Dwarf

Dwarves, also known as Ereditàns, are primarily located in the various deepholds that are buried within the cliffs that line the Great Basin of Xenia under the control of the Ancozia Triumvirate. Dwarves who call other lands home tend to either be living in exile or are the generations of dwarves who did not migrate north with the majority of dwarves fleeing human persecution in the second century AR.  

Physiology

  As natives of the Deeps, dwarves are compact compared to baseline humans. Males seldom stand over four and a half feet tall, while females average four feet. Most have a powerful, broadly-built frame, though there are some substrains that are built very leanly, and a few that look like small, perfectly-proportioned humans. Facial hair is usually found only on the males, its presence or absence dictated by the fashions of their homeland.   Dwarves have an intuitive sense of their surroundings, one derived from their constant low-level integration with the Legacy. This “dwarfsight” is equivalent to monochrome human vision out to a distance of twenty feet, regardless of light levels or fogs. It cannot penetrate solid surfaces but can be aimed in any direction by the dwarf, regardless of their facing, as an On Turn action.   The harsh austerities of the Deeps have been encoded into the dwarven metabolism. Dwarves require only half the food, water, and air that standard humans do. They tend to live for considerably longer than their baseline cousins, maintaining good health into their third century before rapidly declining over a few years. (WWN-CRB pg. 312)   A unique circumstance of their connection to the Legacy results in higher than average rates of children born with Mind Burn. While dwarven children born with Mind Burn might be happily accepted in the Republic of New Elysium, many in the Ancozia Triumvirate find this afflication to be a detrimient to the Great Plan and are frequently looked down upon.  

Psychology

  All dwarves have a subconscious connection with the Legacy, a product of their created purpose. This awareness tends to manifest in the form of an intense love of order and coherent structure; dwarves will build both physical objects and social structures with equal enthusiasm and show an innate talent for engineering, mathematics, and other logically-rigorous pursuits.   A dwarf wholly given to the creation of some great work or societal reformation is said to have a “Plan”. A dwarven nation will invariably be fired by some high societal ideal; their envisioned utopia is said to be their “Great Plan”, one which all its members are expected to embrace and assist in creating.   Unfortunately for dwarven unity, it is perfectly possible for two dwarves to have diametrically opposed ideas about what constitutes “order and coherent structure”. Depending on the dissonance of their ideals, relations between dwarven groups can range from careful courtesy to genocidal hatred. Individual dwarves who cannot accept the Great Plan of their society will tend to leave it, either to become wanderers, to find a home with a small community of like-minded recusants, or to establish their own shining Plan for others to embrace. (WWN-CRB pg. 312)  

Names

  Dwarven families take great pride in naming a child, dwarves tend to believe that a name is carved in the Legacy itself, inscribing the actions of the dwarf into the very universe itself. First-borns tend to be named uniquely so that their name might carry itself to future generations. Children following the first tend to be named after important ancestors to the dwarven family's clan. Dwarves who betray their clan tend to be exiled and name forgotten, struk from any records that might exist so that their crimes or embarrassment might be forgotten and disassociated with the clan in question. While these are common naming conventions for the majority of dwarven society, those born outside the Ancozia Triumvirate tend have more unique names.   Male: Adalardo, Alceste, Aresio, Claudio, Giambattista, Gianpaolo, Isacco, Primo, Saturniano, Valeriano   Female: Aida, Astrid, Daria, Edda, Marinella, Raffaella, Samanta, Sara, Selvaggia, Teodora   Major Clans: Barrella, Bovenzi, Calogero, Cavataio, Cona, D'Orio, Giampaolo, Mediate, Mirro, Montalto, Russello, Santomauro, Sassano, Selva, Ventre  

Origin Focus

  Your PC is a dwarf, a demihuman weapon-race devised during the ancient rule of the Outsiders. You are probably a recusant from some dwarven polity, though it could be you are a loyal believer in your homeland's ideals who simply wants to see more of the world before returning home and helping in their Great Plan. (WWN-CRB pg. 312)   Level 1: Gain Craft as a bonus skill. You have the dwarven surrounding-sense out to twenty feet, able to distinguish solid objects as if you were using your sense of sight. You have a natural resistance to magic, gaining a +2 bonus on all saves against hostile magical effects. You need only half the usual amount of food, water, and air and gain a +1 bonus to your hit point die at each level.   Level 2: You have such a deep connection with your dwarven nature that once per day, as an Instant action, you can simply negate an unwanted magical effect that would otherwise affect you. If you accept one System Strain point, you can use this ability to negate a magical effect you can see or otherwise sense, provided it’s within one hundred feet. This ability applies only to spellcasting, relatively minor standing enchantments, and creature-generated magic; it cannot negate Workings, suppress magic items, or nullify effects created by magic items or exceptionally potent rituals. Note that NPC dwarves of more than 2 hit dice will also have this ability.
Genetic Ancestor(s)
Origin/Ancestry
Ereditàn
Lifespan
340 years
Average Height
Male: 4'6"; Female: 4'
Average Weight
Male: 160 pounds; Female: 140 pounds
Geographic Distribution