining. They excel in new methods of forging and combined alloys, but lack the experience of the Grumps.
Grump Dwarves are well set into their practices and don't accept change very well; they will stubbornly use their tried and true methods even if some resourceful Wilder finds a better way of doing the same thing. These Grumps are to be treated well since they often bear grudges that were forged during their Childling days.
The Gift of Iron: Dwarves have worked with Iron and precious metals for as long as they have existed. They have developed an immunity to the effects that Iron has on the rest of the Fae and they can never botch rolls involving the working of metals.
The Curse of Iron: Dwarves' temperament can be as harsh and unforgiving as the metal they craft their weapons and armor from. Whenever they reach the wounded level or their honor has been insulted, they must make a Willpower roll (difficulty 5). If the Dwarf fails the roll he flies into a berserk rage and may attack allies who get in his way. During this berserk the Dwarf ignores all Health Level penalties.
Eshu: Whenever an Eshu tells you a story sing one of the ballads from the Great War to him.
Goblins: The only words I have about these contemptible creatures are written on the blade of my axe in blood.
Nockers: We have a great time competing with these fellows, but we are clearly better.
Pooka: The Pooka are to laugh at, but if they say any thing about my feet, or nose, they will never laugh again.
Redcaps: Vicious creatures, I think we should rid the world of them, after the Goblins of course.
Satyrs: One of the few who can stand up after drinking our Ale; for that alone they are tolerable.
Sidhe: Weak arrogant bastards; they would not grant us our right to the destruction of the Goblins.
Sluagh: Kill these Assassins when you can. We still remember them slithering through the cracks in our Mountains to kill our Warlords.
Trolls: These are the one ones we can truly rely on and trust; if only they stood with us against the Sidhe, together we could have taught them humility and scourged the world of the Goblins.