Mountain Dwarves
The Durak [Stone Folk] (dur-AK)
The Durak, or mountain dwarves claim that they are the first dwarves and all the other dwarves are descended from them. They are wary of hill dwarves because of their closer dealings with humans, elves, and other races. They are clannish to the extreme and keep to themselves.
Mountain dwarves are the second most common dwarf encountered, behind their cousins the hill dwarves, but mountain dwarves tend to be more isolationist. Their strongholds are usually in out-of-the-way places and they have little contact with other races. Mountain dwarves tend to like their privacy and actively discourage visitors to their strongholds. These dwarves are more concerned with what is going on beneath the mountains, chasing precious gems and metals deep beneath the earth.
Mountain dwarves can be found on any AD&D® world.
Players who have existing mountain dwarf characters generated by using the Player's Handbook need only make minor adjustments to their characters if they choose to use the information found in the Complete Book of Dwarves. These include height, weight, and age. Otherwise, keep the character as he is.
Mountain Dwarf Ability Scores
Minimum/Maximum Ability Scores
Ability | Minimum | Maximum |
---|---|---|
Strength | 8 | 18 |
Dexterity | 3 | 17 |
Constitution | 11 | 19 |
Intelligence | 3 | 18 |
Wisdom | 3 | 18 |
Charisma | 3 | 16 |
Ability Score Adjustments
Initial ability scores are modified by a -1 penalty to Charisma and a +1 bonus to Constitution. The minimum and maximum ability scores are shown in the Ability Scores table.
Eligible Classes
Single Class Options
Fighter, Cleric/Priest, Thief
Multiclass Options
Fighter/Cleric, Fighter/Thief
Specialty priests may not multiclass.
Recommended Languages
Mountain dwarf (dialect), common, gnome, goblin, kobold, orc, ogre, troll.
The number of languages that can be learned is limited by the number of nonweapon proficiency slots allotted to languages and the maximum allowed number of languages as determined by Intelligence. However, their primary language should be their native tongue. A character's native tongue does not cost the character any nonweapon proficiency slots. This includes reading and writing in their native tongue.
Important note Being able to speak another language does not mean the character can read or write in that language. This will cost the character appropriate nonweapon proficiency slots.
Additionally, the kinds of languages mountain dwarves may learn should determined by the campaign background. If a character lives in a stronghold that has had no contact with goblins, he is unlikely to have learned goblinoid. The languages for dwarves listed should also be considered as suggestions only. Dwarves may learn any language that suits their background. Some suggested languages are: the deep tongue, drow, elvish, gnomish, goblinoid, Undercommon, kobold, orcish, troll, ogrish, and any dialect spoken by their dwarven cousins (although this may not be necessary).
Most of the different subraces of dwarves can usually communicate with each other with little difficulty, but some slang or jargon may vary from race to race or even from stronghold to stronghold. Think of the English language. For the most part, Americans, Australians, the British, and New Zealanders can communicate with each other on a basic level, but each has its variations. Even the variations have subdialects.
Mountain Dwarf Aging Effects
* -1 Str/Con; +1 Int/Wis
** -2 Str/Dex; -1 Con; +1 Wis
*** -1 Str/Dex/Con; +1 Int/Wis
Starting Age | Middle Age* | Old Age** | Venerable Age*** | Maximum Age |
---|---|---|---|---|
50+6d6 | 150 | 200 | 300 | +2d100 |
Life Expectancy
About 400 years. Life expectancy is around the maximum age the character can expect to live, assuming nothing untoward happens to them.
Infravision
60 feet.
Special Advantages
Ogres, trolls, ogre magi, giants, and titans suffer a -4 penalty to attack mountain dwarves.
Mountain dwarves receive a +1 to hit orcs, half-orcs, goblins, and hobgoblins. This may be modified based on character background (i.e., a dwarf comes from a stronghold that has never fought orcs, but has had troubles with ogres).
Mountain dwarves receive saving throw bonuses for Constitution and are highly resistant to poisons.
Special Disadvantages
None.
Racial Enmities
Orcs, goblins, hobgoblins, norkers, ogres, duergar, derro, hill giants, mountain giants, elves, and any other race the player decides upon.
Mountain Dwarf Level Limits
Fighter | Priest | Thief |
---|---|---|
16 | 10 | 12 |
Bonus Levels
Prime Requisite | Bonus Levels |
---|---|
14, 15 | +1 |
16, 17 | +2 |
18 | +3 |
19 | +4 |
Additional Experience Cost
None.
Mountain Dwarf Level Limits
Racial level limits are not enforced in this campaign and are included here for completeness. The DM reserves the right to enforce these limits at any time in the future.
Mountain dwarves are limited in level to 16th level as fighters, 10th level as clerics/priests, and 12th level as thieves. These level limits apply no matter if the character is single classed or multiclassed.
Exceeding Level Limits (Optional)
Racial level limits are not enforced in this campaign and are included here for completeness. The DM reserves the right to enforce these limits at any time in the future.
A character may exceed maximum level limits if he has extremely high ability scores in his prime requisites. For example, a mountain dwarf warrior is limited to 16th level. With a Strength of 18, he may be allowed three bonus levels and advance to 19th level.
Mountain Dwarf Average Height & Weight
Male/Female
Height (in.) | Weight (lbs.) |
---|---|
49/47 (+1d10) | 145/115 (+5d10) |
Appearance
A typical mountain dwarf is, on average, 4 1/2 feet tall and weighs about 170 pounds. His hair is a lighter shade than his hill cousin's, and his skin is slightly more red.
Dwarven clothing tends to be simple and functional. They often wear dark, somber, earth tones, and their clothes are considered rough by many other races, especially men and elves. Dwarves usually wear one or more pieces of jewelry,though these items are
Mountain dwarves grow long, bushy beards that they braid when going into battle or going to work at the forge to protect the facial hair. Mountian dwarves, except the Battleragers, will never dye their beards or their hair any color except their natural one. When not working or preparing for battle, mountain dwarves will brush their beards out to make them as full as possible. They are meticulous about keeping them clean, at least until mealtime or a trip to the tavern.
Mountain dwarves are known to tattoo their bodies, but never their faces. They will paint their faces, usually in runes considered to be holy or blessed, and the runes will usually emanate from their eyes.
Mountain Dwarf Thieving Skill Adjustment
Skill | Adjustment |
---|---|
Pick Pockets | --- |
Open Locks | +10% |
Find/Remove Traps | +15% |
Move Silently | --- |
Hide in Shadows | --- |
Detect Noise | --- |
Climb Walls | -10% |
Read Languages | -5% |
Thieving Abilities
Mountain dwarves, like their cousins the hill dwarves, detest being called 'thieves". This is not to say there aren't any mountain dwarf thieves out of necessity or greed, but these individuals are not found within mountain dwarf society since any caught stealing in the stronghold is banished after summary judgment.
Dwarves are fantastic at working with their hands. This skill is not only found at the forge but also in their passion for mechanical devices. Because dwarves are so talented at working with mechanical devices, they gain a bonus for opening locks and finding (but not removing) traps.
Mountain dwarves, however, because of their stature and the mines not having walls where the skill can be practiced or taught are not as good at climbing walls, suffering a penalty when attempting to use this skill.
Mountain dwarves are far from illiterate but are not well-versed in reading foreign or ancient languages. Mountain dwarves are taught and believe strongly in the ancient ways and focus their energies
General Life
Mountian dwarves tend to spend much of their lives below ground, but this doesn’t mean that they won’t ever leave the mountain strongholds. They may be found outside the stronghold in many capacities: gem cutters, merchants, caravan guards, locksmiths, blacksmiths, etc. A mountain dwarf may have been sent on a mission to another stronghold to tighten bonds between the two, negotiate a treaty, scouting out another area for a new stronghold to be built, or any number of reasons. They could have decided they want to see the greater world and have embarked on a life of adventuring.
General Alignment
The alignment of the mountain dwarves is usually lawful good, but there is no reason they cannot be of another alignment. So long as the majority of them remain lawful good, strongholds of chaotic, neutral, or evil dwarves (or even individuals) will not unbalance a campaign and will give it more flavor and variety.
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