(Adapted from the Pathfinder SRD)
White Dwarves are a proud and cold race who make their home in the ice of the far North.
Dwarves are lovers of history and tradition. If a thing is not broken, they do not fix it or change it; and if it is broken, they fix it rather than replace it. Thrifty as a rule, dwarves are loath to discard anything unless it is truly ruined. At the same time, dwarves’ meticulous attention to detail and durability in their craftsmanship makes that a rare occurrence. As a result, buildings, artwork, tools, housewares, garments, weapons, and virtually everything else made by dwarves still sees regular use at an age when such items would be relegated to museum pieces, dusty antique shelves, or junkyard fodder by other races.
Dwarves have achieved feats of metallurgy, stonework, and engineering that have consistently outpaced the technological advances of other races. In particular, the white dwarves are unmatched in their crafting of ice and tools for the working of ice.
Dwarves are typified by stubborn courage and dedication to seeing tasks through to the end. While it is said that dwarves are not venturesome, it would be more accurate to say that they maintain a focus on each task they undertake. White Dwarves experiment with new ideas often, but choose to adopt only those that prove exceptionally useful.
Dwarves are a short and stocky race, standing about a foot shorter than most humans. Their wide, compact bodies account for their burly appearance. Male and female white dwarves almost unanimously wear long hair and bears to protect them from the northern cold. White dwarf women prefer to decorate their beards with jewels, tucking intricate braids into their clothing. Male white dwarves tend to wear their beards loose and unkempt.
Dwarven society is matriarchal, with the oldest female dwarf in a family making decisions for that family. As such, male dwarves seldom come to power, preferring instead to pursue works of craftsmanship or engineering.
All Dwarven families belong to a clan — a collection of families tied together through blood and marriage. A clan is ruled by, and often named for, it’s most powerful branch.
Dwarves lack the social divides common among human kingdoms. Dwarven social station is determined by profession. To the white dwarves, hunter, craftsman, and engineer are deemed honorable trades. Carvers and merchants are also well regarded. White dwarves are all expected to serve as warriors, judges, or rulers, but these are not considered professions.
Dwarves have deep familial ties and revere their ancestors to the point of worship. Many famous Dwarven heroes are thought of as demigods; popularity among the clans is considered sufficient cause for canonization by the clergy.
Dwarven faith recognizes two deities. First of these is The Earth-Mother, whose name is considered too holy to be uttered and is a secret guarded closely from other races. The Earth-Mother is the goddess of nature, creation, and knowledge. The dwarves believe she created the universe from nothing and dwelled alone their for eons.
The second Dwarven deity is Moradin, Dwarf-father. It is said that The Earth-Mother discovered Moradin and took him for her husband. Moradin is the god of reshaping, law, and war. When The Earth-Mother created the universe it was empty, Moradin wrought the land and built the earth from materials his wife provided him. Dwarves believe they are descended from Moradin. The Dwarf-father resides in Dwarfhome, where the valiant go in the afterlife.
Many Dwarves of legend are revered for their deeds to the point of worship as demigods. Many are common to the white and Red Dwarves. Others are favored by only one of the two peoples. Heroes worshipped by the white dwarves include:
Vergadain the Old
Unlike the Red Dwarves, the dwarves of Glacheim have an unfriendly truce with northern orcs. The meetings between the races are short, hostile, and profitable. The orcs trade furs, timber, and ore to the dwarves, who work the ore and trade it back at a profit.
White dwarves have a close connection with Elves than their Southern Kin. United by their animosity towards the humans who drove them from their homelands, northern elves and white dwarves trade frequently. The races benefit mutually from their weak alliance but seldom comingle.
The white dwarves have had little contact with halflings. Hobbits make their home far to the south and seldom leave their lands. Smidgeon caravans travel long leagues across Amar but seldom come to Glacheim.
The white dwarves harbor a great hatred for humankind. In particular, the dwarves frequently attempt to claim their ancestral homeland by warring with Prad. None of these campaigns has been succesfful. White dwarves refuse dealings with any human realm, though small
groups of humans are not entirely unheard of in the white dwarf kingdom.
Though white dwarves have little contact with goblins and kobolds, they follow the example of the Red Dwarves and treat these races with hostility. The white dwarves are more familar with gnolls. Seen as little more than beasts, the white dwarves have even hunted gnolls for their pelts. Exceptionally rare, northern dwarves abhor and actively hunt frost giants.
Relations between the two Dwarven kingdoms have declined since the White Dwarves were driven from their homeland by the humans of Prad. The White Dwarves detest humans and find fault with Highstone for dealing so openly with humans. Trading caravans cross The North so that the kingdoms can exchange goods, but caravans bound for Highstone shun human cities and those headed north leave their human goods behind when they enter Glacheim.
Although dwarven adventurers are rare compared to humans, they can be found in most regions of the world. Dwarves often leave the confines of their redoubts to seek glory for their clans, to find wealth with which to enrich the fortress-homes of their birth, or to reclaim fallen dwarven citadels from racial enemies. Many Dwarven warriors make a living escorting trade caravans and adventurers often start their career in that manner.