Thrand
Unlike most dwarves, sundered dwarves live on the surface. Abandoning the prophecy of the Hammer, Sundered dwarves have made peace with the new generation of man and seek to live within its bounds. As such, they have no homeland like their cousins - instead they live in human cities throughout Alcirya. The one thing that brings these dwarves together is their love of the sea and the majority of their kind reside in port cities. They are extraordinarily capable sailors and pirates of their ilk are the terror of the open ocean. Thrand family boats never take on crew from other races, though they will serve their needs in transport and trade.
Sundered dwarves have lost much of their racial pride, and tend to be a miserable and dirty people. They have developed an irrational phobia of dark places, yet are uncomfortable under the open sky, in rain, and with most surface conditions unless they are on or close to the sea. Sundered dwarves have retained their abilities with crafts, especially mining and smithing and are exceptionally good boatwrights.
With a height of 4 to 5 feet, a typical sundered dwarf is slightly taller than a mountain dwarf, but he is of slimmer build, weighing about 155 pounds. His skin is usually lighter than a hill dwarves', more pink than brown. His hair is dark with tinges of blue.
Sundered dwarves are unlike any other dwarves, tending to be dirty and unkempt. They live on the surface and suffer from claustrophobia.
Special Advantages
Infravision , 30 ft.
Special Disadvantages
Sundered dwarves are claustrophobic. A sundered dwarf must roll a successful saving throw vs. death in order to overcome his fear of the underground before he can enter dungeons, caves, and tombs. If the check fails, he may not enter. Once underground he must make a saving throw each day. If he fails, he will want to leave the underground by the most direct route.
Underground, a sundered dwarf attacks with a -2 penalty to his rolls. Should he fail his claustrophobic saving throw, the penalty increases by -1 for each additional day he stays underground. If he fails to reach open air, he may attempt further saving throws each day to overcome his claustrophobia. These saving throws are made at the same penalty as the dwarf's current attack roll penalty.