|How to roleplay|
Aye, me lad! So ye wanna roleplay a dwarf, do ye?
Common cultural traits
- Dwarves love alcohol! Any dwarf in a tavern without a mug in their hand might raise some eyebrows. The Thunderbrew Distillery and the Barleybrews are famous for their ale at Brewfest, and even the Frost Dwarves of the Storm Peaks boast locally-made beer. Due to their love for alcohol, they don't get drunk that easily, so it's unlikely that you'll pass out after one mug! Alcohol still has similar effects on a dwarf as it has on any other race. Bringing a jug of ale with you to the battlefield is probably seen as an unwise move.
- Dwarves retain a strong relationship with Gnomes. When Gnomeregan fell to the troggs, the dwarves shared their home with the survivors. So if you are going to roleplay a dwarf that does not like gnomes, it helps to have a good reason to back it up.
- Born explorers, finding treasure is in their blood. They can easily tell the quality and legitimacy of a gem. This can be a very interesting aspect to RP, and it can be a lot of fun too.
- Originally Earthen, dwarves contracted the Curse of Flesh centuries ago due to machinations of the Old Gods. Many still feel very connected to the earth, with most kingdoms flourishing under mountains. Dwarves are frequently meticulous and patient with their work, and are known to continue building until the very last detail is correct. Hanging out in Ironforge, the most populous dwarf metropolis, can be a connection to these older roots as well as a logical place to sort out dwarven affairs.
- Suspicious of outsiders and arcane magic, it can be difficult to gain their trust - but once gained, they are among the most stalwart of allies. This suspicion has led to dependence on the physical, like hammers, axes, sturdy shields, and pikes, and advancements in firearm use.
- The majority of dwarfkind, particularly the Bronzebeard and Dark Iron clans, prefer to be underground, or as close as it can get! Conversely, the Wildhammer clan feels confined if they can't see the wide open skies. This can affect how environments may affect your character.
- Frequently cited for their stubborn nature, once a dwarf decides on something, they will be hard to convince otherwise. If they want something done, they WILL get it done. If not, well, they'll likely die trying.
Hunter: Joining the Alliance forces officially in the Third War, dwarves contributed riflemen squads as cover fire. Engineering is a good profession particularly for Hunters, as they can provide an array of gun models, scopes, mechanical non-combat pets, and goggle gear. Archetypes: sniper, mortar team, tank engineer, mountaineer
Rogue: All nations need spies, and dwarves are no exception. Between their intelligence, long lifespan for education, and endless centuries of politics, all dwarves are capable rogues but with some clans expecting to produce more than others (usually Dark Irons. Archetypes: assassin, bodyguard, saboteur, common thief, thug lackey
Paladin: Known as Mountain Kings in the Third War, dwarf paladins have been powerhouses of Alliance forces for decades.
Mage: Still somewhat rare among Bronzebeards, a dwarf mage may raise some eyebrows in any company. As of the reinstatement of Queen-Regent Moira and the reformation of the Council of Three Hammers, both mages and Dark Irons are among Ironforge's ranks. Dark Iron mages are generally credited with teaching other clans the way to master arcane magic again. Archetypes: runemaster, former Dark Iron Senator, researcher, Kirin Tor scholar, pyromancer
Shaman: Following King Magni's heroic sacrifice for Ironforge during the catastrophic Cataclysm, more dwarves started to look into shamanism and understanding the elements. The Wildhammer dwarfs had long since practiced elemental communion and trained the first mountain dwarves. Archetypes: gryphon rider, Earthen Ring member, stormbinder, natural healer
Warlock: Warlocks remain among the least trusted of any magic discipline, and rightly so; having only just been reintroduced to mainstream Ironforge society by the Dark Irons, warlocks are all about strict control and unerring will. Expect some disgust and aversion when playing one, but don't hesitate to use the tools at a warlock's disposal, even intimidation, as needed. Archetypes: portal master, felbinder, scholar, runemaster, dark summoner, pyromancer
Monk: Drunken brawling is nothing new to Dwarves, so the Brewmaster spec is very fitting for a dwarf. Mistweavers may be treated similarly to shamans. Windwalkers would presumably be similar to brawlers.
There are always different playing styles! Explore classes and traits to decide what makes your dwarf special!
- Ironforge and Wildhammer dwarves have their own accent, a sort of Scottish thing with a tendency to drop hard g's at the end of sounds, oh sounds dropping into oos, and pronouns including ye for you, aye for yes, lad & lass, etc.
- Dwarves may often swear by their heroes, their associated relics or attributes, or the Titans themselves: "Magni's beard!"; "Oh by Muradin's second solid yet nimble axe!"; "Titans tits!"
- Spirituality and religion in dwarf culture are not well explored as yet within canon materials; what is known is there are followers of the Holy Light, the Makers, or the Elements, with syncretism and ancestor veneration being common.
This is by no means complete nor exclusive list. Every dwarf is different and there are dozens of subcultures within the most common ones, all of which can affect how you decide to play.
The important thing is to have fun!