Celia: He has an accent.'Dwarves': you know what they are. Gruff, practical, industrious, stout, gold-loving, blunt-speaking, Scottish-accented, Viking-helmed, booze-swilling, Elf-hating, ax-swinging, long-bearded, stolid and unimaginative, boastful of their battle prowess and their vast echoing underground halls and mainly just the fact that they are dwarves. Ever since Tolkien raided the Norse myths for good stuff, almost every fantasy world has included them... and most of them have stuck closely to the original. Tolkien's importance to this can be gauged by the fact that the plural form dwarves, which he used to distinguish his dwarves from other dwarfs, note is now regarded by many as the standard plural (at least regarding fantasy — "dwarfs" is still the accepted plural for humans with dwarfism). Fantasy writers who use "dwarfs", like Terry Pratchett, are now the unusual ones. note (Many "Tolkienesque" dwarves, however, are more like the Theme Park Version.) Since The Film of the Book(s), they now even all talk the same. A lot of dwarves are Scottish (or northern, rural, English, whose accents can sound indistinguishable from Scottish accents to most people), Irish, or Russian. An entire race of miners and blacksmiths, with names like Dwarfaxe Dwarfbeard and Grimli Stonesack, who are overly sensitive about any perceived slight, always spoiling for a fight, unable to speak two sentences in a row without calling someone "lad" or "lass," and possessed of a love of gold and jewels that drives them to live in Underground Cities where they dig deep and greedily (often with catastrophic results). In the decades following Tolkien, they will often be depicted as more technologically minded than other fantasy races, verging on (and sometimes overtaking) Steam Punk, but this is in keeping with their engineering and crafting skills both from the classic Fantasy depictions and from actual mythology. Their societies tend strongly toward a Reasonable Authority Figure (usually a warrior king) ruling over a socially conservative but rather egalitarian society of soldiers, miners, and craftsmen. In most settings, dwarves and humans have enough in common to treat each other with respect. They are frequently allies against outside threats. The dwarf will often serve as The Big Guy of a fantasy Five-Man Band, especially since his Weapon of Choice tends to be either an axe or a hammer. Ranged combat is not their preference, but if they aren't able to force enemies into close quarters, you can expect guns (Fantasy Gun Control permitting), throwing axes, or crossbows - in about that order. Likewise, given their fondness for metalworking, at least one dwarf in the distant past is likely to have been the Ultimate Blacksmith who forged all manner of ancient and legendary weapons. Weirdly, dwarf wizards and mages are vanishingly rare despite their propensity for making magical artifacts in the original myths. Often they get treated as a functional One-Gender Race; one of the only widespread (but not universal) novelties is what the women look like. Even then, the most common ones seem to veer somewhere around "Grandmother from The Old Country"/"adorable" (depending on age) or "you're looking at one now". An exception to this rule is the fantasy setting's Cutesy Dwarf, who is often based on Snow White and the Seven Dwarfs; this variety shares traits with our kind of Dwarves, but will be less of a tough guy and more of a charming man-child, and will scrap the ale-drinking and ax-wielding to focus on craft and mining. See also Five Races. Not to be confused with Little People Are Surreal or Depraved Dwarf — once again, dwarves are fantasy creatures; dwarfs are short humans (except in the Discworld), and nowadays the polite term for the latter is "little people."
Haley: He likes beer.
Haley: He worships Thor.
Celia: And hates trees!
Hapless Cleric: Can you tell me anything about him that differentiates him from every other dwarf?
Haley: He likes beer.
Haley: He worships Thor.
Celia: And hates trees!
Hapless Cleric: Can you tell me anything about him that differentiates him from every other dwarf?
These Dwarves are Rather Dwarivative
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- Record of Lodoss War had a handful of dwarf characters. The most notable was Ghim from the first series, who played the role of Older and Wiser mentor to the hero, Parn; he was grumpy, fought with an axe, had a beard, and possessed incredible stamina, like you expect from a dwarf.
- The sequel, Chronicles of the Heroic Knight, introduced a dwarf priest named Father Greevas, who subverted the trope by being quiet, gentle, and fatherly, with a bowl-cut and goatee instead of the standard bushy beard.
- Kiryu's Infernity Dwarf in Yu-Gi-Oh! 5D's is, other than the fact that he's a Dark Monster, pretty much a dwarf. (The burning axe was added for the card game version later.)
- In Outbreak Company, male dwarves follow the stock-standard dwarf image... from the time they're born, making it impossible for humans to tell dwarven children from adults. Female dwarves, on the other hand, are capable of passing as human children. Both are significantly stronger and tougher than humans.
- Most Dwarfs in Is It Wrong to Try to Pick Up Girls in a Dungeon? fit the usual dwarf archetype, but strangely many of the dwarfs to play a major role within the series are much taller than average in spite of dwarfs supposedly being shorter. Dormul is roughly average height for a Japanese man and Mia would be an unusually tall HUMAN woman. Tsubaki Collbrande, meanwhile, can be excused for being taller than average by virtue of being only half-dwarf, although she's still tall for a woman.
- Dwarves have appeared sporadically in Magic: The Gathering, though the game designers seem not to like them much. They live in the mountains and like to fight so they belong to the Red color/philosophy, but the stoic and orderly culture of traditional fantasy dwarves is more White, not to mention how goblins hog all the slots for person sized red creatures, so they're sort of an odd race out. MtG did shake up the usual dwarf formula in the Odyssey block, where the dwarves were portrayed as passionate artisans and warriors with a strong affinity for fire magic. Later in the game's history, the kithkin in Lorwyn were portrayed as sort of a cross between hobbits (which is what they were originally intended to be called) and dwarves, combining the Little Folk's general smallness and pastoral living with the Stout Folk's tenacity and well-organized communal defense; the kithkin become even more dwarflike in Shadowmoor, where they have abandoned their country villages for heavily fortified castles and become rabidly xenophobic.
- The Eventide expansion to the Shadowmoor block added actual dwarves known as duergar, with affinities for both white and red, and modified the design of dwarves to axe the hair and make them up more pasty. These creepy dwarves are based on the folklore of Britain.
- They show up again in Kaladesh, a plane where artisans and craftsmen are the norm rather than the exception. In addition to being good at making/repairing things, these dwarves also have an affinity for piloting vehicles. They also make up a decent portion of the security forces/police.
- In Dungeons & Dragons played with Khal is what you would expect a Gimli Expy to be, except he was actually kicked out of his dwarven home because he actively spoke against the rigid clannishness of his culture through love poems.
- Dwarves in Polish comedy-fantasy comic book series Lil i Put (Lil and Put) are mostly standard with *big* emphasis on being barbaric, loud, violent, self-righteous brutes with large (if not sadistic and fanatic) bigotry toward elves. The do enjoy a good sing-a-long...
- Black Moon Chronicles: Stout, short and bearded? Check. Live inside mountains (and active volcanoes)? Check. Master engineers, miners and smiths? Check. Greedy? Check. Love alcohol? Check. Hate orcs? Check. Fight equipped with massive war machines, heavy armor, axes and hammers? Check, check and check.
- The Great Power of Chninkel: The kolds are a small, bearded, industrious people who produce metal weapons for the three warring armies in Daar.
- J. R. R. Tolkien's The Hobbit and Lord of the Rings is arguably the origin of fantasy dwarves, his version zig-zags the trope.
- Tolkien's Dwarvish language is constructed along the lines of the Semitic languages; none of them ever speak with a Scottish or Welsh accent at all.
- Like the stereotype, Dwarves are martial creatures with a vaguely Nordic culture and names stolen from the Poetic Edda.
- In spite of their Norse roots, when you combine the quasi-Semitic language with their lost homeland and usual status as a minority in lands ruled by other races, many writers have compared them to analogues to the Jews.
- The Silmarillion reveals that dwarves are a somewhat unnatural race, having been created by Aulë, one of the Valar — not Eru Ilúvatar himself, who made the other "good" races like elves, humans and hobbits. The latter did end up adopting them though, and gifted them with their own wills which a mere Valar could not do.
- Although Gimli and many other dwarves use axes, others use a variety of weapons, including swords and bows.
- The Chronicles of Narnia features dwarfs, who are divided in two types: red and black dwarfs (referring to the color of their hair). The "red dwarfs" are usually good-natured (if often grumpy), while most of the "black dwarfs" are ruthless, greedy, traitorous bastards. Eleven black dwarfs eventually renounce Aslan's existence, and are punished with being blind/insane and abandoned to grovel away at each other (they are, of course, Lewis's allegory for atheists). Both types of dwarfs are skilled craftsmen (the narrator mentions that while there are evil dwarfs, there are no stupid ones - though see below) and in contrast to the usual dwarven preference for axes, Narnian dwarfs are deadly archers instead.
- The Dufflepuds encountered in the The Voyage of the Dawn Treader were once very stupid dwarfs before being punished by being transformed into monopods (hence the name).
- A brief mention in Gnomes by Wil Huygen and Rein Poortvliet. Quote: "An almost extinct species of the male sex." (Could there be a connection there?) "Height 1 metre 20 cm, often smaller. Can still be found in the middle of inhospitable forests and in the mountains. They dig for gold and silver in extensive mines; they are masters of metalwork. They are good-natured except for a solitary few who are capable of ugly deeds. If a dwarf falls into human hands, he buys his freedom with gold. They do not have beards."
- Likely influenced by Dungeons & Dragons, the dwarves that appear in Raymond E. Feist's Riftwar Cycle follow this trope.
- Meredith Ann Pierce had no problem with "dwarrow" in The Darkangel Trilogy. The duaroughs (yes, that's basically pronounced "dwarves") are basically Tolkienian, except sunlight temporarily turns them to stone, forcing them to wear heavy, enveloping garments if they go above ground during the daytime.
- David Weber's Bahzell trilogy has dwarves. Heavy emphasis on mining and living underground, technology better than anyone else's, and an absurd emphasis on family and clan that no other race can even follow.
- Discworld plays with the trope (when doesn't it?)—wherefore see a partly overlapping discussion in the Literature folder under "Parodies and radically different versions" below—by having this as the traditional Dwarven image that most Dwarfs aspire to, but many were born and raised in cities and work in factories.
- This is partly a parody of the way that an ethnic group will rhapsodise the old country more as they get further away from it. No-one in Scotland habitually wears tartan, for instance. Thus, it's noted that dwarfs who led quiet and respectable lives in the mountain mines reach Ankh-Morpork and are seized by a compulsion to dress in armour, carry battle-axes and drink like crazy.
- Further, extremely fundamentalist dwarfs attempt to never emerge aboveground. If they're ever forced to, they wear garments that completely envelop them so they don't have to look at sunlight; the in-story explanation for the outfit, aside from the fact that they abhor sunlight because of beliefs established in their folklore, is that it's a ceremonial version of the protective clothing worn by dwarfs who do the important but extremely deadly job of dealing with gas pockets in mines; originally, the dwarfs who occupied this position in society would have been members of this profession who survived long enough to retire.
- Though, when you catch that the headgear comes to a point, you see a nice allusion to Klan-wear. Especially when one of the deep-dwellers likes to give speeches on how it isn't murder if its a troll.
- Pratchett also subverts the trope with dwarf characters such as Casanunda, the world's second greatest lover (We Try Harder), and Hwel, the Discworld Shakespeare. Also Carrot, the seven-foot dwarf (by adoption), and the openly female Cheery/Cheri Littlebottom.
- To explain, Discworld Dwarves take the "Females have beards" thing even further. All Dwarves are considered male unless otherwise specified. And they only specify otherwise to their spouse, and even then only after a lengthy courtship (as in decades). For Cheri to act and dress openly female on duty is like a human police officer turning up to work in lingerie. And even in her case, "act and dress openly female" mainly means putting rhinestones on her axe holster, wearing a sensible leather skirt and high-heeled iron boots, and grooming her beard differently.
- Also, a nod to the 'craftsman' stereotype in that they are good at any craft. Mostly the typical metalworking and stoneworking, but they are very good at anything. In particular they are as good at baking as they are at metalwork and stonecarving. However, their bakery is mostly good for weaponry. They grind down rocks to make the flour. The best way to enjoy Dwarfbread is to keep it uneaten, so that any other food will taste good by comparison. The "Scottish" stereotype is brought up here as the Low King (low being better than high for a mining people) of the Dwarves being crowned on the Scone of Stone. In Scotland, Kings were always crowned on a giant stone called the Stone of Scone (pronounced Skoon) because it was held in Scone Abbey, Perthshire. They also practically monopolize the cosmetics industry, most likely because they have real chemistry instead of alchemy.
- Dwarf folklore is an interesting deviation; it holds that dwarfs and trolls are diametric opposites and will forever hate each other. Thud! takes it a step further by introducing what may be the oldest of dwarf folklore, the story of the creation of dwarf, man, and troll. The story goes that Tak, a very laid-back not-quite-deity ("Tak doesn't require that we think of Him, only that we think") created a stone egg in a cave, which hatched and released two brothers; one left the cave and found the things that made him man, while the other ventured deeper within and found the things that made him dwarf. Then, unbeknownst to Tak, the stone egg came to life and became a troll, but without Tak's blessing, it was an agonized half-life, without thought, creation, or virtue, such that killing it is not murder, but mercy (the citation when this story is first told mentions that in the original document, the passage about trolls appears to have been added later by a second author). Later, we're given a new version of the troll passage; Tak did notice the egg trying to come to life, and he was overjoyed by it, giving it the last little push it needed to become a troll (this one was recited by a pair of diplomats trying to establish peace between trolls and dwarfs, and insofar as either version belongs with the rest of the story, this is probably the one, considering the book's message).
- Dwarves of Inheritance Cycle are polytheistic and devoutly religious people who pretty much play the trope straight in all other respects. Paolini makes a point of mentioning dwarf women, but doesn't detail much about how they differ from dwarf men. They have some cities underground, but also some aboveground, even with a Lampshade Hanging when Eragon is surprised to find that Dwarves have open surface cities just like everyone else, and a dwarf tells him that they like the open air as much as anyone else. They also have seven toes, and two dwarves hold a bet on whether or not humans actually have only five toes. According to history, they are the oldest of sentient races, and lived in Alagaesia before the elves or humans arrived.
- The dwarves of Guy Gavriel Kay's The Fionavar Tapestry pretty much fit the mould except for the One-Gender Race, and the one dwarven main character being more of a The Quiet One. Dwarf women in Fionavar are sylph-like and graceful; as one character admits to herself, she should no more reasonably expect them to look like their men any more than she herself resembles her male companions.
- Kage Baker may have slightly different dwarves in the "Company" series, although they are more a subspecies (or rare parent species??) of humans. They are partway between Tolkien-standard elves and Tolkien-standard dwarves: small, cranky, subterranean, and complete geniuses of invention; but pale, shy, and weak.
- In The Death Gate Cycle, on the world of Pryan, Dwarves are played straight. On Chelestra, they're less xenophobic and more friendly, especially in regards to other races. And on Arianus, they live in devotion to something called the Kicksey-Winsey Machine, which their entire lives revolve around. They're dead on Abarrach (where they are primarily remembered as the mortal race that survived longest in that miserable realm.)
- Dwarves in the Harry Potter books at least follow the blunt-speaking and stolid parts, which caused Hilarity To Ensue when Gilderoy Lockhart hired a bunch of surly dwarves for Valentine's Day. Lockhart dressed them up like cupids and set them up working as letter-carriers, which they did not seem to enjoy and nor did anyone else, least of all the other teachers. However, that's the only major appearance of dwarves in the entire series.
- It is also said Harry spotted a few raucous dwarves in the Leaky Cauldron tavern, so they probably have the drinking down as well.
- Played With because goblins actually follow dwarf tropes pretty closely—they're smiths, make magical items and are obsessed with money (even running the Wizard world's bank). They are a bit nastier than your average dwarf, but not exactly evil.
- Tad Williams' Memory Sorrowand Thorn trilogy features two races that could qualify as Dwarves, both of whom (intentionally) avert the typical stereotypes. The Qanuc are actually referred to as Trolls and borrow many aspects of Inuit culture while living in snowy mountains and taming sheep for mounts. They do brew a mean liquor, though. On the other hand, the branch of the Tinukeda'ya that went underground became known as Dwarrows — superb stonemasons and crafters, they were once the artisans of the Sithi and helped build many of their great cities, but had a falling out over their treatment as little more than slaves. They are most definitely not warlike, shrinking from any sort of combat and trying their best to stay out of the grand conflict with the Storm King. However, when provoked, they are fearsome fighters due to their strength and endurance from millennia of delving in the earth.
- Markus Heitz's Dwarves manages to play this trope perfectly straight, yet gives each character enough Character Development to be an effective character, rather than just the trope. Not surprising, since all main characters are dwarves.
- Invoked in the Council Wars series. Dwarfs are humans who have used advanced technology to deliberately change themselves into the standard representation of Fantasy Dwarves.
- Gnomes in Chronicles of the Emerged World are basically traditional dwarves. However there are some original exceptions, including two Master Swordsman warriors (Ido and Dola) and even a sorceress (Reiss).
- Alexey Pehov's The Chronicles Of Siala series has bog-standard dwarves, except they wouldn't be seen dead in a beard (to avoid looking like gnomes).
- The dwarves get very little "screentime" in The Sundering, but don't appear to deviate from the standard model very much, which is not surprising given that the story intentionally resembles The Lord of the Rings a great deal. There does seem to be a link to plants, but this isn't really explored in any depth.
- In Chris Evans Iron Elves trilogy Sergeant Yimt is a Boisterous Bruiser Sergeant Rock. The only other dwarf met in the series is a veteran turned unscrupulous merchant. Dwarves were once enslaved by the Empire and brought to it from across the sea, resulting in a a racial claustrophobia of being inside ships. Due to the racial habit of chewing crute, a metal infused spice, most Dawrves are literally Made of Iron, or at least their bones are. While they do use axes other common weapons are the drugar, whose description sounds a lot like a machete, and the shatterbow, a cross between a crossbow and a shotgun that fires explosive bolts.
- In A Song of Ice and Fire, "dwarf" is a medical condition, not a species (in other words, like Real Life), making it a case of Our Dwarves are Different. However, the only really prominent one, Tyrion Lannister, manages to nail most of the traits pretty well. He fights surprisingly fiercely with axes and crossbows, grows something you could call a beard, makes a big deal about Casterly Rock and its gold mines being his rightful inheritance, drinks heavily, has trouble controlling his temper, holds grudges like nobody else, mistakes a female dwarf for a male one, and gets snuck past the wall of a merchant's mansion in a barrel...
- Then The World of Ice & Fire reveals that the Ibbense share a suspicious number of similarities with the standard issue fantasy dwarf. They’re short and squat but ferociously strong, bearded and hairy. They’re skilled craftsmen and badass warriors, but also very greedy, insular and suspicious of outsiders. And top things, the in-universe author implies they might not even be human, since they cannot produce fertile offspring with people from other nations.
- In E. D. Baker's The Wide-Awake Princess novel Unlocking the Curse, most of the dwarves are minor characters fitting the type, but one is an It's All About Me soul who wanders the name and curses anyone who thwarts him into a Baleful Polymorph.
- The Witcher series may differ considerably from the Medieval European Fantasy archetype, but the Dwarves are still all the same. Short, broad and muscled, have a high tendency to be blacksmiths. The only difference is that they're second-class citizens and may sympathize and collaborate with Elves to the Humans Fantastic Racism against "Otherlings."
- They do have a few notable differences from the norm. Sure, they're skilled craftsmen, but in this world that speciality goes to the gnomes. Dwarves are known to be shrewd and cunning businessmen, and many prominent Dwarven characters are bankers. There's also a law firm run by Dwarves that specialised in winning cases by making witnesses disappear and arranging mysterious 'accidents' for the enemies of its clients.
- In Rebecca Lickiss's Eccentric Circles Malraux is friendly and hospitable but gruff. He later explains that he's caught in the fantasy cliche and doesn't even like mining but he's a dwarf and that's what they do.
- In The Dwarves of Whiskey Island, the titular dwarves are pretty standard flavor; they give the accent, horned helmets, and axes a miss, but keep all the other standard traits.
- Averted comedically in Grailblazers by Tom Holt. Toenail the dwarf (brother Hangnail, cousin Chillblain) is about 3 feet tall, clean-shaven, and decidedly not a warrior. He goes and hides in baskets or under tables when trouble threatens. Dwarves in general are servants to the knightly class; they're the ones who clean the floor and polish the armor. They are also extremely clever at solving puzzles, riddles, and crosswords; since they're too short to reach the pool table and too weak to throw darts, that's all they have to do at the pub on their nights off.
- Somewhere between the Norse myths making and Tolkien codifying the trope, there are the seven dwarfs from Snow White and the Seven Dwarfs, who are mentioned to be ore miners in the Grimms' fairy tale. They don't live in their mine though. It is merely their working place, and the dwarfs leaving Snow White alone at their living place (a dwarf-sized, but otherwise presumably ordinary house) every day is a major plot point.
- Very very averted in Andy Remic's The Blood Dragon Empire series where the Harborym Dwarves, while physically the standard Fantasy Dwarf, have some very big cultural differences from the standard mould. Firstly their religion is called the Church of Hate, that in itself speaks volumes. They do practice mining and consider it an important job, but not really that much more important than other jobs. The biggest difference however is that they enslave humans, torture them for entertainment, and treat them as disposable miners, food for their captive Dragons, or sex slaves. Each of the Dwarf characters in the series is either evil or just uncaring; the main Dwarf character is a twisted and spiteful hunchback who tortures innocent people because he can and forces young female Dwarfs into his bed, another is a rapist with a fetish for human women, another is a torturer whose sheer sadism would impress Sand dan Glokta, and another is a King quite prepared to have families murdered to tie up loose ends and who believes that he is a God. Additionally, outside of a hardcore few, the Harborym Dwarves don't have the fanatical courage typical of the standard dwarf. They're a lyin', cheatin' bunch of cowardly bullies who whimper and grovel once their victims start kicking their asses.
Live Action TV
- The Seven Dwarves in Once Upon a Time. Grumpy gets the most screen time for some reason and fits the trope to a T.
- Later appearances of the dwarves in the series show some more unusual characteristics, one of which is the fact dwarves aren't born, they're hatched in eggs.
- On Gloryhammer's second album Space 1992: Rise of the Chaos Wizards, we are introduced to the Astral Dwarves of Aberdeen whose king wields a "Crystal Laser Battle Axe."
- Norse Mythology — here's where it all started. Though they were somewhat varied, the basics of common lore goes back to mythology. The long beards, skilled at metallurgy, lived in caves, etc. They also turned to stone (sometimes temporarily, sometimes not) when exposed to sunlight. There was also discrepency amongst how long they lived, some myths had them be an adult at three years old and an old man by nine, some myths had them always looking old but being immortal. They had coal-black hair, extremely pale skin, actually were a type of elf and were human-sized at first, but Memetic Mutation changed them a lot even during the Viking era. By the late Middle Ages, they were much closer to the Dwarves we'd recognize today. In Norse Mythology, dwarves were originally endoparasites. Like tapeworms, living in the intestines of some of the first giants.
- In one version, they first appeared as maggots in the corpse of Ymir, whose body was then made to form the earth itself. In this light, the stated origin for the dwarves seems an appropriate metaphor, what with their penchant for tunneling and living beneath the surface of the earth.
- Marvel Comics' use of the Norse Mythos (via the super-hero The Mighty Thor) have Dwarves that look like the modern model but otherwise are more like their ancient inspiration. In effect, they are cave-dwelling magical gadgeteers.
- Tapeworms aside, it should be mentioned that they usually appeared as cave-dwellers forging weapons and jewelry. Sometimes with remarkable results. It was cavedwelling dwarves who made Þór's hammer (always hits, destroys its target, returns to the user), Óðinn's spear (always hits its target), Freyja's necklace (shining like the sun), and the nine golden rings (give birth to new rings). Thus the legend of the stunted master forgers in the mountains was born.
- Experts in germanic mythology actually believe dwarves began as chthonic death related spirits, which makes the maggot origins and synonimity with the dark elves all the more evident.
- In Dungeons & Dragons, the Dwarf comes complete with horned Viking helm and long hair.
- Dungeons & Dragons — not surprising, given how much it was originally based on Tolkien. There's other differences as well.
- One widely used D&D addition is the idea that Dwarves are inherently more resistant to magic, being that they're all stolid and stony like the earth and all. Yet in the original myths, dwarves produced all manner of magical artifacts for the Aesir. Even Tolkien's dwarves managed to make mithril, the local Unobtainium. That said, they were resistant to The Corruption.
- Seemingly because they love gold and cunning more than they love power.
- Interestingly, the Races of Stone Supplement for 3.5 provides a special Prestige Class that allows the casting of spells in armor, providing a description that's best summed up as "Nobody thinks there's any Dwarven Wizards because they wear Armor like the rest of the Dwarves". Of course, this is still entirely fitting with this trope.
- D&D has shown an interesting evolution in the question of Dwarven females. In the oldest editions, the race was essentially monogendered. Later on their women became more feminine — but still had luxurious beards. In the latest edition they just look like very muscular Halfling lasses — albeit generally badass ones.
- Dwarves are noted as being good with Divine magic, and they're one of the go-to races for Clerics. (see: Durkon from The Order of the Stick for an example). Players and Game Masters, of course, can play with or subvert the definition all they wish.
- Even Eberron — the setting that brought you good undead, necromancer elves, intelligent giants (granted that's ancient history), removed alignment restrictions, among other things — cannot escape this. Its dwarves are the same, with the exception of House Kundarak who are bankers instead of smiths or miners. Though if this article by Keith Baker himself is to be believed, the Neogi (who look like a cross between a wolf spider and a moray eel) were actually formerly dwarves altered by the Daelkyr.
- Forgotten Realms with its dazzling level of diversity and details subverts this trope a few times with sub-races like the wild dwarves and arctic dwarves, plus Gray Dwarves (duergar). Shield dwarves and gold dwarves are closer to the stereotype, as a beard-combing grimly determined Proud Warrior Race Guy is never too far. Gold dwarves tend to be tradition-bound, suspicious, greedy, obscenely rich and almost as haughty as elves, though trade with humans and other folk a lot. Shield dwarves are split. Some are "The Hidden", isolationist clans. Most are "The Wanderers" who got a clue from all those empty clanholds that dwarves aren't too far from extinction, and see interacting with the world proactively as their duty. These are borderline Boisterous Bruiser sorts, allying with anyone up to elves and half-orcs if necessary, adventuring, working as smiths in non-dwarven cities. They are fairly traditional, but marry whoever they like including humans, gnomes or halflings instead of checking exact age, social status and opinions of all elders in both clans before starting a family.
- Dragonlance played with the trope a bit. They had the Hylar, Niedhar, and Daewar clans of dwarves, all of which were in the general neighborhood of Lawful Good, and the Daergar, who were Lawful Evil.
- Mystara uses this trope 100% straight with its Rockhome dwarves, then subverts it with their Kogolor predecessors, who lived aboveground and mostly raised goats for a living.
- The classic supplement The Dwarves of Rockhome goes out of its way to justify the trope by explaining the modern dwarves' backstory, which they themselves don't generally know: after the Blackmoor civilization accidentally wiped itself out in a quasi-nuclear cataclysm that tilted the very axis of the planet, the Immortal Kagyar — not so coincidentally the patron of craftsmen — took some of the few surviving Kogolors and turned them into a new race highly resistant to poison and radiation (and incidentally magic as well) and a predilection for living underground, so that even if a similar disaster should strike the world again, dwarven culture and its achievements would be able to survive in spite of it. Thus, dwarven underground cities essentially serve double duty as potential fallout shelters for their inhabitants.
- It also plays with the idea that dwarves are always craftsmen by including a clan of dwarf farmers, descended from criminals who'd been sentenced to the "humiliating" task of growing food. The Wyrwarfs, tired of being treated like riffraff, voiced their discontent by threatening to withhold food from the other clans: if the clans refused to acknowledge farmers as equal to miners and artisans, they could huddle down deep with their trinkets and eat rocks.
- The largely forgotten Chainmail D&D Miniatures game (the early 2000s relaunch, not the classic 60s version that inspired D&D) ended up using pretty standard D&D dwarves, but oh What Could Have Been. The original design specs called for a dwarf faction that had deposed their king, abandoned faith in their god, and become communist factory workers and miners. The Dwarves would have dressed like something out of a 30s era Soviet propaganda poster and built mecha golems.
- Just like elves, dwarves in D&D have a subterranean Evil Counterpart: the Duergar, or Gray Dwarves, who are built on the folktales of dwarves as nasty schemers with supernatural powers. The Duergar have limited Psychic Powers and have a grim, humorless society based around slave labor and constant toil.
- Athas' Dwarves play this straight, except for few noticeable differences. They're completely hairless, and they have a tradition of working toward short- and long-term goals that only they know of.
- The Uvandir of Wicked Fantasy basically turn the typical dwarf stereotypes up a notch or three and play it for some mild Black Comedy. They seem to be a One-Gender Race, but the truth is that they're actually genderless Artificial Humanoids psionically shaped from stone — this incidentally makes them a Dying Race because the free Uvandir don't know how to make new ones. They're inherently able to communicate with each other non-verbally, so they hate talking to excess and see it as the mark of a fool, which is why they don't get on so well with other races. They're rude and gruff because they're actually very emotionally sensitive, and are prone to attacks of melancholy so intense they can end up permanently reverting to stone if they get too depressed, and so they try to avoid forming attachments with the shorter-lived races.
- One widely used D&D addition is the idea that Dwarves are inherently more resistant to magic, being that they're all stolid and stony like the earth and all. Yet in the original myths, dwarves produced all manner of magical artifacts for the Aesir. Even Tolkien's dwarves managed to make mithril, the local Unobtainium. That said, they were resistant to The Corruption.
- Warhammer plays them as straight as it comes, though Warhammer Dwarfs are most definitely Dwarfs and not Dwarves. Female Dwarfs in Warhammer are not bearded, but tend to look like plump, braid-haired viking maidens straight out of a Wagner opera.
- Once upon a time, though, Warhammer had the Chaos Dwarfs, which were based on ancient Mesopotamia of all things and diabolic slavemaster warlocks with cloven hooves and addicted to Black Magic. Sadly, their army nearly dropped off the face of the earth, and the few new Chaos Dwarfs we've seen (as crew for a war machine model) seem very much standard, if eviler-looking.
- Warhammer's Dwarfs don't tend to speak with a Scottish accent, but with a thick Yorkshire accent - the ubiquitous English stereotype of Yorkshiremen being that they are gruff, grumpy mining folk with a strong disdain for soft southerners and their airy-fairy ways (and it is no accident that Warhammer's Elves speak just like those refined and aristocratic upper-class southerners). The Gotrek & Felix novels play with the accent, introducing a Dwarf character whose speech is a comically exaggerated version of a real Scottish brogue. Even the other Dwarfs can't understand him half the time. Their technological superiority is also notable. These Dwarfs have guns. (No Fantasy Gun Control here!) And cannons. And helicopters. And Ironclad submarines. They also have the 'love for alcohol' base covered. They have ale that is so filled with nutrients that they can literally survive on it alone. Bonus points to the fact that they distill their helicopter fuel from it!
- Dwarves in Warhammer have one special niggle that sets them apart from other dwarves in fiction: their hat is Revenge Before Reason. They have a big book called the Book of Grudges, and if you ever wrong a dwarf, they write it down in the book. Grudges all have set standards for fulfilment, usually disproportionately high, and they will never stop until it is repaid. Ever. Classic example: a White Dwarf Dwarves vs. Empire battle report that resulted in heavy casualties for both sides was justified by a backstory that explained why the Dwarves were attacking: six years ago, the lord underpaid the Dwarven workers who built the castle by twelve pennies - as far as the lord (and sane real-life human beings) are concerned, it's simply a matter of a few missing coins, but to the Dwarves, you have cheated them out of money, and for that, you must die. In a more modern example of this, during the Battle of Grimspike Pass, an Orc shaman became too powerful and exploded, causing the pass to collapse and kill ten thousand Dwarf warriors who were standing under it. After the battle, the Dwarves declared vengeance, but not against the Orcs, but the pass itself. In their own words, they won't stop until Grimspike Pass is "mined to exhaustion and the rocks of the pass are as dust". Seriously.
- They take their honour extremely seriously as well. How seriously? Well, what does a Dwarf do if he or she cannot fulfil a grudge? Well, they become shamed in the eyes of Dwarven society and become Slayers. They cut their hair into a huge mohawk, take a huge battleaxe and no body armour, and seek out battles with the biggest, meanest beasties they can find in the hopes that they die. Some of the most successful (or alternatively, least successful) Slayers are veteran warriors who have killed everything from demonic personifications of primal rage to dragons the length of football pitches. And they do all this because honour demands it. The only alternative to being a Slayer is being a submarine crewman: Dwarves hate and fear water with unrivalled fervour. The majority choose to become Slayers. Yeah.
- Interestingly, while the individual Dwarf in Warhammer is fairly slow (it's the little legs), Dwarf infantry is effectively among the fastest in the game. This is because the game mechanics say that you can't march (read: move at double your normal speed) when there are enemies within 8". Dwarfs, by virtue of being Determinators, can ignore that rule, and effectively always march. Apart from when they charge. The result is that army of short bearded guys is going to tactically outmanoeuvre you by landing their gyrocopters 7" behind your lines and so suddenly everyone but your cavalry is being outpaced.
- Warhammer 40,000 once had the Squats, which, naturally, were Dwarfs IN SPACE, but the designers couldn't quite decide on their overall theme. Some models were straight Dwarfs, while others were more like really short Biker Dudes IN SPACE, so they got removed from future editions — i.e., they Dropped A Hive Fleet On Them. However, the "space Dwarfs" concept, if not the models, seem to be returning in the form of the Demiurg (Greek for "craftsman"), a mercenary alien race that has worked for both the Imperium and the Tau in the past.
- The Tau themselves seem to fulfill some of the functions of dwarves in the 40,000 Verse. They are shorter and stouter than humans, they have a weak presence in the Warp (meaning they're not very magical), they have a highly ordered and stratified society, and a strong warrior culture... At least when it comes to the Fire caste. And only when compared to other Tau, who are largely peace-loving and lack any aggressivity.
- The Forge Fathers in Warpath are space dwarves through and through. A race of miners and industrialists with very advanced technology that decks their soldiers in Power Armor and builds stompy Mini-Mecha. Not much is known about them, though, mostly because they are very secretive and determined.
- The Dwarfs of Kings of War come in two forms the Dwarfs who are very much Tolkien Dwarves with cannons and badger cavalry. Unlike most Dwarf civilizations who are either declining or staying underground, these Dwarfs take an expansionist path. Then there's their evil counterparts the Abyssal Dwarfs, who have thralls and dwarf mutants in their armies.
- Dragon Dice plays it straight with standard, Tolkien inspired dwarves — not surprising for a game from TSR that was significantly inspired by Dungeons & Dragons. They are composed of the elements of earth and fire, have beards, are expert craftsmen and miners, live in the mountains, wield axes, and wear horned helms...
- Oh, and their cavalry ride on giant lizards and mammoths, just for a change of pace.
- The now-defunct Mage Knight miniatures game had standard Tolkien-y dwarves. All male, all bearded, all craftsmen and miners (some not by choice), and their craftiness led to literal Steam Punk tech such as Steam (mecha)Golems and steam-powered mounts.
- There are some differences from the standard model here. They are actually shorter lived than humans, an elderly dwarf being about 30, and they play up the resistance to magic. They were actually forced by The Empire of Atlantis into slavery, mining for magic Phlebotinum because they were immune to the deadly radiation. They joined the Black Powder Rebels in order to free their comrades from this slavery.
- Changeling: The Lost has the Wizened, humans who were made to work as the Gentry's craftsmen and servants. Like dwarves, there's usually something "diminished" about them (sometimes size, sometimes muscle, sometimes social presence), they tend to be cranky (see "diminished social presence"), and they're very, very good with crafts.
- Winterweir's Bathas are evil sociopathic slavers but still live underground and have an interest in wealth. They also invent things.
- As a generic system, GURPS can potentially handle any sort of dwarf — but its writers have mostly stuck to the established standard.
- Dwarves in GURPS Banestorm, the main official GURPS fantasy setting, are a race of natural artificers and merchants. Most adults have at least one point worth of personal "signature gear".
- GURPS Fantasy offers another variant of the same type.
- In the GURPS predecessor The Fantasy Trip, dwarves were straight out of the Tolkienian mold. However, some details (mostly concerning dwarf women) were left unspecified, meaning that players could form their own conclusions.
- Burning Wheel not only plays straight dwarf stereotypes but even builds upon the tale of Moria from Lord of the Rings by working an attribute called "Greed" into the rule system: all dwarves are covetous. The higher a dwarf's Greed, the more likely they are to betray others, or even go Ax-Crazy, in the pursuit of possessing objects of high value and/or craftsmanship. They get bonuses to rolls made in the pursuit of wealth. However, if the Greed attribute reaches its maximum through indulgence of the vice, the dwarf hides himself away with his hoard of goods in paranoid seclusion, never to be seen again.
- The Jotun of New Horizon were once compared to dwarves, except being huge wafans instead of short humans. Subsequently a group of dwarves raided the forum, decapitated the person who made the claim, and told everybody never to compare them to war machines again.
- Dwarves in Rifts come in a couple different varieties, each of which comes from a different dimension. Regular dwarves come out of the Palladium Fantasy dimension, and exhibit all the classic characteristics. Pantheons of the Megaverse has dwarves that represent the dwarves from Norse Mythology, right down to being the creators of Mjollnir. There's also races like the Dwarf Forgemasters from the Three Galaxies setting, but they're all basically variations on a theme.
- A list that circulates around message boards and other sites called "You Know You've Been Playing Rifts for Too Long When..." has an item in it that reads "You've ever made a Dwarf character whose name did not have 'axe' or 'beard' in it."
- Richard Wagner's Der Ring des Nibelungen, epic predecessor and undoubted inspiration to Tolkien (the clue's in the title). His Nibelung dwarves are, true to their Norse roots, subterranean miners and metalcrafters. His dwarven brothers Alberich and Mime inspired the thieving dwarf Mîm who appears in The Silmarillion. Oddly enough they are sometimes referred to as black elves.
- Puzzle Quest: Challenge Of The Warlords: Khrona doesn't hide her most obvious gender identifiers, but still sports a nice, long beard.
- The Warlords universe in general plays around with this, in the form of regular dwarves, and Dark Dwarves, playing a somewhat similar role to dark elves. Both are industrious and warlike, but the two are quite different : Regular dwarves are affable, somewhat jolly, love partying enough that they have zero problem going to war drunk, and prefer fighting personally, decking themselves out in heavy armor and carrying magnificent melee weaponry. Dark Dwarves are grim, science-obsessed, disregard nature in the face of progress to the point of resembling Captain Planet villains, and prefer to fight in a more advanced manner than their good cousins, with extremely powerful and advanced siege weaponry and tremendously strong metallic golems.
- Played mostly straight in the RPG Arcanum: Of Steamworks & Magick Obscura, including what may be one of the earliest examples of the now-standard Scottish accent as spoken by NPC Magnus. Females are never seen, so all dwarves are the same; bearded stocky men. Asking about dwarf women is a surefire way to send a male into a homicidal rage. The "mostly" comes in because it's the Steam Punk 1880s, some dwarves exchange their armor for tailcoats, and dwarves are the most technologically-apt of all the races. Even so, however, this mostly manifests in dwarves being master smiths with an advanced understanding of materials science; traditional dwarves would never use a steam engine to replace the power of their muscles, and therein lies a large part of the game's plot.
- Two dwarves appear in Tales of Symphonia, with one of them being the foster father of the hero, Lloyd Irving. In Tales of Phantasia, which takes place about 4,000 years after Symphonia, dwarves are extinct, though their ruins are intact.
- A skit in in Tales of Symphonia mentioned that the majority of the dwarves are hidden by Cruxis somewhere in Derris Kharlan as they use them for maintaining machinery, so they may have still be living on the comet.
- In Mace: The Dark Age, a Soul Edge style weapons-based 3D fighter for the Nintendo 64, the dwarves are represented by hidden character Gar Gudrunnson. His people are mountain-dwellers enslaved by despotic Lord Deimos (think Nightmare with his own kingdom) to build his weapons of war. Gar is among a handful of rebels, and his weapon is an enormous steam-powered Warmech, ironically making him the largest character in the game and one of the few who are original. He's rather overpowered though, and is more on par with sub-boss Grendal due to his enormous strength and the fact that he can't be thrown or Executed. The mace enslaves him and the other dwarves and it motivates them to wage war on mankind.
- Golden Sun's dwarves, in the Loho mining camp from The Lost Age, probably don't have Scottish accents, since Funetik Aksent is used for the two humans with Scottish accents but not the dwarves. Additionally, some are historians, which is why the dwarves are in Loho, excavating the ruins there. However, they all have awesome facial hair and a love for digging— "If you live in Loho and don't dig, you just don't belong"— and the only visible female in town is the human innkeeper, so they otherwise fit this trope perfectly.
- Played mostly straight in Bungie's Myth series of fantasy games. Dwarves there are short, construct underground cities, are good with gadgets, greedy, and have chemistry far beyond that of the other races leading to them becoming explosive and demolition experts. However, instead of sounding Scottish, they are voiced to sound more like crabby old men.
- Two "Dwarven Swordsmiths" appear in The Legend of Zelda: A Link to the Past. They are the only dwarves to appear in the entire series, and nothing is made of their presence in a village otherwise made up entirely of Hylians.
- Lampshaded in Lusternia. The dwarven race were originally called the Clangoru (having descended from the Elder God Clangorum); when the humans arrived in Lusternia from a different dimension, they puzzled everyone by calling the Clangoru dwarves. They did this because the Clangoru — alone of every other mortal race — were recognisable to the humans, being indistinguishable from the dwarves of their native dimension.
- Dwarves are a recurring race in the Shining Series, at least in the older games. They follow the Tolkien/D&D model fairly closely—most dwarves are axe-wielding warriors. A notable exception, though, is that the first dwarf you meet, Luke/Lugh, is young, cheerful, and beardless (but still an axe-wielding warrior). They are not slowed down by hill terrain, which makes them surprisingly mobile.
- In both Neverwinter Nights games, this is both played straight and averted. When it's played straight, it's hilarious.
- Averted: Neverwinter Nights features the possible henchman and later a boss in an expansion Grimgnaw. He's a Monk of the Order of the Long Death, which as you can guess from the name, isn't exactly a nice group. He's the only henchman with an Evil alignment, and has a fascination with death that is damn creepy. He isn't loud and boisterous, is bald and has no beard, and doesn't need a giant hammer or axe to kick some serious ass. He loves to send people to the Silent Lord, often in the most violent way possible.
- Neverwinter Nights 2, on the other hand, features Khelgar Ironfist, who is a stereotypical dwarf to the extreme, drinking lots of ale without paying, being very loud and fantastically racist, and is easily provoked and will start a fight with a group of drunk sailors just because one of them agreed with him. Ironically enough, Khelgar also can become a monk, just like his polar opposite Grimgnaw, a possible reference to NWN1. As with most dwarves, he's not a good fit at all for the class without a lot of nudging, he just knows he likes being able to beat things up with his fists.
- Master of Magic has a fairly stereotypical dwarves: tough, hard-working, good at mining and climbing mountains, but not fond of ships. They also make golems and steam cannons.
- The Mountain Dwarves in Dungeon Crawl are standard issue. Deep Dwarves are different, though: see below.
- In Runescape, the Dwarves are short, live in mined-out caves, are the major source of ore (aside from the players), are extremely fond of beer and kebabs, and pretty much the only way you can tell it's gender are whether it has a beard and/or helmet or not.
- The World of Mana series has always included dwarves that fit this mold.
- In Final Fantasy Adventure, you eventually meet a colony of dwarves, but they don't do much besides point you in the direction of a product you have to buy to save one of their dwarf friends. Once you do buy it and go on a quest to save him, you will find out that his only "companion" ability is to sell you basic items that you might need to break him out of the dungeon. Once you do get him out and back to the dwarf cave, he thanks you the only way dwarves know how...by selling back to you the items he made out of the silver you risked your life to get him.
- Secret of Mana has Watts, which continues this. He is a dwarf who basically knows that your party is out to save the world, and so he only continues to forge your weapons in exchange for increasingly massive amounts of money. He's probably saving up to buy the entire Gold City, and with his smithing skill, he probably could.
- Majesty has dwarves as one of your recruitable classes. They fall on the smith/engineer side of the scale; their fortresses can only be built once you have a Level 2 Blacksmith in your kingdom. They have Horny Viking helmets and are hammer-wielding Mighty Glaciers whose voice lines emphasize how much they love hard work and building things. They're also mutually exclusive with Elves, although they won't come to a kingdom with gnomes either.
- In Gems of War, the dwarven troops fit the typical image of fantasy dwarves exactly — bearded, grumpy, interested in subterranean wealth acquisition, technologically inclined.
- Barik from Paladins is very much a typical dwarf. Scottish accent, short and muscular, extravagant beard, and a master engineer. The only thing he doesn't do is fight with an axe, preferring to use a blunderbuss.
- Twice Blessed has Vadim as a main character, who meets most dwarf stereotypes, but comes from a Russian-type culture and has a matching accent, drinks Vodka, uses the word "brother" in place of "laddie", and never seems to feel the need to point out that he is a dwarf.
- Dominic Deegan' includes Dwarves in its array of races, and from their first appearance, we have bearded females, and a long-standing rivalry with Halflings. Mostly over beer nowadays.
- The Dreamland Chronicles Just look at them
- Alfdis & Gunnora has an all-dwarf cast, of the bearded woman variety.
- Beaches And Basilisks has a dwarf claim that everything about dwarves can be summarized as "beards, booze, and battle."
- Pieces Of Eights: It turns out that the Island Dwarves used to be astronomers, not miners. This came about as a result of the last big war and shake up in the world.
- Dorf Quest's Beardbeard, and every other dorf we've seen, has been this trope taken to psychotic extremes — every problem can be solved with a Drinking Contest, violence, or a violent drinking contest.
- In The Salvation War, Belial's Elaborate Underground Base of Palelabor is staffed by a horde of very squat, heavyset demons with long gray beards, who are, for all intents and purposes, dwarves.
- Diggy Diggy Hole from the Yogscast is a catchy music video for this trope, and neatly illustrates how the song could be about any author's dwarves. The dwarves mine, drink, sing, and fight goblins in their vast underground fortress.
Born underground, suckled from a teat of stoneRaised in the dark, the safety of our mountain homeSkin made of iron, steel in our bonesTo dig and dig makes us free, come on brothers sing with me
These Dwarves are More Dwarvergent
- Gold Digger Dwarves have optional beards on both sexes, no specific accents, aren't all short tempered and have plenty of non-miners, but otherwise fit the mold. A female Dwarf villain, G'nolga, insists that the beauty of dwarf women is legendary. While she and other dwarf females definitely don't look bad, one does wonder how much of this comes from her being acknowledged as one of the ten strongest fighters on the planet.
- In ElfQuest even thought they're called trolls, the trolls are identical in every way (except being green) to stereotypical Dwarves. However Two-Edge, a half-troll half-elf looks identical to a typical dwarf but is bat-shit insane.
- In Castle Waiting, Hammerlings are short, hairy miners and engineers with much fewer women than men. However, they're considered to be notoriously sneaky and devious, and are widely accused of War for Fun and Profit to create a market for their magic weapons. This is because Castle Waiting is more influenced by The Brothers Grimm than Tolkien.
- The film version of The Hobbit took pains to avert this trope. The dwarves are all short, hairy, and crusty, but they have great variety in their faces, beards, clothing, body types, personalities and weaponry. Particularly notable are Thorin, Fíli, and Kíli, who all benefit from varying degrees of Adaptational Attractiveness, with Kíli's Perma-Stubble practically making him a Bishōnen by dwarf standards. They also have accents that range throughout Britain, from Scotland to Ireland and Wales. Glóin, the most stereotypical of the dwarves, is the father of Gimli, who is arguably the modern day codifier of the trope.
- In Van Helsing, a bunch of wicked, sharp-toothed dwarf-like creatures called "dwergi" reassemble Dr. Frankenstein's equipment for Dracula.
- The First Dwarf King plays with the standard dwarf model. On one hand, men have wicked-looking beards, dwarves can fight with the best of them, and they wield axes and warhammers in battle. On the other hand, dwarven women lack facial hair (and are cute but tough), the entire race is not so much a nation as a loosely-connected country of hunters and farmers, and most (though not all) of the population live above ground, going underground only in times of great need.
- Margaret Weis and Tracy Hickman have tried to avert this. The Death Gate Cycle was basically about what happens to Tolkienesque races' cultures when put in completely different worlds, and The Sovereign Stone trilogy recast them as Mongol-style nomads (the Elves were Japanese). Didn't really work, because the dwarves always got the least characterization, but they tried.
- The Shannara series has dwarves mutated from human stock (like most of the races of the books) but with the added caveat that, due to their ancestors' millennia of hiding in shelters, they are claustrophobic and dislike going underground. They actually appropriate the typical elven skill in that they are skilled woodsmen, and their crafts are mostly carved from wood rather than stone, and are famous for their gardens and dams.
- Flint Fireforge, from the Dragonlance Chronicles trilogy, was originally going to be a well-dressed fop. Eventually, though, they decided against this, and just made him the standard dwarf. The well-dressed fop concept later became the preferred mortal guise of Reorx, god of the forge.
- The Valerians of the Lensman series are a race of strong, tough, axe-wielding proud warriors, but they're really human Heavyworlders, not fantasy dwarves. Also, the shortest Valerian described stands at above 7ft tall in his stockinged feet.
- Possible example: Gregory Maguire's Mirror, Mirror, in which the eight (yep) dwarves are, at least initially, shapeshifters. They're also far more, well, mineral than your typical humanoid character.
- In Adrian Tchaikovsky's Shadows of the Apt series Beetle-kinden are essentially clean shaven dwarves in a Clock Punk/Steam Punk setting. Short, stocky, technological and capitalistic with the Collegium beetles emphasizing the tech side and the Helleron Beetles emphasizing the capitalist side.
- The urZrethi of The Dragon Crown War initially appear to be bog-standard dwarves, but are gradually revealed to be quite different. They are a race of short, stocky expert smiths and miners who live in elaborate subterranean mountain fortresses and have a lifespan measured in centuries. However, they're also a matriarchy, have limited Voluntary Shapeshifting powers, were created by overthrown elder gods to dig them out of the prisons the dragons stuck them in (a cause most urZrethi ended up abandoning after a disastrous war with the dragons), and the fem!Sauron-esque Big Bad is actually a half-urZrethi (and half-dragon) who uses her shapeshifting abilities to look sort-of-elven. Turns out that they're not actually restricted to the "short, stocky humanoid" model, they just find it fairly utilitarian.
- R. A. Salvatore's Demon Wars saga has dwarves who are also called powries. They've got a lot of the typical dwarf traits - short, stocky, tough, and bearded. However, they're also an incredibly aggressive Proud Warrior Race who mostly interact with humans only when raiding them, live on an archipelago and are famous for their "barrelboats" (low-slung ships that the powries, with their superhuman endurance, paddle fast enough to catch most human ships), and maintain their physical prowess with Blood Magicnote . They're all around nasty pieces of work, and while not quite Always Chaotic Evil (they demonstrate loyalty to each other and extend respect towards non-powries who they consider sufficiently badass, at least) most humans hate and fear them - a reputation the powries themselves are happy to encourage.
- Dwarves in The Spiderwick Chronicles resemble much like most depictions, but draw more from their depictions in European fairy lore. They are entirely subterranean (they can't stand bright light), reproduce by carving others of their kind from stone, and are miners and craftsmen. However, their centuries-long lifespans means they greatly pity the shorter-lived beings and try to improve on nature with mechanical replicas or preserving living beings in glass coffins for immortal slumber. They serve as the antagonists of the 4th book in the original series, under Mulgarath's orders.
- Humboldt in No More Heroes is a sensitive, snack-serving Dwarf who is part of a clan cursed to maintain the traps and monsters within the Crypts of Ramen, and who seems genuinely sad knowing that everyone who comes though the Crypts will almost certainly die. His greatest passion is reading love poetry and he's reduced to a mess of tears when our heroes tell him a modern love story from Earth: Titanic.
- Rogues Of The Republic: A calm, industrious race known for clever machines and a near-utopian society where everyone tries to help everyone else. Also, they don't live underground, though they do mine as much as any other industrial race would have to.
Live Action TV
- Physicaly the Liberata of Defiance fit the trope perfectly and Word of God says that they used to be a Proud Merchant Race before being conquered by the Castithans and joining the Votan. Now they are a Proud Servant Race. They also breathe nitrogen and their hair and beards (found on both sexes) are stark white.
- Star Trek has the Tellarites, one of the founding members of the Federation. They had a fierce rivalry with the Vulcans, are stubborn, undiplomatic, and generally have the competence to back up their boasts, all dwarven hallmarks. They are also short and often show up in mining contexts — again, all dwarven hallmarks. Customized by also being pig men.
- The Klingons are also Proud Warrior Race Guys who frequent dimly-lit great halls, drink a lot, and have an ongoing feud with the Romulans.
- Dwarves in Ik Mik Loreland may be small and occupy their time mostly with masonry and stoneworking, but they are more akin to a Rock Monster in some aspects.
- Mike Pondsmith's Castle Falkenstein roleplaying game (from R. Talsorian Games) had dwarves based more on the ancient Germanic myth model — supernaturally strong and resistant to fire, with chicken feet (which they hide by wearing big boots), and no females at all. When they marry, they marry Faerie women — the male children are more Dwarves, the girls are Faeries like Mom. They do have the whole mining and beer obsession, but are more likely to fight with big wrenches than axes as they are the master technologists of their world.
- Falkenstein's Dwarves started out as more typical Faerie, but gave up most of the classic traits thereof in exchange for the ability to handle iron with impunity.
- Young Falkenstein dwarves are also raised and named by their mothers. Their main drive toward industrialism and workmanship is so they can make or discover something impressive enough to make a name for themselves with, so they don't have to introduce themselves as "Buttercup" or "Morningblossom".
- As mentioned above, Dungeons & Dragons has produced a few dwarven subraces that break the mold.
- The wild dwarves from Forgotten Realms are barbarians who live above ground in jungles and hunt with poisoned blades. Still very gruff and loyal, though. The same setting also has arctic dwarves, or Innugaakalikurit, who are white-haired, have no affinity for metalwork or living underground, are expert hunters and trackers, are immune to the cold but love to sunbathe until their skin burns, and favor spears and harpoons over axes. They're also short and squat even by dwarfish standards.
- The derro are a race of insane sorcerers with traces of human ancestry. They have bluish skin, blond hair, and huge, pupil-less eyes, and many go beardless. (In Pathfinder, though, they are actually evil fey with no connection to dwarves.)
- Several dwarven subraces in Dragonlance. Clan Daergar resemble common dwarves in appearance and culture, but are ruthlessly evil — or may be straight-up expies of the Duergar. Clans Theiwar and Klar are an Expy of the derro, but split into two halves; the Theiwar keep the magic and generally evil attitude, the Klar keep the appearance and the rampant insanity (racially Chaotic Neutral, but prone to being manipulated by their fellow Deep Dwarves the Daergar and Thiewar). Clan Zakhar are hairless, diseased outcasts. Finally, Clan Aghar, more commonly known as gully dwarves, are diminutive idiots who serve as Plucky Comic Relief.
- 3.5 presented several environmental variants with only minor differences from the standard hill dwarf. Desert dwarves are gruff miners who are good at finding water. Glacier dwarves are gruff miners who are good at surviving in the arctic. Seacliff dwarves are gruff miners who are good at swimming. And so on.
- Duergar, essentially the dwarf equivalent of Drow, have shown up in a few settings. They tend to be grim, regimented, joyless workaholics and slave-traders. In Pathfinder, they are actually the corrupted descendants of the original dwarves, tracing their lineage to those dwarves that didn't burrow up from the heart of the world at the start of the race's history.
- Dwarves in Dark Sun are completely hairless, have absolutely no knack for metalwork at all (as metal is almost extinct on their world), are completely illiterate, have superhuman stamina, and are workaholics to such an extent that the setting's equivalent of a Banshee is created from the soul of a dwarf who died before his or her current focus-task was complete.
- The Kogolors of Mystara play around with this trope quite heavily. They look like typical dwarves, but they prefer to build houses atop mountains rather than to live in deep underground lairs (though they do enjoy making suitable caves more livable). They aren't particularly more artistically talented than humans, save in the field of brewing liquor, in which they are masters. They also hold no particularly great reverence for builders/miners/sculptors and if anything are more appreciative of hunters and farmers, as they make most of their living as farmers, loggers, trappers, furriers, goat-herds, brewers and woodworkers. Finally, in place of the traditional dwarven grumpiness and stubbornness, Kogolors are friendly, cheerful, gregarious, and welcoming, eager to make friends with anybody who seems nice enough. Further twisting the mold, in Mystara back-lore, Kogolors are the original model of dwarves; the more iconic dwarves are an off-shoot species created by a somewhat paranoid Immortal from the heartiest Kogolors, after they began to die out in the wake of the radioactive Blackmoor disaster. The only Kogolors alive today are those preserved in the Hollow World, with the other extinct races and cultures. For icing on the cake, Kogolors have a very heavy-handed Swiss motif, complete with wearing lederhosen and those triangular hats, and having a racial proficiency in yodelling.
- If these dwarves remind you a little of gnomes, there's a good reason for that: they're also the progenitor race of gnomes, who were created by a Kogolor turned Immortal, Garal Glitterlode, to preserve his people "more accurately" than Kagyar's dwarves did, and encouraged to spread from their mountainous homes to live elsewhere and just be more adaptable.
- In addition to the mold-twisting dwarven subraces, the gnomes of Dungeons & Dragons fall under this as well. Whilst D&D dwarves derive quite heavily from Tolkien's depiction of the dwarves, and are thus dour, heavily armored, non-magical warriors who can produce incredibly fine and even enchanted smithcraft, D&D gnomes are thus humble forest & burrow-dwelling little people with an innate affinity for magic, especially illusion, and enigmatic connections to The Fair Folk. This means they draw more heavily upon many mythological depictions of dwarves and dwarf-like fae from throughout Europe, such as Germany, Russia, Sweden and Scotland.
- The Mountain Folk of Exalted draw heavily on the Norse Dwarves for inspiration, but two of their castes (Artisans and Warriors) are actually human-sized; the Artisans are tall, beautiful super-geniuses, and their warriors look like neanderthal space marines in power armor.
- There are two common stereotypes for Dwarves in Shadowrun; they're all good with machinery, and they all have major Napoleon complexes. The average dwarf has a tendency to get loud and belligerent when either of these stereotypes is applied to them. This does not change the fact, however, that the dwarf willpower bonus is so useful to certain professions that almost every rigger you'll find is a dwarf.
- Of course, that just fits the stereotype all the more. Riggers are the nearest thing you will find to a blacksmith or miner in the setting.
- Dwarves also make really good awakened (mages, shamans or adepts) due to said willpower bonus.
- Dwarves in the setting grow beards simply because they get sick of being treated like children (which a lot of people think they resemble as adults due to their height) without them, which may explain why the stereotype of the "hot headed halfer" came about (as one dwarf tells you in Third Edition in the Dwarf racial description, "you spend a day getting patted and pinched and see how calm you are.").
- The same essay voices the opinion that dwarves seem to prefer living underground because basement apartments tend to be cheaper, and low ceilings aren't a problem for them.
- Of the various main non-human metatypes, dwarves are noted to be the ones with the least amount of divergent culture. They don't have the independent countries and spiritual practices of the elves, the kingdoms of the trolls, or the subcultural identity of the orks. However, it's also noted that they're the metatype that's best managed to integrate with baseline humanity, so this may explain that.
- In Earthdawn dwarfs are not only known for mining and axe-swinging, they're known as builders, and not just of physical things, but civilizations as well. As a result they're the dominant race in Barsaive instead of the usual humans, especially after they built the underground "Kaers" where the Namegiver races hid out the Scourge.
- In Talislanta, the Yassan and Vajra races are both short, stocky artificer/miner types—in other words, indubitably stouts. However, this being Talislanta, the Vajra are scaly, ovoviviparous, and have a berserker rage ability (which can usually be used exactly once), and the Yassan are silver-gray, six-fingered, and flat-faced. Additionally, both races are hairless and closer to the short end of average human height.
- Iron Kingdoms dwarves are short, squat and master mechanics, often being creators or users of guns and Magitek robots, but are typically beardless.
- Gloranthan (the original setting of RuneQuest) dwarfs are immortal as long as they do their assigned tasks, regard themselves as servants of the World Machine, and are the only users of firearms in the world. They also invented iron. Not 'discovered', invented.
- They're also massive subversions of this trope, in that they are actually a Robot Republic of Golems made by Mostal the Maker and taught how to build themselves (hence why female dwarves are so rare-they're actually products a minor glitch in the process) before he was broken in the Chaos War. Flesh (Clay) dwarves are actually an invention to make up for lack of resources and time to build more dwarves (and a deeply resented one since they're softer and have less raw intelligence than "pure" Mostali). They're also something of an antagonist to everyone else, being deeply xenophobic Well Intentioned Extremists (literally the only thing that matters to them is Mostal's repair) with a severe case of Blue and Orange Morality (what everyone else calls greed, the dwarves call keeping track of their projects and resources, down to the last coin - actual trade is regarded as something of an oddball heresy).
- Perhaps surprisingly, FATAL partially averted this. There are 3 types of dwarves in the game, and while "white dwaves" are pretty standard issue, "black dwarves" are based off the more evil variants of The Fair Folk, and "brown dwarves" are based on the more recent faerie tales and particularly modeled off brownies.
- In Battle Fantasia, Donvalve is the biggest character in the game and he's dressed in a very Steam Punk-ish armor.
- Chrono Cross has dwarves that pilot tanks, wield worker tools in battle, and are short and stocky like normal. They also live in a swamp and seem to hate the fairies, enough to capture them to feed their protector Hydra and murder them for living space.
- The Darksiders games have the Makers, who are similar to your stereotype dwarf in every way except one: instead of being short, they are about four times as tall as your average human.
- The "Dwarf" character of Dragon's Crown is a stocky, heavy-set brawler, wielding hammers (and occasionally axes) and possessing strength enough to pick up and toss most foes. The Dwarf's ending reveals the Ancient Dragon had chased the Dwarfs out of their subterranean homes, forcing them to become nomads and driving them to the brink of extinction. The player character's Dwarf becomes a hero and leader among his people, helping them prosper. He does have some traits that make him distinct from dwarves in other games. Where typical dwarves are heavily armoured or wearing workman's clothes, this guy wears little more than a cape and a loincloth. He's also friendly with the Elf of the team if various Vanillaware art pieces are canon.
- Dwarves are commented on as being rather out of place in the world of Elona, populated by the likes of kitsune, samurai, and mecha. They only seem more so when the setting is revealed to be a full scale quasi-urban fantasy as of the later patches of Elona+, glaringly being rather technologically simplistic compared to most of the human factions (using plate mail and tonfas when everyone else has for the most part moved onto machine guns and fighter jets), in spite of possessing the trademark dwarven craftsmanship.
- The Elder Scrolls plays with it when it comes to the extinct Dwemer, also known as the Dwarves. To note:
- Playing the trope straight, the Dwemer did build technologically advanced cities, typically deep into the ground, complete with gold/bronze architecture and Eternal Engines. They warred with just about every other race they came into contact with, particularly other races of Mer. They were known to have glorious beards and were master craftsmen, with their equipment still being among the best and most sought after in Tamriel even thousands of years after their mysterious disappearance, in some way related to them digging too deep beneath Red Mountain and discovering (and then attempting to tap into) the Heart of Lorkhan, the dead creator god of the mortal plane.
- On the "aversion" side, the Dwemer are as sub-race of Mer (Elves), with their name meaning the "Deep Elves" or "Deep Ones," referring to their philosophical depth. They were of average size compared to the other races of Tamriel and the term "dwarf" is an archeological misnomer. They were the first "normal sized" race to encounter the Giants of the Velothi Mountains, who referred to them as "dwarves" in size comparison to themselves. Later, the Nords (and through them, the other races of Men) picked up the term and it stuck. They weren't known to have any stereotypical "Dwarvish" accents, with the only Dwemer spoken to in the series to date having a nasally, nerdy voice of all things. While the Dwemer did create all manner of extremely advanced technology, much of it was magically derived in one form or another, with it being said that they were also master enchanters. They created numerous forms of Mecha-Mooks and even Humongous Mecha programmed with some sort of rudimentary (and often dangerous) AI. They were Naytheists in a world where gods of all sorts exist, though the Dwemer did not believe these "gods" were truly divine. They'd summon Daedra just to test their divinity. Finally, they followed a very Blue and Orange Morality. Former series developer Michael Kirkbride puts it best:
"That's why the Dwemer are the weirdest race in Tamriel and, frankly, also the scariest. They look(ed) like us, they sometimes act(ed) like us, but when you really put them under the magnifying glass you see nothing but vessels that house an intelligence and value system that is by all accounts Beyond Human Comprehension. (...) There isn't even a word to describe the Dwarven view on divinity. They were atheists on a world where gods exist."
- Endless Legend's Delvers are relatively standard-issue dwarves in appearance, but they are actually the descendants of human miners that were trapped underground in a cataclysm that swept across Auriga. They swing warhammers in a Spin Attack and have vast beards adorned with skulls (probably from their fellow Delvers that died). The Vaulters are human, but their heavy armor, beards, and overall high level of technology make them look like dwarves. The Vaulters remember their origins in space, and utilize Lost Technology salvaged from their vaults and augmented or repaired with magic. Prior to the start of the game, they lived almost completely underground.
- Guild Wars mostly follows the standard, although the dwarves come off a bit more Scandanavian than Scottish. This trope is partly averted by the Stone Summit clan, a bunch of xenophobic slavedriving hatemongers, then it gets taken to its conclusion at the end of the Eye of the North expansion pack. The dwarves seek to awaken the Great Dwarf to battle the destroyers pouring out from beneath the earth. What happens is that they become the Great Dwarf, their bodies turning to solid stone and their hearts consumed with an eternal thirst for battle, so they can fight the destroyers for eternity.
- They have appeared sporadically in the more High Fantasy installments of the Final Fantasy series. Their main distinctions from other fantasy dwarves are their catchphrase of "Laliho!" and the fact that they are almost completely faceless with only glowing yellow eyes (and a beard) visible beneath their helmets.
- Final Fantasy I's dwarves live in Mt. Duergar, which is the old Norse word for Dwarf, and are skilled miners; their tunnels are filled with rails for spoil.
- Final Fantasy IV plays it straight, and heck, so do most dwarves in Final Fantasy IV: The After Years. However, Luca is clean-shaven and doesn't have much love for dwarven fashion. The one thing she gets right is a love of technology, with two custom-built clockwork dolls at her command, but she'd rather study under the human Cid than other dwarves.
- Dwarves in Final Fantasy V strongly resemble their counterparts in IV, and like them live in an "underworld" (this time an undersea trench rather than just above the earth's mantle) and love to tunnel, although their great kingdom is less populated than most villages and not relevant to the plot.
- The Lilties of Crystal Chronicles also fit the archetype fairly well, but in appearance resemble childlike humanoids with plant features (besides Crystal Bearers, in which a wide variety of Lilty types appear). A big difference is, before they began weapon smithing, they were primarily alchemists. And while they've always been mediocre at using them, they were experts at creating the Green Rocks required for spells.
- Moogles in the Ivalice Alliance games are also fairly dwarf-like: short, mechanically inclined humanoids.
- The Dwarves of Final Fantasy IX are perhaps the least dwarf-like Dwarves in the series. They spend their time above ground, albeit on a mountain, and the sun is a big part of their society and religion.
- Partially subverted in the Lineage MMORPGs: The male dwarves are about what you expect, but the female dwarves resemble cute elves, only half the size.
- Age of Mythology goes back to the roots of Norse myths, making Dwarves simply good craftsmen and gold-diggers. They don't use axes, except for gathering wood or when transformed into Heroes of Ragnarok by the Ragnarok godpower.
- Eitri uses an axe to fight in the campaign, though he can use it to cut wood. His brother Brokk has a hammer instead.
- Mountain Giants have a special attack against them… which is to kick them a certain distance, often making the dwarves into a projectile weapon.
- Warcraft is an interesting case. When dwarves were introduced in Warcraft II, they were primarily represented through the aerial gryphon riders. When World of Warcraft hit, however, the playable dwarves were mountain-dwelling, ale-drinking, blacksmiths and miners, with the gryphon riders relegated to a minor NPC faction.
- However, this was explained by there being three major kinds of dwarves:
- The main playable race are called Ironforge dwarves, they live in the city of Ironforge and were originally the most stereotypical of the dwarfs. Subverted when the revelation of their titan origins led to a surge in interest in science and knowledge in dwarven society. Their king Magni Bronzebeard even ordered that the main dwarven industry be switched from mining to archeology. Now you'll find just as many explorers, scientists, archaeologists and scholars among the dwarves as you will miners and blacksmiths. Another unique aspect of Ironforge dwarves is the ability to temporarily turn into stone which lets them remove status ailments and increase their defense for 8 seconds.
- The next is the Wildhammer dwarves who live above ground, live at peace with nature, and ride gryphons as a major part of their culture. They were the representatives when dwarves were first added to the franchise in Warcraft II.
- The third are the Dark Iron dwarves, who have black skin and red eyes and were until recently enslaved by a massive fire elemental (that they summoned in a failed attempt to destroy the other two clans). They're pyromaniacs and were written as Always Chaotic Evil until their leader joined the Alliance in Cataclysm, live deeper underground than their Ironforge cousins, are much more educated in magic, and stealth. After they joined the Alliance, playable Ironforge Dwarves gained the option to become Mages, Warlocks, and Rogues suggesting an intermixing of culture between the two. The fact that the king of the Ironforge's daughter married the Dark Iron emperor, and her son, and future king, is half Ironforge-and-half Dark Iron, has caused much consternation among the dwarves.
- Beyond this you have various proto-dwarves. There are the Earthen, which are stone-flesh creations of the titans that the dwarves evolved from. The frost dwarves, who are the frozen counterparts to the Wildhammers. They are descended more directly from the Earthen as indicated by their proximity to the Titan Architecture found around their homeland. And the iron dwarves, which artificial dwarves that serve as Mecha-Mooks for an Eldritch Abomination.
- Female Dwarves are actually quite common in dwarf settlements and for the most part look like short, stout women of average attractiveness. However, among the player base they are quite rare (perhaps in part due to the fact they are just plain looking compared to other races). Lore mentions bearded women and are considered quite beautiful among dwarves, however, none are shown in game.
- Additionally, the technology aspect of the dwarves exists but is typically overshadowed by the gnomes. The technology basically breaks down into two categories: anything that can be made reliable, cost-effective, and useful on the battlefield will be adopted by the dwarves, i.e. tanks, guns, gyrocopters. The gnomes manage the overly-expensive, unreliable and quirky technology, as per their Mad Scientist hat. If it's cheap, unreliable, and dangerous, that's Goblin territory.
- Prior to Cataclysm, Ironforge dwarves mostly fit into the typical melee archetype, with their only available classes being physical damage dealers and tanks, with the exception of Priests and Paladins. But after the expansion, dwarves gained the ability to be Mages, Warlocks, and Shaman (explained in lore by the Wildhammer and Dark Iron clans joining Ironforge, with the Wildhammer teaching Shamanism and the Dark Iron bringing arcane and dark magic), making them the most versatile Alliance race (they can be class but Druids), and make perfectly viable casters in addition to brawny melee and hunters, though their passive racial bonuses still favor melee more than magic.
- They can also be any job, so dwarven leatherworkers, herbalists, and fishermen aren't unheard of. They are not limited to mining and blacksmithing like the stereotypical fantasy dwarf.
- Another major difference from your archetypal dwarf is Azeroth's dwarves have historically had pretty good relations with elves. The Wildhammer Clan were close allies with the High Elves, and the remaining High Elves in the Alliance are still reasonably good allies with the Ironforge Dwarves over a shared love of history and scholarship. The War of the Ancients novels implied that dwarven ancestors helped the Night Elves prior to the Sundering. Whatever enmity dwarves may have with Blood Elves has more to do with them being Horde, rather than being elves.
- In Magical Starsign, dwarves are basically tiny balls of fluff who consist mainly of a beard with hands, feet, and beady little eyes. Not much is made of their physical prowess, but they're the best starship engineers in the galaxy.
- Even Kingdom of Loathing doesn't stray from the path too far. Yes, their dwarves are 7-Feet Tall, but other than that they act exactly the same as here.
- A few deviations by the dwarves in Dragon Age: Origins. Dwarves speak with American accents (except Bodahn, who may be trying to affect the accent of humans), and are often mustachioed or even clean-shaven instead of bearded. In addition, dwarven alcohol is brewed from dirt and lichen and apparently tastes awful, to the extent that the one dwarven party member, Oghren, much prefers surfacer booze. Finally, dwarven women are readily distinguishable from the men and often quite attractive. They're also not especially honorable, or even fair, given one of the two remaining examples of their native society has many of them incredibly obsessed with status and rank. They still seem to take honor seriously, but if you can get away with poisoning or undermining rivals cleanly then they pretty much encourage it, similar to MANY cultures with strict honor codes and insular tendencies). In other regards, they play the trope dead straight, with a closed, insular, hidebound society (they have a rigid caste system); elaborately braided beards among the upper class; great underground halls; skill at mining and smithcraft; axes, hammers, and crossbows as their preferred (though not only) weapons, and heavy plate as their favored armor; squarish, angular motifs in their equipment and architecture; a fondness for ale; and so on and so forth.
Varric: You know what Orzammar is? It's cramped tunnels filled with nug-shit and body odour, and every person there thinks he's better than you because his great-great-great-grandfather made a water clock or something.
- The character of Varric from Dragon Age II seems to be a deliberate aversion of this trope; he's a clean-shaven, sophisticated, charismatic urbanite who loves the surface, hates the underground, and is a crossbow-wielding rogue. His brother Bartrand, on the other hand, is as traditional as can be, having been born and raised in Orzammar before their noble family was exiled for fixing Proving matches.
- Surface Dwarves seem to intentionally avert this. After the entire Merchant caste left Orzammar for the surface to get better trading deals, Orzammar declared them "Lost to the Stone" and decreed that all Surfacers were to be considered Casteless from that point onwards. The Surfacers responded by simply abandoning the caste system altogether and many other Dwarven traditions, with many going completely native. Varric is a prime example of the cross-cultural mixing, invoking both the traditional Paragons and Ancestors venerated by Dwarven religion, as well as the Maker and Andraste worshipped by the Human Chantry.
- Among the playable races (Human, Elf, Dwarf, and later Qunari), the Dwarves are unique in one way: they cannot be mages. For whatever reason (believed to be their constant exposure to Lyrium, the magic mineral that boosts spellcasting in other races) they lack a connection to the Fade, and thus cannot draw on it to use in spells like the other races can. The only Dwarves who are anywhere near averting this restriction are Dagna, a scholar who learned how to enchant things through sheer optimistic determination, and a Dwarven Inquisitor, who was given the ability to open and close Rifts between Thedas and the Fade by ancient Elven technology and being either insanely (un)lucky or being guided by the hand of the Maker (who Dwarves don't believe in, because of the aforementioned Fade insensitivity). Oddly enough, Dwarf-descended Darkspawn that can use magic are fairly common.
- Rune Factory 3 introduces two dwarves. One is a craftsman and blacksmith — downright obsessive and extremely talented — but is incredibly friendly and laid-back, to the point that he considers his job as a blacksmith to simply be a hobby. The other is your typical belligerent warrior dwarf. Both are human-sized and beardless, with pointed ears — the warrior complains that the whole "short, bearded man" thing is simply a racist stereotype.
- Rune Factory 4 Takes this a little further. While Gaius and Zaid from the previous game were at least among the shorter characters, Bado, the laid back and downright lazy dwarf blacksmith in the next installment is quite possibly the tallest humanoid character in the series. Doug, the other dwarf in Rune Factory 4, is also rotten at crafting. (Dwarfs being good at making weapons is the one trait associated with dwarfs that the series makes a point of telling you still holds true.)
- Despite this, there is one character who fits the common dwarf mold perfectly, having a short stature, long messy beard, talking in a gruff accent, etc. Leo, from the first Rune Factory game claims he picked up these traits while training under a dwarf, but he himself is human. The most dwarf-like character in Rune Factory is a human.
- Even though he's 100% human, Torbjorn from Overwatch follows every dwarven trope to a T.
- Rift's dwarves seem to be rather more inclined towards magic use than the usual, and don't always have beards. Also, the women are ridiculously cute.
- The dwarves in Diggles: The Myth of Fenris are a bit skinny and less grumpy, but borrow heavily from the dwarf stereotype.
- Deep Dwarves in Dungeon Crawl are a variant. Unlike the Mountain Dwarves (who are typical), they never left their underground homes. They are highly resistant to damage, but lack the Healing Factor all other species have. They are not as battle-skilled as mountain dwarves, though they are still good with axes and crossbows. They have better survival skills, such as Stealth. Though they are only fair with spellcasting, they are good with necromancy and translocations and very good with earth magic, more than can be said for mountain dwarves. They are also a lot better with invocations and evocations than their cousins.
- The Dwarves of the old Might and Magic verse customized their dwarves by removing one of the traditional details: rather than hating elves, they were allies (up until Heroes IV). Well, except for Might and Magic VIII, but the Dark Dwarves of that game customized the model by being xenophobes to the point that no one is really sure if they are allies or servants of the Earth Elementals instead.
- Pillars of Eternity's has two types of dwarves. Mountain Dwarves are largely widespread across the world and aside from appearances don't really have any traits of the classic archetypes (in fact, they're most commonly found in the Vailian Republics, the setting's equivalent to Renaissance Italy). Boreal dwarves seem to be what you get if you cross a dwarf with an Inuit or Tlingit (or an Icewind Dale barbarian): tundra-inhabiting surface dwarves that coexist peacefully with caravan elves. The companion character, a boreal dwarf named Sagani, is female, beardless, and kinda cute.
- Gilius Thunderhead from Golden Axe. He's apparently competitive enough to test his mettle at tennis and kart racing.
- Dwarf Fortress actually creates a fairly complex dwarven society. They have elected officials and a rudimentary police force and bureaucracy, as well as a larger-than-usual range of professions; you have dwarven tailors, cooks, millers and even beekeepers as well as the usual blacksmiths and miners. But at the end of they day, they're also manic-depressives that require alcohol to get through the day, even from birth. And the creator has even said explicitly that he's keeping Dwarves relatively close to the norm — while he's been designing complicated algorithms to generate deep and varied cultures for other races, he intends to leave dwarves more or less identical so they'll be easy for players to step into as a playable race.
- In Fall from Heaven, the Khazad are pretty standard; short and stout master miners and engineers who live underground, use axes (but most everyone uses axes in this setting), are terrible at using magic, have the finest cannons and trebuchets in the setting, and gain benefits from a full gold vault. However, the Luchuirp dwarves are very different, resembling gnomes in a lot of respects. They live above ground (though they're still connected to Earth magic) and are one of the most magically-adept factions. In fact, they are second to none as magical artificers and enchanters, which allows them to rely on golems for labor and warfare. Neither group has a particular problem with Elves, though Elves in this setting are The Fair Folk and really do not like other races in general.
- Dark Souls 2 introduces the Gyrm. They have many dwarvish traits: very strong, stockily built, bearded, enjoy drinking heavily from tankards, live underground, wield hammers and axes... however, while they're stocky, they are also just as tall as a human, so they are in general much larger than an average human. They aren't very good at engineering, as the game describes most of their handiwork as "crude" (albeit very tough). Further, they don't live underground by choice (they were driven there by humans motivated by Fantastic Racism), nor are they particularly interested in mining. Given the aforementioned getting driven underground, they despise humanity. Only one Gyrm in the game will even speak to you (and he's not that linguistically proficient), while the rest will attack on sight.
- From Whale Rock Games's We Are The Dwarves, gun-toting Forcer and axe-wielding Smashfist are your standard dwarves - albeit they're dwarven astronauts on an alien world. It's the third dwarf, Shadow that breaks with convention. Shadow is a dark-skinned ninja dwarf with a longbow, who relies on stealth and sniping foes with his longbow in contrast to the direct force used by his comrades.
- Smite actually touches some particular traits about how dwarves were in the Norse Mythology with Fafnir. He's a dwarf that excels in mining and creating jewelries and armed with a hammer. And just like the rest of his kin, he's a selfish, easily-jealous, greedy jerk, as opposed to the normally 'honor-bound' dwarves in other medias. Just for this game, he also lacks the usual Scottish accent and love for wine (it is replaced with his love for gold).
- One dwarf appears in Stardew Valley in a secret area of the mine. He seems to be modeled after the Final Fantasy IV dwarves in that you never see his face directly although he appears to lack the beard. In true dwarf fashion, he sells items related to mining, and can be befriended by giving him gemstones but you have to learn dwarvish before you can do so. Interestingly, the dwarves are apparently Ancient Astronauts from another planet, The horns on the dwarven helmets you can find may actually be protrusions for antennae. I kid you not, our dwarves are aliens from space.
- In the The Legend of Zelda series, the Goron race derives heavily from the stock Tolkienian dwarf. They're physically strong, have a strong mining culture, and (in later games) have great battle prowess. However, they're physically larger than the mundane Hylians, and they don't mine because they're obsessed with gold and precious stones, but because they eat rocks.
- Dwarves in Tales of MU mostly follow the model, with a few additions. Their names have a Germanic flavor, they count in base seven, and while they seem like a One-Gender Race, it's been explained that male and female dwarves just don't get along. The one full-blooded female dwarf who appeared was not described with a beard. MU dwarves have a strong disposition for secrecy and privacy, though the college-going ones are willing to make exceptions for attractive women of other races. One recurring minor character, Gebhard, shows a somewhat fussy and fastidious nature.
- Limyaael's Fantasy Rants: Limyaael suggests that customizing the model is a really good idea.
- Cracked offer some suggestions on how to deviate from this trope.
- The dwarves in Arcana Magi are techno savvy. One dwarf is on the Board of Directors for Avalon Tech Enterprises as head of the metal works division. One dwarf works there in the technology department.
- Krayn's character Grunlek in Aventures has the technology side, using a mechanical arm for diverse purposes. However he doesn't have racism against elves (the game master said the rivalry doesn't exist in his world), is closer to nature and doesn't have a drinking habit. A live adventure showed that his brethren are more cyborgs than dwarf and even for them Grunlek is different.
- Twice Blessed has Vadim as a main character, who meets most dwarf stereotypes, but comes from a Russian-type culture and has a matching accent, drinks Vodka, uses the word "brother" in place of "laddie", and never seems to feel the need to point out that he is a dwarf.
- Unforgotten Realms averts this about as far as is possible. Any character which isn't obviously another species is invariably a Dwarf. Probably the only character who even has a beard is Sir Schmoopy of Awesometon, one of the two main player characters.
- Most of the Dwarves in Looking for Group are evil, black-leather wearing, pierced punks.
- And Pella is quite shapely and fan-servicey, not fat and dumpy like dwarven females are so often depicted as.
- However, they are exceptionally skilled architects, blacksmiths, and sappers.
- Although we have not actually met any dwarves in Digger, they seem to go at least a little off model — they apparently use large amounts of magic in the construction of their underground cities. Digger the wombat does not approve, as that magic tends to wear off after a while if not carefully maintained, leaving abandoned dwarf cities as veritable deathtraps.
- Come to think of it, the wombats seem to fit the traditional dwarf mold pretty well, themselves.
- Goblin Hollow features a girl who revolts at her dwarf character's having a beard
- Angus is a retired adventurer who now works as a pub chef, but otherwise fits the trope straight. So straight that the Scottish creator of the comic gave Angus (and Angus alone) a Scottish Funetik Aksent.
- Flintlocke, of Flintlocke's Guide to Azeroth plays around with this one. While he adheres to several Dwarf stereotypes, including a love of combat, boisterous loudness, a strange sort of Scottish accent, a few demonstrated instances of marked greed, and some impressive facial hair, he also happens to be something of a cross between a Gadgeteer Genius and a Mad Bomber, and where most of the other Dwarves are shown as sensible individuals, Flintlocke is about as dumb as a pile of hammers. On more than a few occasions he's managed to outwit himself. It gets to the point that the Spirit Healer had to get a word in.
Spirit Healer: Dumbass.
- In Vanadys: Tales of a Fallen Goddess, dwarfs (note the plural spelling) are the second most numerous race in the world next to humans, and live and work close to humans. The stereotypical dwarf is a keen businessman with a great talent for making money, and many human businesses employ a dwarf, or several, to handle their finances. Berrok, the main dwarf character in the comic, is a trenchcoat-clad Deadpan Snarker with a shady past.
- Oglaf has the "fukken" Dwarves, a group of vertically challenged, utterly deranged pests who make disturbing, useless and lethal inventions.
- The dwarves of Hitmen For Destiny were bred for their stature, grooming and attitude to be just the same as Tolkien-ian dwarves. Thing is, when you breed for one quality, another might tag along, so they also ended up completely Ax-Crazy as well (yes, more so than the usual dwarf).
- The Gods of Arr-Kelaan featured a group of dwarves who worshiped the Mesoamerican sun god Inti, shaved, and moved above ground. Up until Inti decided it was time to leave Arr-Kelaan and destroyed their temple, then most of them moved back to the mines.
- The Order of the Stick inherits the standard issue dwarf from Dungeons and Dragons, but gives them all dendrophobia (fear of trees) for added wackiness.
- Rice Boy: The Horned fit the stereotypical archetype nicely. Short but honest, most of the Horned are obsessed with war. They also live on and/or underneath a ridiculous-looking mountain structure. In times of peace, they're miners and woodsmen.
- Furthermore, the prequel "Vattu" implies that the Fluters are a variant of halflings/gnomes and Vattu will mutate/evolve in her story to become the first Horned.
- In Baskets of Guts dwarves look like the ones of the standart flavor, but their personalities are as variable as of any other race. Many of them do sport long beards, but it's probably because dwarves are physiologically inclined to have them, since they grow even on females.
- Adventurers Wanted features dwarves that mostly fit the standard. Even the women are bearded, A mix of Scottish and Germanic accents, a hard drinking, poison resistant, etc. The one thing that is added is that these dwarves are seafarers. Dwarven raiding parties terrorize the coasts in their long ships as dwarves with dane axes and spectacle helms go I-Viking.
These Dwarves are Too Parodic or Bizarre to Have a Suitable Pun
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- In One Piece, dwarves are extremely small, have animal tails and pointy noses, and are extremely fast and strong. They do not seem to take up mining but rather have a connection with plant and animal life. In general, they are extremely gullible. Beards are also not very prominent.
- In the 2000 AD comic Sláine, dwarves are almost completely the opposite of their Tolkien counterparts. Sláine's dwarves are a race of utter cowards whose cowardice is only matched by their lust for women and propensity to steal anything not nailed down. Often clean-shaven, they have pointy ears and are rather weak but quite agile because of their skinny physique. The butt monkeys of the comic, Sláine gives his dwarven sidekick Ukko daily beatings to keep him at least somewhat honest and it's implied that this is a common fate for dwarves. The only thing shared between Sláine's dwarves and Tolkien's is the lack of height.
- Loki: Agent of Asgard: Andravi the Dwarf is both an aversion and not. He is a dwarf who loves his gold, and has taken to guarding it twenty-four seven... in the form of a giant, magic-proof Pike. Unfortunately for Andravi, he's not bazooka-proof. As he's dying, he's seen to be a regular dwarf in his normal form, complete with beard.
- In Sylvain Runberg's Konungar, the Dvergar are dwarves that are red-skinned, very agile and have pointed ears. They live in the forest and pose a great threat to travelers as they eat horses and other livestock, as well as attack humans for their eyes. The Dvergar are an accursed race that Odin and the other gods did not bless with eyes, so they try to gouge them out of humans in the hopes that they can put them in their empty eye-sockets.
- The dwarves in 7 Dwarves - Men Alone in the Woods are simply seven men who had traumatizing experiences with women, so they decide to live in the woods alone. They are all clean shaved and only wear a beard when working in the mine. They are also relatively average in size, with the exeption of Bubi, who is relatively small, and Ralfie who is two heads taller and two times wider than anyone else in the films (and also is a Gentle Giant). A running gag is that a character remarks that they thought that dwarves where supposed to be small, to which one of them responds that this is just an old prejudice.
- In Discworld (where it is spelled "Dwarfs", just like Tolkien noted in the preface to later editions of The Hobbit). Policeman Vimes' experience with them points to countryside dwarfs usually being quiet industrious types who don't cause trouble, and putting on airs of being rowdy and violent seems to be a trait only annoyingly common in his city. This is probably because, unlike their home mines, the city won't cave in on their heads if they're noisy, and there's more beer available. Also they are German and Welsh as well as Scottish. Interestingly, given the Semitic roots of Tolkien's dwarvish language, there are theories that Pratchett's dwarfs are Jewish-ish (quiet, hard-working, thrifty, very respectful of ancient traditions that they don't feel they necessarily follow as closely as they're supposed to—which last is why many tropers have chosen to discuss Discworld Dwarfs above, in the Literature folder under "Franchises that use this ready-made model of Dwarfdom").
- The above description also fits many other ethnic and/or immigrant groups besides Jewish-ish.
- The "Dwarfs as Jews" groupthink probably came from that one Watch book that had multiple jokes about Dwarfs being in love with gold. "What? No, we only say that to get it into bed."
- One should note, however, that somewhat similarly to Judaism, where it is forbidden to destroy a text that mentions the name of God, for the dwarves it is forbidden to destroy any text at all.
- The love of gold, of course, is very probably from the miner/craftsman aspect (especially since it is often compared to their love of iron) making things seem very recursive. The Dwarfs seem to have the tendency of being put in the place of any immigrant ethnic group whether black (in Soul Music they come up with "Rap" or "Rat" music) or Muslim (Thud) or yes, Jewish. Trolls on the other hand, seem to be just be sentient rocks.
- Trolls and Dwarfs do share a tradition of "Hole Music".
- Dwarf women are also often seen — however, they are physically indistinguishable from male Dwarfs. This has had an effect on their culture somewhat, in that many Dwarfs do not use female pronouns, courtship is largely devoted to very carefully finding out what sex, under all that leather and chainmail, the other Dwarf is, and a Dwarf identifying herself as female is treated akin to coming out as gay in a conservative society.
- Exemplified by Sergeant Cheery Littlebottom of the Ankh-Morpork Watch, who "comes out" as a female, wearing boiled leather skirts, high-heeled boots, and makeup, much to the chagrin of other dwarfs; but is never without her iron helmet, battleaxe, and beard. Upon suggestion of shaving, she's outright horrified of the mere idea of losing her beard.
- Being a dwarf also seems to be more a matter of certain actions and traditions than a biological thing, as Captain Carrot is technically a dwarf despite also being a nearly seven foot human.
- Carrot's making a nature/nurture point — culturally he's a dwarf. He was raised as a dwarf, by dwarven parents and went through all the normal process of growing up as a dwarf. He may not be as hardline dwarfish as the Deep Uberwald dwarves — mainly due to coming from a surface dwarf community near Lancre — but is still more dwarfish than many an Ankh-Morpork city dwarf. He questions the relevance of being (genetically) human in the light of all this.
- It's pointed out several times that according to dwarf law and custom, Carrot actually is a dwarf. This tends to disturb other dwarfs meeting him for the first time, because they know something's not right but can't quite put their finger on specifically what it is, since their definition of "dwarf" doesn't actually say anything about height.
- Unseen Academicals gives us two dwarfs who between them sum up the whole thing. Pepe is a human that converted as an adult, although unlike Carrot he's short enough that this is not obvious, and explicitly a gay man. He is in a long-term romantic and sexual relationship with Madame Sharn, a dwarf that identifies as female but explains it to the protagonist in a way that leaves her biological sex ambiguous and may just be an elaborate "queen" pun. This brings up all sorts of questions as to whether Discworld dwarfs consider gender identity and anatomical equipment at all linked, and for that matter whether a culture that traditionally only has one gender has a concept of sexual orientation at all.
- All of this plays into the above: in addition to ethnic, cultural and religious minorities, the dwarfs often serve to represent sexual minorities, be it gay or transgender individuals or just particularly feministic women.
- On a more parodic note, the image for dwarfs in the "Art of Discworld" book is essentially the page image, but with a loaf of bread in place of the axe (dwarf pastries are renowned for being more useful as primary weapons than emergency rations).
- The above description also fits many other ethnic and/or immigrant groups besides Jewish-ish.
- And about as averted as you can get in Artemis Fowl where Dwarves are human/mole/earthworm hybrids with Prehensile Beards that burrow through the dirt by eating it and then crapping it out as fast as they do. Also, they can suck in water through their skin (a dehydrated dwarf can use this to Wall Crawl!), and their saliva is a fast-hardening, glow-in-the-dark anesthetic.
- Also, far from being traditional, they tend to have a healthy disregard for the law. They also tend to eat anything regardless of whether it is alive or sentient. Plus, rather than fighting elves, they have a long standing rivalry with goblins. Who are able to shoot fire. Which dwarves are incredibly vulnerable to and afraid of. The main dwarf character, Mulch, lampshades how ridiculous it is to form a cultural conflict with the only beings on Earth capable of conjuring your major weakness.
- In many ways, it's more of an elaborate Justified Trope than a direct aversion. They live underground and collect gold and jewels because they're evolved to live underground, and hoarding valuables is only natural when you find yourself in a society that values those shiny rocks you come across on a regular basis. They hate elves because a lot of them are criminals, and most of the police are elves. They have long beards because their beard hairs are ultra-sensitive whiskers for probing around in dark tunnels, and can be used to pick locks.
- Niven and Barnes were probably playing homage to this trope with Mary-Martha "Mary-Em" Corbett, an eccentric live-action Gamer from the Dream Park novels. Though human, she's 4'1" tall, is built like a muscular fire hydrant, wields a halberd (~battleaxe), is The Big Guy of her adventuring party, guzzles beer like a pro, calls a spade a spade, and sings repetitively while she's marching. Although her songs tend to be a hell of a lot raunchier than this trope usually allows.
- The Soddit, being a parody of The Hobbit, starts by taking the traditional portrayal of dwarves up to eleven and then some, although with ludicrously exaggerated Welsh accents, rather than Scottish ones (well, what would you expect a race of miners to sound like, look you, bach?). It's revealed early on, however, that dwarves hate having beards, it's just that they're allergic to shaving soap. Later, when Bingo Grabbins questions how they could have possibly carved the great caverns of the Mines of Black Maria with hand-axes (or, as the dwarves themselves claim, trowels), they're forced to admit that they didn't; all the mountains in Upper-Middle Earth are naturally hollow. And at the end of the book it turns out that dwarves are the larval form of dragons.
- In the Dragaera novels written by Steven Brust, Easterners, who are identical to real-world humans, are sometimes called "dwarfs" by the tall, elf-like Dragaerans. Easterner society is based on medieval Eastern Europe rather than anything resembling Celtic or Nordic. The Serioli come a bit closer, living underground and forging powerful magical weapons, but are otherwise completely different.
- Trapped on Draconica: Inverted. Lucia is slender, skilled with magic, avoids fighting, and holds little interest in gold or industry. Thus, he's closer to an elf than a traditional dwarf. Whether all dwarves are like this is unknown because he's the only one in the setting.
- In Lyn Abbey's Jerlayne, dwarves are a servitor race to their elven parents. A dwarf is born when an elf mates with an elf (an elf mating with an elf will result in a random variety of fantasy beings such as rusalkas). They have bronze-coloured skin and are all homosexual. Finally unlike the standard dwarf, these dwarves do the farming and household grunt work - they don't mine. In fact, they can't use metal items that haven't been processed by a female elf (only female elves can manipulate and detoxify metal items, and they get their metal by having male elves come to our world to scavenge our junk and bag it).
- In Once Upon a Time, dwarves are always "male", are asexual, and are hatched in groups of 8, fully grown (and fully clothed) from eggs. Their names are magically given to them by their pick-axes based on their personality, and it's their job as a species to crush diamonds into fairy dust.
- Sontarans from Doctor Who are like typical dwarves in that they're a short, stocky, all-male Proud Warrior Race, but that's about where the similarities end. For starters, they're an alien clone race with muddy skin, potato-like faces, and virtually no hair. Also, unlike most other dwarves, Sontarans are usually villains, and they're a ridiculous exaggeration of the Proud Warrior Race Guy trope in that they view everything as part of the war effect and thus take everything with military seriousness.
- Overlord deliberately exaggerates all dwarf stereotypes for comedic effect. Drinking, mining gold, hoarding gold, doing something altogether unsanitary to gold, sporting gigantic beards, wielding enormous axes, and harassing elves is basically their entire function. They have even less personality than the elves, which is impressive considering that the elves spend all their lives bewailing their lot and talking about how awesome they used to be. In fact, the only sound you get from a dwarf is a grunt. Followed by axe swing/flamethrower.
- Armageddon MUD has a race of dwarves that is completely hairless, used to be enslaved, are immensely determined to their personal task to the point where every one of them is a Determinator. They are no more fond of mountain homes, alcohol, forging and axes than people of any other race are.
- Delve Deeper. It's played mostly for laughs, but they're about as generic as it gets.
- The Ura of Bastion live underground and use crossbows. In all other senses, they're a civilization of Wutai humans.
- While no actual dwarves, or any other conventional race, appear in the series, the Godom of Paladin's Quest certainly invoke this archetype. They're a subterranean race who excel in weaponsmithing and explosives, but are generally bad at magic. Their appearance, on the other hand, is anything but. They actually resemble large bipedal dinosaur, insect, ram... things.
- Shadow Hearts: Covenant features a monster called Duergar note that was once a stereotypical Dwarf but his hatred of humankind warped him into a creature resembling a bug-eyed alien of some sorts.
- Valhalla Knights have Dwarves who are tall and have somewhat dark skin; they also have a lot of Markings/Tattoos and the males don't seem to have anything more then a goatee if even that. According to the manual, although the Males are still stereotypical Bruisers, Females have increased intelligence and resistance, which leads one to believe they can be fairly good spell casters, although they are still great front liners (which when you think about it, means they'd probably be the least 'Squishy' Spellcaster). They also don't appear to have any issues with Elves.
- The Rune Factory series has some very non-dwarfy dwarves. They're all of average or above-average height, live above ground like anyone else, may or may not have any forging skill, and often have no beard at all (those who do have a beard only have a small one, and it's only the older dwarves who do; the younger dwarven men are Bishounen like the rest of the young male cast). They also have pointy ears, though usually not quite as long as the elves' ears, and don't take any issue with elves or outsiders.
- The Tiny Tina DLC of Borderlands 2 parodies this trope. Not only do all dwarves fit the classic stereotype, they all look like Salvador.
- Kingdom of Loathing, where dwarves are 7-foot tall miners. They are all the same, but not like dwarves in other fantasy fiction.
- The joke is more apparent when they are referred to by their proper names, The Seven-Foot Dwarves.
- In Class Of Heroes, dwarves have the same typical culture of other dwarves, but they look more like beastmen. Or furries.
- The development team for Pillars of Eternity seems to be working overtime to avert dwarf stereotypes: The dwarven recruitable companion, Sagani, is a femalenote boreal dwarf (seemingly a Fantasy Counterpart Culture to the Inuit to some degree) ranger who carries a bow. Her outfit also combines a tastefully restrained amount of Bare Your Midriff and Show Some Leg while making no attempt at armor and both concept artworks of her revealed so far show Tribal Facepaint (along with paint or tattoos on said exposed midriff in one -it wasn't visible in the other-). Finally, it has already been established that in her people's homeland of Naasitaq the boreal dwarves coexist peacefully with caravan elves who roam along the coasts.
- Loren: The Amazon Princess gives the character of Ramas, who plays the trope straight with a few twists (he's a merchant and doesn't live underground), but massively averts the trope with Dora. She's a Genki Girl, a Lovable Rogue, lives above ground with the humans, and has no problem with elves or anyone in the party.
- In DM of the Rings, Gimli brings up the characteristic of dwarves. Aragorn, Legolas, and the DM mention a handful of other things than what he meant.
- The Dreadful gives us Ax-Crazy Burke, who is less like a typical dwarf and more like an Expy of Yosemite Sam.
- The Order of the Stick: All dwarves in the Order of the Stick universe drink beer, have two livers, are terrified of trees, worship the Nordic Pantheon, have beards, wear heavy armor, have incomprehensible accents, and are short.
- Lampshaded by the Cleric of Loki.
Cleric of Loki: Can you tell me anything that differentiates him from any other dwarf?
- However, Durkon himself is a custom model. Unlike other dwarves, he rarely swears or loses his temper. He almost always remains calm and serves as the voice of reason in the party. He is unfailingly loyal and honest. His primary role on The Team is Good Shepherd /Combat Medic instead of a blacksmith or warrior. One wonders how he ended up worshiping Thor (who in this setting, acts like a well-meaning frat boy.)
- Granted, a later issue reveals that Thor told the dwarf race about the deal Hela and Loki made, in that Hela would get the souls of all dwarves, minus those who died honorably, in exchange for not having normal clerics. As such, Thor's information was what made the dwarves into such the honorbound race they are today... and why he's so venerated amongst them.
- Lampshaded by the Cleric of Loki.
Sharon: So you're a dwarf? You're taller than I expected, um, you get that a lot don't you?
- In Guilded Age, we have Gravedust Deserthammer, a dwarven shaman archer. He is amongst the most level headed in the group, as well as being mannerly and polite. He's never been seen to drink, ever. His name is the only thing truly dwarfish about him.
- The Korean webtoon Tower of God has Evan Edrok, member of the Silver-haired Dwarf race. They are small and they tend to birth Guides, who can navigate wonderfully through the cave like middle section of the Tower. That's how traditionally dwarfish they are, because Evan and his father Alumik defy stereotypes.
- Dwarves in Nodwick are actually Halflings with steroids and fake beards. Halflings made up both Dwarves and Gnomes in order to get additional royalties from the writers of splatbooks.
- This motivational poster, depicting a Lineage dwarf.
- It may be difficult to find these days, but an old Gamespy comedy feature article were two writers comparing various things (like sorcerers versus warriors) and once, Elves vs. Dwarves came up. They pointed out that there are many different depictions of elves, but dwarves tend to all be the same.
- In Tales of the Questor dwarves are practically blind, their toes are prehensile, and their beards are actually a thick coat of fur sprouting out of their chests.
- In Yogscast Minecraft Series, dwarves are mostly the standard model, but in Hole Diggers Duncan Jones jokes that male dwarves can be impregnated as well, while Simon Lane jokes that dwarves lay eggs that need to be fertilised before any offspring are born.
- Merle from The Adventure Zone averts most, if not all, dwarven cliches. He's a cleric who worships Pan (a nature god) who is frequently associated with plantlife. Before the events of the campaign, he lived not in a mountain or a mine, but on a beach. He also has an American accent, but very briefly fakes a Scottish accent when disguising himself in the Murder on the Rockport Limited arc.
- The Grim Adventures of Billy & Mandy: The dwarves launch an attack on the elves, in revenge for being stuck farming mushrooms while the (Santa-esque) elves got the much more profitable cookie business.
"Release the GIANT ONE-EYED DWARF!"
- The dwarves in Niko And The Sword Of Light are definitely very different, being living mountains that play "rockby" rather than forge things (though they still have Scottish accents). In a twist, however, they're practically identical to the setting's giants.