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Dwarf (Druskeden)

Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their knowledge of the earth’s secrets, and their capacity for drinking ale. Their kingdom, Druskeden, is formed from the hollowed out interiors of mountains and craggy plateaus, and seems more suited to a giant’s girth than that of a stout dwarf. Dwarven crafts are legendary, and have set the bar for master artisans across Migdalia.

Personality: Dwarves are slow to laugh or jest and are suspicious of strangers, but they are generous to those few who earn their trust. They tend to be loud and abrasive, with a fondness of revelry that often ends in the retelling of famous dwarven battles. Dwarves are perhaps the most practical and down-to-earth of Migdalia’s races, rarely wasting time dreaming about the future, instead focusing on things that need to be done in the present. Dwarves value gold, gems, jewelry, and art objects made with these precious materials, and they have been known to succumb to legendary levels of greed. They fight neither recklessly nor timidly, but with careful courage and tenacity. Their sense of justice is strong, but at its worst can turn into a consuming thirst for vengeance.

Physical Description: Dwarves stand only 4 to 4 ½ feet tall, but are so broad and compact that they are, on average, as heavy as humans. Dwarf men are slightly taller and noticeably heavier than dwarf women. Dwarves’ skin is typically a deep tan or light brown, and their eyes are dark. Their hair is usually black, grey, or brown, and worn long. Dwarf men value their beards highly and groom them very carefully. Dwarves favor simple styles for their hair, beards, and clothes. Dwarves are considered adults at about age 40, and they can live to be more than 400 years old.

Relations: Dwarves get along passably with the other races of Migdalia. Dwarves have a saying, “The difference between an acquaintance and a friend is about a hundred years.” Humans and halflings, with their short life spans, have a hard time forging truly strong bonds with dwarves. The best dwarf-human friendship is often between a human and a dwarf who liked the human’s parents or grandparents. Dwarves fail to appreciate the subtlety of elves, regarding them as unpredictable, fickle, and flighty. Dwarves mistrust orcs and half-orcs, and the feeling is often mutual. Dwarves and gnomes often get along well at first, though few dwarves can endure the endlessly analytical nature of gnomes for long.

The royal line of Druskeden was only recently revealed to be a charade perpetrated by infernal powers, and the dwarven people quickly launched a very uncharacteristic rebellion against their leaders. When the dust had settled, the dwarven guilds had maneuvered themselves into control of the empire, reforming the ancient monarchy into a fledgling socialist republic. Only time will tell whether or not this new form of government will endure the trials of times, or whether it too will become corrupt and controlling.

Alignment: Dwarves are usually lawful, and tend towards good. Adventuring dwarves are less likely to fit the common mold, however, as many are exiles or pariahs who did not fit perfectly into dwarven society.

Religion: The patron deities of the dwarves are their creators, Nyrgund, Walgrim, and Gaspar, and nearly every dwarf pays each one at least passing respect. The clergies of Ayna and Corbin also attract sizeable numbers of followers, however, and drunken arguments over religious dogma are common in Druskeden. Dwarven religion is heavily based on tradition and blind obedience, with the neutral faith of Ayna being seen as a “radical” dogma. Worship of more chaotic deities, such as Hedvara and Illidair, is rare, and is often seen as a form of insanity.

Language: Dwarves speak Dwarven, which has its own runic script. Dwarven literature is marked with comprehensive histories of kingdoms and war throughout Migdalia. Dwarven military terms are used throughout human armies and adventuring groups, and many ales brewed across Migdalia are given dwarven names to better describe their flavor (or to simply help them sell better). Dwarves often take the time to learn the languages of their enemies and allies, and many also pick up Terran, the strange language of earth-based creatures such as xorn.

Names: A dwarf’s name is granted to him by his clan elder, in accordance with tradition. Every proper dwarven name has been used and reused throughout the generations. A dwarf’s name is not his own. It belongs to his clan. If he misuses it or brings shame to it, his clan will strip him of it. A dwarf stripped of his name is forbidden to use any dwarven name in its place. Should a dwarf somehow bring great shame to his clan name, that name is stripped from the dwarf and each and every one of his clan mates. Thankfully, the clans tend to police their own, making this drastic punishment frighteningly rare.

A dwarf’s clan name is always tied to that clan’s caste, and forever binds members of that clan to that particular caste. Marriage is the only way a dwarf is allowed to enter into a different caste, with the men taking the clan names of their brides. Clan names like Stoutbuster, Everhot, Wildhammer, and Ogrebane are good examples of this.

Adventures: A dwarf adventurer may be motivated by crusading zeal, a love of excitement, or simple greed. As long as his accomplishments bring honor to his clan, his deeds earn him respect and status. Defeating giants and claiming powerful magic weapons are sure ways for a dwarf to earn the respect of other dwarves.

Dwarf (Druskeden) Racial Traits

* -2 Dexterity, +2 Constitution. Dwarves are stout and tough, but tend to be somewhat clumsy and uncoordinated.

* Medium size. As Medium creatures, dwarves have no special bonuses or penalties due to their size.

* Dwarf base land speed is 20 feet. However, dwarves can move at this speed even while wearing medium or heavy armor or whenever carrying a medium or heavy load.

* Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

* Stonecutting: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction, unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 5 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find a stonework trap as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of time to practice and hone in their underground homes.

* Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.

* Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped while standing on the ground (but not when climbing, flying, riding, or otherwise not firmly standing on the ground).

* +2 racial saving throw against poison. Dwarves are hardy and resistant to toxins.

* +2 racial bonus on saving throws against spells and spell-like effects: Dwarves have an innate resilience to magic spells.

* +1 racial bonus on attack rolls against giants and dragons. Dwarves are trained in the special combat techniques that allow them to fight their common enemies more effectively.

* +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants). This bonus represents special training the dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants.

* +2 racial bonus on Craft checks that are related to stone or metal: Dwarves are especially capable with stone or metal.

* +2 racial bonus on Appraise checks that are related to stone or metal items: Dwarves are familiar with valuable items of all kinds, especially those made of stone or metal.

* Automatic Languages: Dwarven. Bonus Languages: Giant, Gnome, Goblin, Impara, Orc, Terran, Travek, and Undercommon.

* Favored Class: Fighter.

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