Dwarves

"The masters of machines, dauntless and unyielding in the face of adversity."

Racial Traits

Average Hight: 4'3'' - 4'-9''
Average Weight: 160 - 220 lb.

Ability Scores: +2 Constitution, +2 Wisdom
Size: Medium: Medium
Speed: 5 Squares (25 feet)
Vision: Low-light

Racial Abilities

Languages: Common, Dwarven
Skill Bonuses: +2 Knowledge Technology, +2 Endurance
Cast-Iron Stomach +5 racial bonus to saving throws against poison
Dwarven Resilience You can use your second wind as a minor action instead of a standard action
Dwarven Weapon Proficiency: You gain proficiency with axes and warhammers.
Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or heavy load. Other effects that limit speed ( such as difficult terrain or magical effects) affect you normally.
Stand Your Ground: When a effect forces you to move-through a pull, a push, or a slide-you can move 1 square less than the effect specifies. This means an effect that normally pulls, push, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.


Overview

Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their knowledge of galactic mining, their hard work, and their capacity for drinking ale. Their mysterious kingdoms, carved out from the insides of asteroids or moons, are renowned for the marvelous treasures that they produce as gifts or for trade.

The old dwarf homeworld remains a burning snider now as centuries of industrial punishment damaged it and caused the world to go critical. Before the impending doom the dwarfs joined up with there gnome neighbors and made plans to evacuate the world to near by star systems. The two races flocked to the stars and like humans can be found almost anywhere among the confederation and distant worlds.

Unlike the Gnomes who settled among humans and the worlds controlled by other empires the Dwarves have forged ruminates of there houses as crafting corporations. Most of these corporations deal with fine minerals, technology, space crafts, and construction. These corporations can be found anywhere however most often on lifeless moons. It is also not uncommon to run into a dwarf owned starship mining in an asteroid belt.

Dwarf corporations are family owned and run and are expanded based on successful sons. A dwarf son belongs to his fathers' cooperation learning the trade. They become strong and skillful males and some go off to expand the business elsewhere while others take over for there father when time comes to do so. Although some sons have branched off an unbreakable loyalty for their clan name sits in there heart for eternity.

Dwarf female are married off to other corporation to help create network. These networks are some what like alliances in that when a dwarf's daughter is married into a family there a link is created between to corporations. Dwarf weddings aren't so much religious ceremonies as they are diplomatic treaties meetings. A dwarf female has a very solemn role to bear and raise fine sons to expand the company. These females too have been known to take control of companies when there husbands have fallen from grace. So in a saddle way dwarf females are always secretly looking for ways to claim achievements of there own to save for a rainy day.

A guild organization is also created among the strongest corporations. This guild union for them is meant to regulate and communicate among each other. The Guild standardizes the profits that a business can make and protects the market for smaller companies. It also represents the dwarves in the Confederation.

Personality

Dwarves are slow to laugh or jest and suspicious of strangers, but they are generous to those few who earn their trust. Dwarf's value gold, gems, jewelry, and art objects made with these precious materials, and they have been known to succumb to greed. They have a keen eye to technology and construction of it as well. They fight neither recklessly nor timidly, but with a careful courage and tenacity.

Dwarves remember and judge other dwarves based on the deeds and achievements of there fathers. One weak lineage among a dwarf house could ruin its reputation for two generations. So a dwarf is always looking to meet or surpass his father's legend. This kind of mentally is always pushing them forward to achieve things. As a result of this their sense of justice is strong, but at its worst it can turn into a thirst for vengeance.

Physical Descriptions

Dwarves stand only 4 to 4 1/2 feet tall, but they are so broad and compact that they are, on average, almost as heavy as humans. Dwarf men are slightly taller and noticeably heavier than dwarf women. Dwarves' skin is typically deep tan, or light brown, and their eyes are dark. Their hair is usually black, gray, or brown, and worn long. Dwarf men value their beards highly and groom them very carefully. Dwarves favore simple styles for their hair, beards, and cloths. They are considered adults at about age 50, and they can live to be over 400 years old.

Language

The Dwarf language is very similar to gnome's language and such the gnomes with a little bit of concentration can understand it. Dwarves can read and speak there language and can learn other speech languages such as common.

Names

A dwarf's name is granted to him by his elder, in accordance with tradition. Every proper dwarven name has been used and reused down though 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 by the guild law to use any other dwarf name.

Male Names

Berendd, Brottor, Eberk, Einkil, Flint , Grimdale, Kogo, Rurik, Tolin, Thovar

Female Names

Artin, Audhid, Dagnal, Diesa, hilin, Idlde, Liftrasa, Sannl

Relations

Dwarves get along fine with gnomes since their origins and story are very alike. They are on good terms with all of the confederation races. Dwarves say, “The difference between an acquaintance and a friend is about hundred years.” Humans and other races who life spans are short have hard time forging truly strong bonds with dwarves. The best dwarf relationships among the shorter lived races are often between dwarfs who like the parents of the individual. Dwarves fail to appreciate elves' subtlety and art, regarding elves as unpredictable, fickle and flighty. Sill elvs and dwarves have through the ages, found common causes In battle against space orcs and other treating forces. The dwarves have great deal of mistrust for the Uruk often ignorantly assonating them with orcs. The Lingwee play on there nerves as well as they see there personalities worst then the elves. The secrets of the Sedei is often unappreciated by the dwarf however not discounted. When dealing with some of the other empires such as the Kiltaran and Draconite, some dwarf clans have come to like them because of profit others can't stand them.

Adventurers

A dwarf adventurer may be motivated by crusading zeal, a love of excrement, simple greed. As long as accomplishments bring honor to his clan, his deeds earn respect and status. Defeating a foe and claming a powerful magic weapons are sure ways to earn a dwarf respect among his kin.

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