Dwarves
(WG: Dwur)
(Norse Dwarves)


-

Monster Manual Dwarven Military Organization - - -
Dwarf, Hill (PC race) Dwarf, Mountain (PC race) Dwarf, Grey (PC race) - AD&&D

FREQUENCY: Common

FREQUENCY: Common
NO. APPEARING: 40-400 <(BATTLESYSTEM)>
ARMOR CLASS: 4 <chain & shield.small>
MOVE: 6"
HIT DICE: 1
% IN LAIR: 50% <(see Dungeon #2 for an example of a dwarf lair)>
TREASURE TYPE: individuals M (x 5); [G], [Q] (x 20), [R] <in lair>
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon or 1-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Save at 4 levels higher (See below)
MAGIC RESISTANCE: As above
STRENGTH: 13-14
INTELLIGENCE: Very <(11-12)>
ALIGNMENT: Lawful Good <G was capitalized>
SIZE: S (4' + tall)
PSlONlC ABILITY: Nil*
    Attack/Defense Modes: Nil
DEITY: Moradin, Reorx.

*possible to exist in unusual characters

Rocky hills are the favorite abode of these sturdy creatures. Dwarves
typically band together in clans which are not mutually exclusive or hostile
but are competitive. These creatures are able to operate in two or more
classes simultaneously, so fighter/clerics, for example, are possible. Note
also that the level of proficiency may vary between the two or more
classes one of these creatures is capable of performing in.
 

  • For every 40 dwarves in a group there will be a fighter of 2nd through 6th level (to determine level roll a 6-sided die, 1 equalling 2 and the other numbers indicating the level).
  • If 160 or more dwarves are in a group there will be in addition one 6th, and one 4th level fighter as chief, and lieutenant, of the group.
  • If 200 or more are encountered there will be a fighter/cleric of 3rd to 6th level fighting ability and 4th to 7th level clerical ability in addition to the others.
  • If 320 or more dwarves are encountered there will be the following additional dwarves with the group:

  •         a Superhero (F8),
            a Champignon (F7),
            a Crusader (F6/C6), and
            two Crusaders (F4/4). <>

    If encountered in their lair (home) there will be in addition from
        2-12 fighters of from 2nd to 5th level, <(F2, F3, F4, F5)>
        from 2-8 fighter/clerics of from 2nd to 4th level (each category),
        and females && young equal to 50% and 25% respectively of the number of adult males.
    A dwarven lair is always an underground complex in solid rock.

    Dwarves are 60% likely to have tamed animals to serve as guards in their
    lair: 5-20 wolves (25%) or 2-8 brown bears (75%).

    Dwarves are typically armored with chainmail and shield.
    They have the following typical weaponing:

    <>
    01-15 Sword & light crossbow 15%
    16-25 Sword & pole arm 10%
    26-45 Sword & spear 20%
    46-55 Axe & heavy crossbow 10%
    56-80 Axe & hammer 25%
    81-90 Axe & mace 10%
    91-00 Hammer & pick 10%

        <Note: there are two kinds of military picks: footmans (c. 4' long) and horsemans(c. 2' long)>
        <Note: there are two kinds of axes: battleaxes & hand/throwing axes> <note 1h or 2h for battleaxes>
    <>

    Higher level fighters && fighter/clerics have a 10% chance per level of
    having magic armor and/or weapons. For fighter/clerics also check at 10%
    per clerical level for 1-4 additional items (potion, clerical scroll, ring,
    wand/staff/rod, misc. magic) usable by clerics. All dwarves above normal
    level will have plate armor and shield.

    Due to their great hatred of goblins, orcs, and hobgoblins, all dwarves gain
    a bonus of +1 on their dice rolls to hit these opponents. When dwarves are
    in melee with ogres, trolls and giants, these monsters must deduct 4 from
    their dice rolls to hit their dwarven opponents due to the size and skill of
    the latter in combatting these huge creatures.

    All dwarves are resistant to both magic and poison; they therefore make
    saving throws at 4 levels above their actual level. Dwarves can see in the
    dark (infravision) noting monsters at a distance of 60'. Because of their
    mining skills, dwarves are good (50% to 75% likely) at detecting passages
    which slope upwards or downwards, sliding or shifting walls or rooms,
    new construction, approximate depth, or unusual stonework.

    Dwarves speak their own tongue and those of gnomes, goblins, kobolds,
    and orcs. It is 75% likely that dwarves will also speak the common
    language.

    Description: Dwarves are typically deep tan to light brown of skin, with
    ruddy cheeks and bright eyes (almost never blue). Their hair is brown,
    black or gray. They favor earth tones with small bits of bright color in their
    clothing. Although only 4 or so feet tall, they weigh no less than 150
    pounds due to their stocky muscular build. They live for no less than 350
    years on the average.


     

    FREQUENCY: Common ([Cold Civilized Hills]), ([Cold Wilderness Hills])
    FREQUENCY: Rare ([Cold Civilized Mountains], [Cold Civilized Forest], [Cold Civilized Plains], [Cold Civilized Desert])

    FREQUENCY: Rare ([Cold Wilderness Mountains], [Cold Wilderness Forest], [Cold Wilderness Plains], [Cold Wilderness Desert])

    FREQUENCY: Common ([Temperate Civilized Hills], [Temperate Wilderness Hills])
    FREQUENCY: Rare ([Temperate Civilized Mountains], [Temperate Civilized Forest], [Temperate Civilized Plains], [Temperate Civilized Desert])

    FREQUENCY: Rare ([Temperate Wilderness Mountains], [Temperate Wilderness Forest], [Temperate Wilderness Plains], [Temperate Wilderness Desert])

    FREQUENCY: Common ([Tropical Civilized Hills])
    FREQUENCY: Rare ([Tropical Civilized Mountains], [Tropical Civilized Forest], [Tropical Civilized Plains], [Tropical Civilized Desert])

    FREQUENCY: Common ([Tropical Wilderness Hills])
    FREQUENCY: Rare ([Tropical Wilderness Mountains], [Tropical Wilderness Forest], [Tropical Wilderness Plains])

    FREQUENCY: Common ([Dungeon Level I])

    BATTLESYSTEM ROSTERS


    1. Sword & light crossbow
    2. Sword & pole arm
    3. Sword & spear
    4. Axe & heavy crossbow
    5. Axe & hammer
    6. Axe & mace
    7. Hammer & pick
    -
    -
    -


     
     
     

    1. Army Roster Sheet

    PLAYER NAME:
    ARMY:
    BRIGADE:

    UNIT NAME: Sword & light crossbow
    UNIT TYPE:
    AC:
    #FIG:
    UNIT COMMANDER/DEPUTY:
    HD/fig:
    RATIO:
    LEVEL/RACE/CLASS:
    MV:
    SIZE:
    MR%:
    PPD:
    P/P:
    RSW:
    BW:
    SP
    AR:
        AR Modifiers:
    ML:
        ML Modifiers:
    DL:
        Wpn/Dmg:
    SPECIAL ABILITIES AND LIMITATIONS:
     

    2. Army Roster Sheet
    PLAYER NAME:
    ARMY:
    BRIGADE:

    UNIT NAME: Sword & pole arm
    UNIT TYPE:
    AC:
    #FIG:
    UNIT COMMANDER/DEPUTY:
    HD/fig:
    RATIO:
    LEVEL/RACE/CLASS:
    MV:
    SIZE:
    MR%:
    PPD:
    P/P:
    RSW:
    BW:
    SP
    AR:
        AR Modifiers:
    ML:
        ML Modifiers:
    DL:
        Wpn/Dmg:
    SPECIAL ABILITIES AND LIMITATIONS:
     

    3. Army Roster Sheet
    PLAYER NAME:
    ARMY:
    BRIGADE:

    UNIT NAME: Sword & spear
    UNIT TYPE:
    AC:
    #FIG:
    UNIT COMMANDER/DEPUTY:
    HD/fig:
    RATIO:
    LEVEL/RACE/CLASS:
    MV:
    SIZE:
    MR%:
    PPD:
    P/P:
    RSW:
    BW:
    SP
    AR:
        AR Modifiers:
    ML:
        ML Modifiers:
    DL:
        Wpn/Dmg:
    SPECIAL ABILITIES AND LIMITATIONS:
     

    4. Army Roster Sheet
    PLAYER NAME:
    ARMY:
    BRIGADE:

    UNIT NAME: Axe & heavy crossbow
    UNIT TYPE:
    AC:
    #FIG:
    UNIT COMMANDER/DEPUTY:
    HD/fig:
    RATIO:
    LEVEL/RACE/CLASS:
    MV:
    SIZE:
    MR%:
    PPD:
    P/P:
    RSW:
    BW:
    SP
    AR:
        AR Modifiers:
    ML:
        ML Modifiers:
    DL:
        Wpn/Dmg:
    SPECIAL ABILITIES AND LIMITATIONS:
     

    5. Army Roster Sheet
    PLAYER NAME:
    ARMY:
    BRIGADE:

    UNIT NAME: Axe & hammer
    UNIT TYPE:
    AC:
    #FIG:
    UNIT COMMANDER/DEPUTY:
    HD/fig:
    RATIO:
    LEVEL/RACE/CLASS:
    MV:
    SIZE:
    MR%:
    PPD:
    P/P:
    RSW:
    BW:
    SP
    AR:
        AR Modifiers:
    ML:
        ML Modifiers:
    DL:
        Wpn/Dmg:
    SPECIAL ABILITIES AND LIMITATIONS:
     

    6. Army Roster Sheet
    PLAYER NAME:
    ARMY:
    BRIGADE:

    UNIT NAME: Axe & mace
    UNIT TYPE:
    AC:
    #FIG:
    UNIT COMMANDER/DEPUTY:
    HD/fig:
    RATIO:
    LEVEL/RACE/CLASS:
    MV:
    SIZE:
    MR%:
    PPD:
    P/P:
    RSW:
    BW:
    SP
    AR:
        AR Modifiers:
    ML:
        ML Modifiers:
    DL:
        Wpn/Dmg:
    SPECIAL ABILITIES AND LIMITATIONS:
     

    7. Army Roster Sheet
    PLAYER NAME:
    ARMY:
    BRIGADE:

    UNIT NAME: Hammer & pick
    UNIT TYPE:
    AC:
    #FIG:
    UNIT COMMANDER/DEPUTY:
    HD/fig:
    RATIO:
    LEVEL/RACE/CLASS:
    MV:
    SIZE:
    MR%:
    PPD:
    P/P:
    RSW:
    BW:
    SP
    AR:
        AR Modifiers:
    ML:
        ML Modifiers:
    DL:
        Wpn/Dmg:
    SPECIAL ABILITIES AND LIMITATIONS:
     


    GOB-LOBBER (Dwarf Onager) (Games Workshop)


     


    Mountain Dwarves:

    FREQUENCY: Common

    FREQUENCY: Common ([Dungeon Level I])
     

    FREQUENCY: Common ([Cold Civilized Mountains], [Cold Wilderness Mountains])
    FREQUENCY: Rare ([Cold Civilized Hills], [Cold Civilized Forest], [Cold Civilized Plains], [Cold Civilized Desert]), ([Cold Civilized Hills])
    FREQUENCY: Rare ([Cold Wilderness Hills], [Cold Wilderness Forest], [Cold Wilderness Plains], [Cold Wilderness Desert])

    FREQUENCY: Common ([Temperate Civilized Mountains], [Temperate Wilderness Mountains])
    FREQUENCY: Rare ([Temperate Civilized Hills], [Temperate Civilized Forest], [Temperate Civilized Plains], [Temperate Civilized Desert])
    FREQUENCY: Rare ([Temperate Wilderness Hills], [Temperate Wilderness Forest], [Temperate Wilderness Plains], [Temperate Wilderness Desert])

    % IN LAIR: 50% (8 Dwarves: mountainous, TPL4-8:1st incl. at least one dwarf character, REF4.51)

    These creatures are similar to their cousins, the hill dwarves, detailed above.
    The only differences are size (4½’+ tall), HD (1 + 1), and coloration (typically lighter with brown hair).
    They employ fewer crossbows (20% maximum) and more spears (30%).

    <>
    0-10 Sword & light crossbow 10%
    11-20 Sword & pole arm 10%
    21-50 Sword & spear 30%
    51-60 Axe & heavy crossbow 10%
    61-80 Axe & hammer 20%
    81-90 Axe & mace 10%
    91-00 Hammer & pick 10%

        <Axes: there are two kinds of axes: battleaxes & hand/throwing axes> <note 1h or 2h for battleaxes>
        <Military Picks: there are two kinds of military picks: footmans (c. 4' long) and horsemans (c. 2' long)>
        <Maces: there are two kinds of maces: footmans (c. 4' long) and horsemans (c. 2' long)>
            <Swords: 65% of swords are longswords, 20% (66-85) are broadswords, 5% (86-90) are falchion swords, 5% (91-95) are short (small) swords, 4% (96-99) are bastard swords,
            and 1% (00) are two-handed swords, unless the description of a specific item indicates otherwise. - UA.89, % numbers added>
            <note that dwarves will not be able to use all of the above weapons. note which they can and cannot use>
    <>

    Mountain dwarves with 16 strength can work up to 7th level, with 17 strength to 8th level, and with 18 strength to 9th level. (Level Limits) <>
    Mountain dwarves have a life span of 400 or more years.



     

    Dwarf, Hill (AC 4; MV 6"; HD 1-4; hp V; #AT 1; DMG 1-8, or by weapon; SA Yes; SD Yes; AL LG; THACO V) - this slight variant (HD = 1-4) is from DL4.

    Dwarf, Mountain (AC 4; MV 6"; HD 1+1/4+1; hp V; #AT 1, DMG 1-8, or by weapon; SA Yes; SD Yes; AL LG; THACO V) - this slight variant (HD = 1-4) is from DL4.
    As a note, DL4 provides an excellent set of templates/geomorphs for dwarven lairs, even if one does not use the Dragonlance setting.
    <check DSG to see if the DL4 geomorphs are reprinted there>
     

    LEVEL LIMITS:
    RACIAL PREFERENCES:
    AGE, STARTING:
    AGE, CATEGORIES:
    HEIGHT:
    WEIGHT:
    PERSONALITY:
     


     

    QUICK LOOK AT DWARVES

    Lance Harrop


     
    Dragon - AD&&D - The Dragon 27
    Painting Dwarves Gaming Dwarves - - Using the Chart

        When the Editor told me that he was, in his words, a dwarvophile,
    it made me start thinking about how Dwarvish armies would
    be organized, which resulted in this article.

    Organization must begin with a background. While as fantasy
    this can be anything, it is better to use a universally recognized one. I
    can call to mind only 4 literary backgrounds for dwarves; Norse
    Mythology, Brooks Sword of Shannara, C.S. Lewis’ Chronicles of
    Narnia, and the Tolkien Trilogy. Norse Mythology does not put
    dwarves into a good light, nor is the dwarvish kingdom well organized
    for a fantasy wargame. Terry Brooks dwarves do not even live
    in caves anymore, having only hid there after a great destructive war.
    They live in great forests in the east and fear to go underground.
    Lewis’ dwarfs (the spelling is intentional) come in 2 varieties, red
    haired and black haired, but they both have been subservient to the
    powers struggling to rule Narnia and never were nations unto themselves.
    Only Tolkien gives us a universally known and accepted
    background. Tolkien is recognized as the authority in many cases of
    fantasy interpretation, especially with dwarves, elves, orcs, and, of
    course, hobbits.

    There are 7 kindreds of Dwarves, and 7 High Kings, but
    often there are more than 1 kingdom for each kindred. At one time
    in Middle Earth the Line of Durin ruled the Lonely Mountain, the Iron
    Hills, and the upper halls of Moria, each a separate kingdom at some
    time. Using Larry Smith’s article on dwarves in the Dragon #3, there
    would be 7 Dwarf Kings (9th Levels) and many Dwarf Lords (8th
    Levels) under them. Each, Lord and King would have a separate
    army.

    Also, in addition to the part of Mr. Smith’s article on Dwarf Clerics,
    there is this: there is 1 religion for all dwarves and 1 supreme
    Pontiff (8th Level) of the church. He usually resides in the foremost
    kingdom of Durin’s Line and is one of Durin’s Folk, but in times of
    trouble other Lines receive the Pontiff. There are 7 Archbishops
    (7th Levels), 1 for each Kindred, and there are a number of
    Bishops (6th Levels), 1 for every major dwarf holding. These
    Bishops and Archbishops would control small armies of Acolytes
    and the Pontiff would probably command a very large one,
    with <sentinel> units, that could be as large as a small kingdom’s army.

    So now that we know who has armies, how are they organized?
    First of all, dwarves do not have large standing armies, though they
    do have units that protect the gates and guard units. Dwarves mobilize
    their populace in times of trouble, which they can do easily, since,
    being mostly miners and masons, their work can be interrupted
    without the results that farmers would suffer. The units are formed
    almost on the spot where they work. For instance, everybody mining
    a lode would be in a division made up of those miners; the more
    skilled ones would also be better fighters and thus more heavily
    armed. The foremen and supervisors would become the officers.
    The reason for this is very simple. Dwarves fight 2 kinds of warfare,
    that above ground and that below. When fighting below ground they
    fight in small detachments rather than in one huge array. These
    detachments have to be able to move through a section of caverns in
    communication with each other, even though they are divided by
    yards of rock. They do this by drum beat/rock hammered code which
    they developed while mining a lode. Each lode has a different code
    and there is no single army code for the enemy to break, though
    there is a single code among the army for dispatches. This way,
    small units can communicate with a divisional commander, who, in
    turn, can control the taking of a section of caverns. The divisional
    commander also knows the abilities of his subcommanders and thus
    knows how they will react. The King or Lord would also know these
    commanders well.

    Masons, those dwarves who make the used up mines livable,
    would be organized much like the miners, but would be less well
    armed and armoured. Even with that, they would have more engineers
    and be better at seige work.

    Craftsmen are usually very well armed and armoured, and are
    the heavy units of the army. The size of the units usually vary with the
    importance of the particular craft. These units are led by the craftmasters
    or their designers.

    There are some craftsmen whose work is so fine that they work
    outside of any particular craft and its rules. These dwarves are
    usually exempt from the army mobilization. Dwarves have no Corps
    of Engineers, but organize companies of engineers at the divisional
    level.

    The Dwarvish merchant class organizes into 2 types of units. If a
    particular merchant is very rich he may raise a company on his own,
    out of loose dwarves from the kingdom or mercenary types from the
    other kingdoms of the same kindred; he would pay for arming and
    armouring the unit and receive the honor for its conduct in battle.
    These mercenary units would tend to be more loyal than most
    mercenary types. The other merchants would organize into units of
    what would be called guides, as these merchants have travelled
    more than other dwarves, their services would be very useful. If a
    dwarf is ever found in battle riding a pony, it would be one of these
    guides, who occasionally learn to ride while on trading trips.

    These units of Miners, masons, Craftsmen, Guides and Mercenary
    merchants are grouped in Corps under the command of Cham-
    pions (7th Levels) who are usually men taken from the King’s personal
    GUARD whom the King or Lord knows and trusts. The standing
    army units (the type that guard gates) are attached to these Corps as
    elites or grouped with the King’s or Lord’s personal Guard in the
    Army’s 1st Corps.

    This 1st Corps is very important, for it is the vanguard of the
    army and when a battle is fought above ground it is this unit that
    drives toward the enemy’s supreme commander and tries to kill him,
    as happened in the Battle of Azanulbizar and the Battle of 5
    Armies. Units that perform exceptionally well in the war are allowed
    into the 1st Corps; the mercenary bands raised by the rich merchants
    try very hard to get in. The Divisions also like to send units to
    the 1st Corps, so they put their very best <dwarves> into one company, in
    the hope that it will perform well and honor the division. Units that are
    taken into the 1st Corps often remain as standing units after the
    war, rather than disbanding.

    There are 2 kinds of Clerical unit; one is composed of clerics
    from religious fighting orders, which answer to a bishop, archbishop,
    or the Pontiff. These units are usually well armed and armoured.
    Then there are the guard units that are super elites, especially those
    of the Pontiff.

    If and how these units are used in the army depends on how the
    church feels about the war; the church would send none if dwarf were
    fighting dwarf.

    Painting Dwarves
    As I did for the orcs, I’d like to share with you some tips on painting
    dwarves.

    1. Elite units of dwarves should have white beards, while the
    younger units would have brown, dark red or black beards.

    2. Dwarvish armour would be shiny and of mixed types of metal, to
    give it contrast. The best armour is made of Mithril, a silvery metal.

    3. Dwarves don’t seem to have national colours, but rather use
    colour to identify individuals, use of cloth colour seems unrestricted,
    but I would suggest that guard and standing divisions, mercenary
    companies, and divisions of miners, masons, and crafts each have
    distinctive colours.

    4. Whatever you do, don’t make your dwarves too gaudy.

    Gaming Dwarves
    I could write another whole article about dwarvish tactics, but
    here are some simple points.

    1 Dwarvish vanguards always drive toward the enemy commander

    2 Dwarves simply hate orcs and goblins, and love to tear into them.

    3 Dwarvish morale is very slow to break.

    4 Dwarves have been known to leave the field if their leader is
    killed, but they do not rout under these circumstances, they walk off
    very slowly carrying the leader’s body and everybody has the good
    sense to leave them alone.
     

    Good Wargaming, and may your army of Durin’s Folk be larger
    than everybody else’s, so you can claim to have the real one.
     

    Using the Chart
    This chart shows the organization of a major Dwarvish Army. The
    1st Corps is composed of the King's or Lord's Guard and many
    Divisions of standing units, of which some companies have been
    detached to other Corps. Each division has its own Engineer Company,
    which does siege work. There are also mercenary companies
    and divisional 1st companies attached.

    The 2nd, and other, Corps have 1 or more Miner Divisions
    and one or more Mason Divisions and some have Draft Divisions,
    which can be composite units of more than 1 crafts forces. A
    brigade of merc companies, a number of standing companies
    and some guides are attached.

    The Allied Corps is composed of Divisions sent by other Dwarvish
    nations as a token of support and of free merc companies
    grouped in a single brigade. Human allies could also be in this Corps.

    The chart shows a rather hefty army to build, and most people
    won't try making one this large; but it does suggest ratios of forces
    that can be used, instead of making all your dwarves the King of
    Dunn's Line's Personal Guard.

    Dwarvish armies would generally tend to follow this organization,
    but sometimes dwarves work for people other than their Kings or
    Lords; then, almost any organization would be possible. Also, mercenary
    companies don't always disband after a war, but pursue an
    active military life.

    Dwarvish kingdoms are usually economically allied with a kingdom
    of men for their food, and in many cases can persuade these
    allies to JOIN them in a war, thus reducing the problems caused by a
    lack of cavalry and archers.

    With the large number of brands of dwarf figures, it is sensible to
    use each line as a kindred or kingdom, thus making each easily
    identifiable. I have 5 different makes in my fantasy army, and could
    easily have 7 with the lines available.