Dwarf
The Dwarves of Antaris are a people shaped by war. The clans were unified by their struggle against the fiery hordes of Wer Cyn'da, the first Brimstone War. The first fractures of the great Kindgom of Darsun were formed with the rise of the war god Duchar, and the final breaking occurred when the five War-Generals declared themselves the War King of their own territories and kicked off the Beryl Kings.
The dwarves of the Duroc clans have a distinctive look to them. Most outside the Darsun Kingdoms would say this is due to the underground environs in which they live, but the truth is the Duroc bloodlines are strongly influenced by the first people, the d'Werg Ahr. These deep dwarves, sometimes known as gray dwarves or dark dwarves, made their homes beneath the mountains well before the Duroc clans retreated there in full, and have strange power provided by the Risal'calon.
The dwarves of the lowland hills are the most well known of the dwarven people on Temnia, though their mountain dwelling cousins are more numerous overall. The term Gal'dw Ahr translates to "people of the hills" and the term "hill dwarf" is the one most dwarves will use in the common speech. However, "gold dwarf" is an name that has stuck tenaciously. They are so called by the non-dwarves both for their skill at mining, gem-cutting, whitesmithing and engraving, as well as for their large mercantile presence across the world.
Physical Description
Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Dwarven skin is typically rough and maintains a coppery or sometimes golden complexion, through the Duroc’s years of life living within the deep caverns of the Crags’chimtar have turned their skin into a silver hue. Their eyes are typically a bold and striking green, red, purple, yellow or blue. Hair falls between red, brown and black, and turns grey as dwarves grow into old age. The Duroc, due to their unique environment, typically only appear in black or silver. Male and Female dwarves are capable of growing facial hair. Fashions vary between the kingdoms regarding how hair (and facial hair) is worn. In fact, hair and jewelry are about the only things a dwarf would even consider the fashion implications of. That being said, there is no stigma around “shaved” dwarves, since there’s usually a practical justification for doing so. Dwarves almost universally spurn makeup. Clothing is typically plain and practical, though metal accessories and jewelry and piercing are commonplace.In Society
The dwarves’ isolation from much of Temnia, along with their generally taciturn nature, has been the cause of a great many misconceptions about the dwarven people. Many see them covetous, secretive and distrustful. Their disdain for art and their complex and opaque sense of honor has given the dwarves a reputation as boorish and quarrelsome. Those few that interact with dwarves typically deal with dwarven merchants who seek to establish supply lines or generate gold for their respective kingdom’s struggles against their rival kingdoms.Relations
Dwarves have the strongest relations with the humans, specifically the Varyag, the Dayrin and the Karrak. Dwarves feel that human ingenuity and industriousness is commendable, even if they can’t stay focused on a task long enough to do it properly. Some humans are insufferably obsessed with decadence and frivolity, but dwarves make it a point not to ascribe those flaws to all humans. Dwarves admire the Ylvani and their austere sense of beauty, even if it oddly tied to such ephemeral things as plants and animals rather than more immutable aspects of the earth. Orcs rarely encounter dwarves, as the kingdoms have no interest in delegating their noble calling to war to an outside force. There is a clear respect for orcs’ military capabilities, but no society that so readily disregards history and ancestry can be trusted by a dwarf. The Shi’ruul have almost the opposite problem in dwarven eyes. They are so wrapped up in contemplating what their ancestors would condone that they can never seem to do anything. Halflings inspire a great deal of pity in dwarves, as they have both lost much to giants. There is also an element of cultural shame, as the dwarves did abandon the halflings to their fate (even if they had perfectly sound reasons for doing so). To say that the dwarves think of gnomes as savage would imply a level of intimidation that the dwarves would scoff at. The gnomes are too lazy to engage in barbarism. The dwarves see the gnomes as a people dedicated to sloth and ignorance.Naming Traditions
Dwarves will typically introduce themselves by their full name, which is comprised of their given name, their war name (if they have earned such), their clan name (Cras’nm) and their allegiant name (Gors’nm), which corresponds to the kingdom to which they belong. This means that a proper dwarven name would be Grioghr Blacksnake cras’Erstul-gors’Rasmussen. Outside of the Kingdoms, dwarves have come to accept that they will only be referred to by their given and honor names, as others typically don't have the patience to recite their entire name properly. For their part, dwarves tend to refer to others by their full name, giving them the reputation of being overly formal, but those who were born outside the kingdoms (or who have lived many years outside of them) will drop this habit. Male Names: Kalder Redarm cras’Syrrhn gors’Feldcroghten, Cargus Alechanter cras’Tirgral gors’Thrumsul. Female Names: Salla Frozen Eyes cras’Oraninn gors’Rasmussen, Dalenna cras’Gidren gors’Duroc, Hylder Ironhammer cras’Aszghik-gors’CrigorhanAlignment and Philosophy
Dwarves are driven primarily by duty and tradition. While they are often stereotyped as curt and even cold, those who have earned the friendship of a dwarf discover the depths of love and loyalty found in the hearts of no other race. Dwarves strongly gravitate towards law, and somewhat towards good.Adventures
Dwarves rarely adventure for themselves; Personal glory means little, and wealth as a reward unto itself holds little sway for dwarves. A dwarf rarely leaves the duties of his home and kingdom, and if he does it is typically for reasons stemming from those duties. Some have chosen (or have earned) exile from the kingdoms, but even such circumstances rarely tarnish the love and loyalty they hold towards their home.Racial Traits
Standard Racial Traits
- Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
- Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
- Type: Dwarves are humanoids with the dwarf subtype.
- Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
- Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Orc, Terran, and any human language. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
- Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the fire subtype.
- Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
- Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Feat and Skill Racial Traits
- Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
- Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Senses Racial Traits
- Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Offense Racial Traits
- Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the fire subtype because of their special training against these hated foes.
- Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Dwarven Subraces
Dwarves of Antaris
Deep Dwarves
Deep Dwarf by Walter Renan
Alternate Racial Traits
Deep dwarves receive the following alternate racial traits by default:- Hardier (4 RP): Dwarves gain a +3 racial bonus on saving throws against poison, spells, and spell-like abilities. This racial trait replaces hardy.
- Minesight: Dwarves with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. This racial trait replaces darkvision.
Dream Dwarves
In the days before the first Brimstone War, there was a clan of the dwarves who had lived among the others, creating enclaves within most of the cities an strongholds of the time. They were the d'Urym'dw Ahr, the people of the living earth. Their famous usage of oneiromancy and their conception of Inkarha as a "sleeping goddess" earned them the name Dreamers or Dream Dwarves. The Dream Dwarves suffered a great deal of targeted violence and discrimination during the rise of the Duchari faith. Many innocent lives were lost, and ultimately, dreamers were exiled for their perceived crime, a precursor of the exile of the Inkarha worshipers that would occur a few hundred years later.Alternate Racial Traits
Dream dwarves receive the following alternate racial traits by default:- Ability Score Modifiers: Dream Dwarves are as tough as their Steel Dwarf cousins, and more personable, but slower to act and clumsier. They gain +2 Constitution, +2 Wisdom, and –2 Dexterity. These ability score modifiers replace the standard ability score modifiers.
- Dream Sight (Su): A dream dwarf can see ethereal creatures as easily as she sees material creatures and objects. A dream dwarf can easily distinguish between ethereal creatures and material ones, because ethereal creatures appear translucent and indistinct. This racial trait replaces defensive training.
- Earthbond: Dream dwarves have a natural rapport with earth elementals and similar creatures. They receive a +2 racial bonus on Diplomacy checks made with creatures of the earth subtype. This racial trait replaces hatred.
- Earthbound Magic: When in contact with the ground, a Dream Dwarf's effective caster level when casting divination spells or spells with the earth descriptor increases by 1. This increase applies when determining level-dependent spell variables and on caster level checks.
- Minesight: Dwarves with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. This racial trait replaces darkvision.
Gold Dwarves
Gold Dwarf by Walter Renan
Alternate Racial Traits
Gold dwarves receive the following alternate racial traits by default:- Ability Score Modifiers: Gold Dwarves are more personable than their Steel Dwarf cousins, but not as coordinated. They gain +2 Constitution, +2 Wisdom, and –2 Dexterity. These ability score modifiers replace the standard ability score modifiers.
Very well put together...Professional, even. I liked the Relations part and the rolling macros on the sidebar. Well done.