# The History and Origins of the Hill Dwarves
The hill dwarves, known in their own tongue as the Hegoldem-Dwur, are a stout and sturdy folk considered by most to be the salt of the earth. Their ancient history is tied to the apocalyptic Twin Cataclysms; following the Invoked Devastation, the mighty dwarven citadels of the Hellfurnaces and Crystalmists were cast down, forcing fragmented clans to migrate eastward.
Refugees from the fall of ancient strongholds like Holgereth established themselves in the southern foothills near the Azure Coast (the modern Principality of Ulek). The first advance parties of the Hegoldem-Dwur arrived at the feet of the Lortmil Mountains over a millennium ago (around -424 CY), where they found the mountains already infested with goblinkind. They fought generations of bloody underground wars against swarming hordes of orcs and hobgoblins. Today, hill dwarves are the most populous type of dwarf in the Flanaess, having firmly established themselves in the foothills of the Lortmils, the Good Hills, the Hollow Highlands, and the Iron Hills.
> [!multi-column] Contents
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>> [!example|wide-3]- Physical Appearance and Dress
>> Hill dwarves are typically about four feet tall, broad-shouldered, and highly muscular. They possess **deep tan to light brown or reddish-brown skin**, with hair ranging from gray to brown or black. Their eyes can be any color except blue. **Both male and female dwarves generally wear beards**, though some females are known to be smooth-faced.
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>> In terms of fashion, hill dwarves love solid shades of brown, red, and gray, which they contrast with a bright splash of color. Leather and wool are their favorite materials, and they pride themselves on displaying their wealth by adorning their clothing with as much precious metal and jewelry as they can possibly wear.
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>> [!note|wide-3]- Culture and Personality
>> Hill dwarves are famous for being taciturn and grumpy, but they are incredibly loyal and make excellent allies in battle. Unlike their highly reclusive mountain dwarf cousins, **hill dwarves are highly cooperative with other races**, especially when battling giants and humanoids. Their culture is anchored by a deep faith in their creator, Moradin; divine energy suffuses their daily lives, and they respect duty, honor, hardiness, and pride in their craft. Because they attribute so much of their life to divine providence, very few practice arcane arts.
>> The Dwur are incredibly proud of their lineage and adhere to highly formal etiquette. **When a dwarf introduces themselves to a stranger, they state their first name, their clan, and a list of their ancestors**. Citing four generations is standard; citing five shows immense trust, and only a clan leader will trace their lineage back six generations.
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>> [!warning|wide-2]- Subgroups and Factions
>> - **The Principality of Ulek:** This realm boasts the largest population of hill dwarves in the Flanaess. The hill dwarves here form the backbone of the Principality's military and society, working closely with humans and elves to hold back the humanoid tides.
>> - **The Iron Hills:** Renowned for producing high-grade ore, gold, and silver for centuries, this dwarven kingdom is ruled by King Holgi Hirsute, a staunch ally of the Free City of Irongate.
>> - **The Good Hills:** Located in the Sheldomar Valley, these hills are heavily mined and populated by hill dwarves, gnomes, and halflings who have united into a peaceful and prosperous union.
>> - **Clan Greysmere (Cairn Hills):** A powerful, mercantile, and mining-focused clan located near the Free City of Greyhawk. They are ruled by a benevolent autocracy and maintain a mutual-aid pact with Greyhawk.
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>> [!summary|min-0]- The Dwarven Pantheon
>> The dwarven pantheon is universally revered among the hill dwarves. It is headed by **Moradin** (the Soulforger and Creator) and his bride **Berronar** (goddess of hearth, home, and healing). They also actively worship **Clangeddin** (god of battle) and secretly fear the influence of **Abbathor** (god of greed).
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>> Due to their proximity to and ancient alliances with the native Flan humans, hill dwarves also widely venerate **Ulaa** (the Bejeweled, goddess of hills and mountains) and **Bleredd** (god of metal and smiths). The militant arm of the dwarven church is made up of fiercely dedicated warrior-clerics known as "Hammerpriests".
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### **Playing a Hill Dwarf Character**
##### The Hill Dwarf Mindset and Roleplaying Hooks
Playing a Hill Dwarf means embodying a tradition of mountain-born craftsmanship and a stubborn refusal to break. Unlike your reclusive Mountain Dwarf cousins, you are the "Iron Backbone" of the Flanaess, having lived alongside humans and gnomes for a millennium.
- **Ancestral Pride:** You do not just introduce yourself; you state your name, your clan, and at least four generations of ancestors. To you, your shield is not just protection, it is a heraldic record of your stronghold's honor.
- **The Cooperative Grump:** You are famously taciturn and blunt, but you understand the value of a "Gajo" (or rather, a _tall-folk_) ally. You are far more willing to negotiate and trade than the dwarves of the deep peaks, provided the deal is fair and the craft is honest.
- **The Long Grudge:** Your history is written in the blood of the "Hole-Wars." You harbor a generational hatred for orcs, goblins, and giants. This isn't just prejudice; it's a survival instinct honed over a thousand years in the Lortmils.
- **Faith in the Forge:** You believe divine energy suffuses daily life. Whether you are a cleric or a fighter, you likely view your work, be it smithing or swordplay, as a form of worship to Moradin or Ulaa.
##### **Fighting Styles**
Hill Dwarf martial traditions prioritize holding the line. They favor heavy, dependable plate, massive shields, and weapons designed to crush armor or topple giants.
- **Lortmil Tunnel-Guard:** Developed in the cramped, pitch-black wars against goblinkind. This style focuses on using a shield as a literal wall, creating "kill zones" in narrow corridors where the enemy's numbers mean nothing.
- **The Hammerpriest Path:** The militant arm of the Dwarven church. These warriors wade into the thickest fighting, using heavy war hammers or two-handed axes to deliver "divine corrections" to the enemies of the Soulforger.
- **Giant-Cutter:** A specialized technique used by the dwarves of the Good Hills and Iron Hills. It involves low-center-of-gravity strikes designed to hamstrings ogres and topple hill giants.
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# **Hill Dwarf Racial Traits**
> [!abstract] Overview
> The Hill Dwarves are the resilient, industrious salt-of-the-earth refugees of the Twin Cataclysms. Stout and deeply traditional, they form the industrial and military "Iron Backbone" of the central Flanaess.
## Physical Appearance and Dress
* **Build:** Broad-shouldered and highly muscular; typically 4 feet tall but weighing as much as a full-grown human (150-200 lbs).
* **Skin:** Deep tan to light brown or reddish-brown.
* **Hair:** Gray, brown, or black; almost always worn in elaborate, braided beards (even among many females).
* **Eyes:** Earthy tones; blue eyes are almost non-existent.
* **Fashion:** They prefer solid shades of brown, red, and gray in leather and wool, accented by as much precious metal and jewelry as they can carry.
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## Hill Dwarf Racial Traits
* **Ability Score Increase.** Your **Constitution** increases by 2, and your **Wisdom** increases by 1. However, your **Dexterity** decreases by 1.
* **Size.** Your size is **Medium**.
* **Speed.** Your base walking speed is **25 feet**. Speed is not reduced by heavy armor.
* **Darkvision.** 60 feet.
* **Dwarven Resilience.** Advantage on saves against poison and resistance to poison damage.
* **Stonecunning.** Double proficiency on History checks related to stonework.
**Dwarven Heritage.** Choose one of the following lineages based on your background:
- **Ulek Steel-Dwarf:** You gain proficiency with **Heavy Armor** and one **martial weapon** of your choice. The soldiers of the Principality train with whatever the forge demands.
- **Iron Hills Miner:** You gain proficiency with the **War Pick** and **Handaxe**. You also have Advantage on checks made to detect sliding walls or pit traps.
- **Cairn Hills Merchant:** You gain proficiency in **Insight** and one extra language of your choice.
**Languages.** You can speak, read, and write **Common** and **Dwarvish**.