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Dwarves

Shadowbringers

Overview

The Dwarves are a beast tribe native to the region of Kholusia on the First, the reflection of the Source's world of Hydaelyn. They represent the First's parallel to the Lalafell, though centuries of divergent cultural evolution have shaped them into a distinct society with unique customs and values. Renowned across Kholusia for their peerless mechanical and architectural ingenuity, the Dwarves have built a civilization centered on craftsmanship, engineering, and an unshakeable cultural commandment: one must never remove their helmet in public. This tribe serves as the crafting-focused beast tribe alliance in Shadowbringers, offering quests for Disciples of the Hand that blend technical challenges with cultural diplomacy and lighthearted rivalry.

History and Lore

Origins and Society

The Dwarves' exact origins on the First are not explicitly detailed, but their physical resemblance to Lalafell suggests a common ancestral root from the ancient world before the Sundering. Over millennia, isolated on the First and shaped by its unique history and the Flood of Light, they developed a culture fundamentally different from their Source counterparts. Dwarven society is organized around workshops, forges, and the relentless pursuit of mechanical perfection. Their settlements, such as the village of Tomra, are marvels of practical engineering, filled with clockwork devices, automated helpers, and architectural feats that balance form and function.

The cornerstone of Dwarven culture is the absolute sanctity of the helmet. From the moment a Dwarf can wear one, they are expected to keep it on whenever in the presence of anyone outside their immediate household. To reveal one's face in public is considered profoundly shameful and indecent, a violation of social norms so severe it can lead to ostracization. This tradition is so deeply ingrained that Dwarves eat, drink, and work through cleverly designed helmet apertures, and personal identity is often tied more to one's distinctive helmet than to the face beneath it.

The Helmet Tradition

The reasons behind the helmet-wearing tradition are multifaceted, blending practical, social, and philosophical elements. Practically, the Dwarves' work with forges, machinery, and construction makes head protection sensible. Socially, the helmet acts as a great equalizer, theoretically minimizing judgments based on appearance and emphasizing one's skills and deeds instead. Philosophically, it represents the Dwarven ideal of valuing the craft and the creation over the individual crafter—the work is what matters, not the worker. However, this tradition also creates a degree of social rigidity and occasional personal isolation, as individuals must constantly perform their identity through their helmet and their work alone.

The Wright Rivalry

The Dwarves' beast tribe questline, introduced in patch 5.3, centers on a long-standing, mostly good-natured rivalry between two Dwarven villages. Each settlement, led by a proud and talented foreman, is determined to prove its superior craftsmanship by building the most ambitious mechanical creation possible. This competition, while fierce, is generally driven by a mutual respect and a shared love of innovation rather than genuine malice.

The Warrior of Light, arriving on the First, becomes an unwitting participant in this rivalry. Recognized for their own legendary accomplishments (and their ability to craft nearly anything), the Warrior is recruited by both factions. The quests involve gathering materials, crafting components, and solving engineering problems for both sides, all while attempting to steer their competitive spirits toward collaborative progress and away from wasteful one-upmanship. The projects grow increasingly elaborate—from improved mining equipment to grand public works—showcasing the Dwarves' boundless creativity and occasional tendency toward over-engineering.

Through this involvement, the Warrior of Light helps the Dwarves navigate not only technical challenges but also cultural ones. The questline gently explores the tensions within their traditions, questioning when cultural pride becomes inflexibility and how identity can be expressed within strict social confines. It highlights the Dwarves' fundamental good nature, their capacity for cooperation, and their ultimate belief that the greatest creation is one that benefits the community.

Gameplay

As the crafting beast tribe of Shadowbringers, the Dwarves offer daily quests for Disciples of the Hand (all crafting classes). Players begin the questline at Watts's Anvil in Lakeland (X:9.1, Y:13.2). While the Dwarven settlements of Tomra and Komra are located in Kholusia, the daily quests themselves are based in Lakeland. (Note: The Crystalline Mean is a separate system for Disciples of the Hand and Land in the Crystarium, unrelated to the Dwarven beast tribe quests.)

Quest Progression

  • Reputation Ranks: Players start as "Unproven" and progress through ranks such as "Respected" and "Honored" by completing daily crafting deliveries and main tribal quests.
  • Quest Mechanics: The daily quests typically involve crafting specific high-quality items using materials gathered from the First or purchased from vendors. The storyline quests advance the narrative of the inter-village rivalry and its resolution.
  • Rewards: Increasing reputation with the Dwarves grants access to unique rewards, including:
    • Dwarven Crafting Gear: Aesthetic sets of armor for crafters.
    • Mounts: The "Rolling Tankard" mount.
    • Dyes, Emotes, and Furnishings: Various cosmetic and housing items.
    • Vendor Access: Ability to purchase exclusive materials and recipes.

Tribal Quests

The narrative quests are characterized by their humorous tone, featuring the Dwarves' exaggerated pride, their convoluted mechanical schemes, and the Warrior of Light's role as a bemused mediator. The quests emphasize the joy of creation and the value of healthy competition.

Trivia

  • The Dwarves' design and their focus on engineering and helmets are a clear homage to the classic depiction of Dwarves in the Final Fantasy series and fantasy genre at large, particularly those from Final Fantasy IV.
  • Despite being the First's reflection of Lalafell, the Dwarves possess their own unique naming conventions, often related to tools, trades, or sturdy materials (e.g., Glynard, Hammerfoot).
  • The Dwarven language includes unique slang and turns of phrase, often related to construction and metallurgy.
  • Their steadfast refusal to remove their helmets, even in seemingly impractical situations, is a frequent source of comedic relief throughout their questline.
  • The resolution of their tribal questline suggests a slight softening of their strictest traditions, indicating a culture that, while deeply rooted, is capable of gradual evolution.