Masters of stone and iron, dauntless and unyielding in the face of adversity.
- RACIAL TRAITS
- Average Height: 4´ 3˝–4´ 9˝
- Average Weight: 160–220 lb.
- Ability Scores: +2 Constitution, +2 Wisdom
- Size: Medium
- Speed: 5 squares
- Vision: Low-light
- Languages: Common, Dwarven
- Skill Bonuses: +2 Dungeoneering, +2 Endurance
- Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
- Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
- Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
- Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
- Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can immediately make a saving throw to
avoid falling prone.
Carved from the bedrock of the universe, dwarves endured an age of servitude to giants before winning their freedom. Their mighty mountain fortress-cities testify to the power of their ancient empires. Even those who live in human cities are counted among the staunchest defenders against the darkness that threatens to engulf the world.
Play a dwarf if you want . . .
- to be tough, gruff, and strong as bedrock.
- to bring glory to your ancestors or serve as your god’s right hand.
- to be able to take as much punishment as you dish out.
- to be a member of a race that favors the paladin, cleric, and fighter classes.
Dwarves average about 4½ feet in height and are very broad, weighing as much as an adult human. Dwarves have the same variety of skin, eye, and hair colors as humans, although dwarf skin is sometimes gray or sandstone red and red hair is more common among them. Male dwarves are often bald and braid their long beards into elaborate patterns. Female dwarves braid their hair to show clan and ancestry. Dwarven attire and equipment, including weapons and shields, are decorated with bold geometric shapes, natural gems, and ancestral faces.
Although they reach physical maturity at roughly the same age as humans, dwarves age more slowly and remain vigorous well past 150 years of age, often living to see 200.
Playing a Dwarf
Proudly proclaiming they were made from the earth itself, dwarves share many qualities with the rock they love. They are strong, hardy, and dependable. They value their ancestral traditions, which they preserve through the ages as fiercely as they defend the carved structures of their mountain homes.
Dwarves believe in the importance of clan ties and ancestry. They deeply respect their elders, and they honor long-dead clan founders and ancestral heroes. They place great value on wisdom and the experience of years, and most are polite to elders of any race.
More so than most other races, dwarves seek guidance and protection from the gods. They look to the divine for strength, hope, and inspiration, or they seek to propitiate cruel or destructive gods. Individual dwarves might be impious or openly heretical, but temples and shrines of some sort are found in almost every dwarven community. As a Dwarves revere Artifice as their patron, but individual dwarves honor those deities who hold sway over their vocations; warriors pray to Conqeust or Andros, architects to Artifice.
Dwarves never forget their enemies, either individuals who have wronged them or entire races of monsters who have done ill to their kind. Dwarves harbor a fierce hatred for orcs and abominations, which often inhabit the same mountainous areas that dwarves favor and which wreak periodic devastation on dwarf communities. Dwarves also despise giants and titans, because the dwarf race once labored as the giants’ slaves. They feel a mixture of pity and disgust toward those corrupted dwarves who still have not freed themselves from the giants’ yoke—azers and galeb duhrs among them.
To a dwarf, it is a gift and a mark of deep respect to stand beside an ally in battle, and a sign of deepest loyalty to shield that ally from enemy attack. Dwarven legends honor many heroes who gave their lives to save their clans or their friends.
Dwarf Characteristics: Acquisitive, brave, hardworking, loyal, organized, stern, stubborn, tenacious, vengeful
Sub Races There are three sub races of Dwarf, Adurek (Hill), Durvalk (Stone), & Krantik (Mountain). Statistically, there is no difference between them, but these subraces allow a diversity between dwarves themselves.
- Adurek (Hill) Hill Dwarves favor earth tones in their clothing and prefer simple and functional garb. Considered by most non-dwarves to be the ‘commom’ dwarf. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown.
- Durvalk (Stone) Stone dwarves are the same height as other dwarves, but leaner. Their skin sometimes has a reddish tinge, and their large eyes lack the brightness of those of their kindred, being a washed-out blue. Their hair color ranges from bright red to straw blond. They have little contact with surface dwellers, relying on hill dwarves or mountain dwarves to trade goods for them.
- Krantik The mountainous Krankik dwarves come from the Renarian Cliffs. The mountains are not generous in gems or metals as the other mountains, so the Krankik have become master craftsmen. Plying their skills to make reliable, functional and durable quality items of stone and metal. They average about 4-1/2 feet tall and tend to have darker skin and hair than hill dwarves, but the same general appearance.
History As far back as the dwarves can remember, they had been slaves to the giants. Mining the earth in search for precious metals and stones for their masters. A dwarven slave revolt was orchestrated by [NAME] and freed the enslaved dwarves, who took residence in the Crystal Mines. [NAME] was elected king of the dwarves and his bride bore him triplets. To elmimiate the problems of who was to be his heir, he split his kingdom into thirds. Sending one of his sons [Krantik] to rule the Renarian Cliffs in the far south. He sent another son [Durvalk] to lead in the volcanic mountains to the far west, while the remaining son [Adurek] took over the role of king in the Crystal Mines. The three sons were deemed equal, yet independent to manage their own nation of clans. In times of distress, issues between two of them were to be arbitrated by the third, uninvolved, king. As the sons passed on into time, this arbitrary judgment has maintained as a dwarven tradition, with each king able to settle the other, yet equal king’s qualms.