Destiny of Kings
During the creation of the world, Mikar, the Mountain Father, created the Five Lords from the very stone of the earth. It is from these Five Lords which all Dwarves descend. Each clan is named for the Lord they descended from and clan’s are further divided into tribes.
Dwarves are short and stocky, standing 4.5 to 5 feet tall and are stronger than humans. Hair color tends to be red, dark brown or black. They universally have longs beards and tend to be rather vain about them. The lifespan of a dwarf is between 200 and 400 years.
As mentioned, dwarves have long beards and tend to long hair as well. They tend to wear heavy clothing. Dwarves fear open water and do not normally swim. They are superb miners and craftsmen, and unsurpassed stoneworkers. They live in tightly-knit groups and favor underground cities which are usually cut into rugged hills or mountains. Dwarves are monogamous. Only one third of the race is female and the line is traced through the male.
Dwarves believe that each lineage has a common spirit which permeates them all and ties them together. They revere their ancestors above all other thing but Mikar their creator and the stone from which they were made.
Sober, possessive, introspective and often very greedy, Dwarves are, nevertheless, stalwart allies. Tenacious warriors, they fight without quarter and never retreat. Each Dwarf treats his kind as brothers and non-Dwarves as lesser beings who, one way or another, are a constant threat. Their blood is thick and their bonds are deep. They enter into agreements with extreme care but, once made, honor them to the letter. The old adage is true: “No friend ever did a Dwarf a favor, no enemy a wrong, without being repaid in full.”
All Dwarves start out speaking the Darven tongue, a guarded language known by virtually no one but themselves. They also start with gnomish, goblin, kobold, and orcish, and the common tongue and the appropriate alignment tongue. Regardless of intelligence, a dwarf may only ever learn two languages in addition to those listed.
Dwarves absolutely loath goblins, hobgoblins, orcs and half-orcs. Above all other races they despise these the most receiving a bonus to hit said creatures. Dwarves find humans handy consumers of Dwarven goods and feel they have a decent grasp of human culture. They chalk up human instability to the relatively short span of years humans have been allotted. Halflings tend to infuriate Dwarves with their lack of understanding of personal property and Elves are quite frankly a mystery. Dwarves are extremely suspicious of any arcane spell casters.
Summary of Dwarfish Racial Mechanics:
- +1 constitution, -1 charisma (with respect to all but dwarfs).
- +1 to hit against goblins, half-orcs, hobgoblins, and orcs.
- +1 bonus per 3.5 points of Con to saves against magic and poison.
- -4 penalty to any attacks made against the dwarf by giants, ogres, ogre mages, titans and trolls.
Infravision: 60 ft
See the notation on Infravision in the glossary for how this works.
Within ten ft, a dwarf can detect certain facts concerning engineering, stonework, etc. Although no significant time is required, the character must deliberately observe his or her surroundings (i.e., the player must state that the dwarf is using this particular talent in order to gain information).
- Detect the existence of slopes or grades: 75%
- Detect the existence of new construction: 75%
- Detect sliding or shifting rooms or walls: 66%
- Detect traps involving stonework: 50%
- Determine depth underground: 50%
Multi-class restrictions: The more restrictive of any two class requirements apply to multi-classed Dwarfish characters for the use of class abilities.
Permitted class options: Assassin, Cleric, Fighter, Thief, Fighter/ Thief
Movement Rate: 90 ft
Minimum/Maximum ability scores (after adjustment for race); if the ability scores rolled do not fall within these limits, then the race of dwarf is not a valid choice for the character:
- Strength – 8/18
- Dexterity – 3/17
- Constitution – 12/19
- Intelligence – 3/18
- Wisdom – 3/18
- Charisma – 3/16
- Assassin – 9
- Cleric – 8
- Druid – N/A
- Fighter – 9 (Str 18), 8 (Str 17), 7 (Str 16 or less)
- Illusionist – N/A
- Magic User – N/A
- Paladin – N/A
- Ranger – N/A
- Thief – Unlimited