Fulcrum Dwarves

During the Godwar, the dwarves were the servants of the Oversoul and pride themselves on being the first of the Ensouled. They have long been entrenched in the mountain kingdom of Brâgha with an independent, clan-based social system. Spending decades as an adventurer as a young adult (50-100 years old) is encouraged in many dwarven clans; there are even some small dwarven clans living within Burning Waters who operate as adventuring companies or operate trading posts and towns that support the industry.

The dwarves of Fulcrum fall into most D&D-type tropes. They are not necessarily lawful or good, however. There are also no subraces; hill dwarves raise crops, herd animals, weaving, brewing, logging, etc., while the mountain dwarves focus on mining, forging, and dealing with monsters that thrive in mountain peaks. There are no enforced gender roles/sexism and you can create a dwarf PC inspired by any real-world ethnicity or culture you like. I will be happy to add their clan of origin into the setting.

Details: Dwarves stand between 4-5 feet tall with stout builds. They are slower than average at running (25 ft vs. 30 ft) but don't suffer any real encumbrance from armor or carrying a heavy load. You can tailor your character a little in terms of weapon, armor, tool proficiencies, and trade something from the standard list for something that better fits the class you have in mind. For example, if you want to play a dwarven monk, wizard, or sorcerer, I would let you swap out Dwarven Combat Training and Tool Proficiency (smith, mason, brewer) for combat training and a tool proficiency better suited for your class.