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Created by Kavak to build and maintain his great citadel of Lima, the dwarves were the first race on Arrasia, where they lived peacefully for countless generations. Later, Voln would betray Kavak and Lima destroyed and the dwarves scattered. Many fled Lima and founded new homes in the hills and mountains of Arrasia, while others were driven deep underground, where Grism would lead them against Dyonicos and Xagraxsus in the darkness of the underworld.
The dwarves despise the elves, who they believe betrayed them to Dyonicos during the battle for Lima, when Orphus, mistakenly, ordered his elves to fire against the dwarves of Graxber and brought defeat where they might otherwise have been victory. They sought their own revenge during the fall of Layagat, the great elven kingdom of lore, and sacked Urth, sparking a war between the two races. Although a thousand years have passed, and the elves and dwarves have learnt to live uneasily together, they can find little respect for one another and tensions are always high.
Dwarves speak Dwarven. Most who travel outside dwarven lands (as traders, mercenaries, or adventurers) know at least one human tongue (usually Karnish, but always that which is most relevant to them), while warriors in the dwarven cities usually learn Goblin to better interrogate and spy on those evil denizens that make constant war upon them.
Most dwarves encountered outside their home are warriors.
DWARVEN HOMELANDS
The dwarves have made their homelands - usually splendid citadels built deep into the side of mountains and hills - all across Arrasia, though mostly around its civilized core, where trade and alliances can be had. They tend to avoid elves, though this is not always possible and tension nearly always exists where the two races live within close proximity - indeed, conflict is not uncommon between them and though this is usually on a small scale, it can occasionally erupt into something bigger.
Dwarven citadels are nearly always on a grand scale, with Lima, the greatest dwarven citadel of all and which was destroyed by Dyonicos, the standard by which all other citadels are judged. Dwarves love precious stones and metals and fill their great chamber with them. The main halls tend to be large affairs, with vast, ornately carved pillars and columns carved out of the rock, where magnificent communal feasts occur, in which all donate and participate, when they will wear their finest and most ostentatious outfits.
Once, large numbers of dwarves dwelt in the Great Barrier Mountains, where Kavak first stood upon Arrasia and built Lima, but numbers there have declined and their citadels destroyed. Indeed, the Great Barrier Mountains are now home to many smashed and derelict dwarven citadels that now house all manner of evil creatures. In more recent times, Hith has unleashed his orc armies against them and still more dwarven homelands have been destroyed and the dwarves displaced. Many new and small dwarven communities have sprung up all over the mountain range, but only the ancient citadel of Ardale now stands as a monument to the great citadels of old, though it is constantly besieged by the minions of Hith.
Further north, in The Great Northern Hills, the dwarves are still numerous and the citadels there - Gryk Thalek, Orthex (both ancient and monumental constructions) and Kandaq (a relatively new citadel, built by the dwarves who have been driven from their homelands in the Great Barrier Mountains) - are home to a large number of dwarves. The emergence of Tharg has seen good trading opportunities open up and the dwarves there have not been slow in taking advantage. Indeed, they have seen the growth of Tharg as essential to their own well-being and are on friendly terms with those that live there. They are also on friendly terms with the gnomes of Rathanak, Daccathan and Unsyr. However, their homelands are under constant attack from the wild creatures of The Wild Lands and The Steppes of Eris, as well as the more evil dwellers of the valley of Ximennies and Ragmannon Gorge, both of which are infested with orcs and where it is rumored a great demon has made a home for himself.
The ancient citadel of Yarmex, located in the South Downs, stretches back as far as the First Elf-Dwarf war, when dwarves there helped sack the Layagat city of Urth. It is the home of the Portal of Caenarvac, through which Uther traveled to return to Damarkan, bringing an end to his war with the dwarves. It is a splendid citadel and much trade passes between them and Karnish, with whom they have very good relations.
Further east, The Malvus Peaks and the Gava Hills are home to large numbers of dwarves, with Ki-Dyer the oldest remaining dwarven found citadel anywhere on Arrasia and both U'gunn and Maccatoa large and splendid examples of dwarven architecture. They are on friendly terms with the gnomes of Siran and Harikir and the halfling enclave of Nendor, but have too often found themselves in conflict with the elves of Yander Hothinbelim and the nation of Uradun, where orcs are far too common.
The largest population of dwarves used to be found around The Wretched Mountains and The Splendid Hills, where the greatest citadels were also once found, including The Golden Citadel, which was said to be Lima rebuilt. However, the rise of the Black Mage has brought desolation to that area and the dwarves have been driven out of their homes, which have been destroyed. Karadan, Samman, Henna, Xanak and even the Golden Citadel itself have all been destroyed and the dwarves dispersed. Many have traveled south and begun to rebuild - Venaxia and Rathand having recently emerged - or to live in Goyn, while others have headed north into The North Lands. To the west, Ilken, which stood unconquered and unbowed against Amman for hundreds of years, Irith, Owthenus and Kri-Aruk are all great dwarven citadels that have survived the rigors of time within this testing part of the world.
The White Mountains are home to the arctic dwarves, who prefer smaller communities to their southern brethren. The arctic dwarves live just below the highest and most rugged peaks, in a harsh and tough environment that is almost constantly frozen over and battered with high winds and ferocious storms. However, three great citadels have emerged in the north, home to large numbers of arctic dwarves. Weirnarras, Angkara and Urkurd dominate the smaller communities that surround them, who offer fealty and loyalty to whichever is nearest. The greatest of these is Urkurd, whose influence stretches unchallenged for thousands of square miles. The arctic dwarves tend to keep to themselves and defend their communities from the many creatures that they share their mountains with, but have been known to make trade with the people that now live along the coastlines that are overshadowed by The White Mountains.
DWARVEN POLITICS AND SOCIETY
The dwarven realms are dominated by clans, who control and influence large geographic boundaries. The folk of a particular clan are fiercely loyal to their chief, who is generally an exceptional individual, with strong dwarven traits. Because the essential dwarven nature is both lawful and good, there is very little conflict between the clans, who instead prefer to work with one another to defend their citadels and enhance their trading prospects. This is also true of the powerful families - Houses - that make up the political groups of dwarven societies (even ordinary dwarves are loyal to one House or another), despite the fierce locking of horns that can occur. Occasionally, however, dwarven Houses can clash violently when, usually, ancient grudges are renewed or a new chief is being sought. Less rarely, the clans themselves can come to blows.
The clan chief is nearly always a paragon of his community (see classes for details); not only is he the epitome of dwarven characteristics and values, but he also ranks as amongst the most powerful individual within that community. A chief acquires his status through a formal vote of the Houses that make up the dwarven political scenery and who represent the ordinary dwarves who make up the majority of the population. The position of chief is permanent and only upon the death of the present incumbent will another be chosen.
Political dynasties are common within clans, but anyone can put themselves forward for the position of chief, once an official request for nominee's has been announced. During this period - which is a long and protracted affair - the tension and political intrigue is high, with all manner of deals and agreements being made as the votes (each House has exactly one vote) are vied for. However, although anyone can stand as a candidate for chief, it is unheard of anyone other than a nominee from one of the Houses being voted in, since they themselves control the votes.
The ordinary dwarf seems happy to let themselves be ruled in this way, preferring instead to mine for precious stones and metals, which they covet above all else. Many dwarves live in small dwellings carved into the hills and mountains, usually alongside the veins which are being mined and which can become a web of tunnels and shafts. The larger citadels dominate the smaller communities around them that are of the same clan and during times of strife, smaller communities uproot and look for security in the larger, better-defended ones.
Large or small, there is nothing drab or dreary about dwarven homes, which are usually impressive affairs, ornately carved and sprinkled with gold, silver and all manner of precious stones. Dwarves also enjoy nothing more than feasting and their great halls come alive to great communal feasts where they dress up in their finest livery and drink and eat all they can manage.
HILL DWARVES
The most commonly encountered of the dwarves, the hill dwarf lives in the hills of Arrasia and make up the vast majority of all dwarves encountered. Hill dwarves favor earth tones in their clothing and prefer simple and functional garb, except for feasts and important occasions, when they prefer ostentatious clothing - usually of the finest materials, with precious stones and metals an expression of their status and wealth. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Dwarves average 4 feet tall and weigh as much as adult humans.
Dwarves are experts in combat, effectively using their environment and executing well-planned group attacks. They rarely use magic in fights, since they have few wizards or sorcerers (but dwarven clerics throw themselves into battle as heartily as their fellow warriors). If they have time to prepare, they may build deadfalls or other traps involving stone. In addition to the traditional dwarven weapons that all dwarves are trained in, some also use shortbows and crossbows (light and heavy).
Hill Dwarf Traits (Ex): Hill dwarves possess the following racial traits.
+2 Constitution, -2 Charisma.
Medium size.
A dwarf's base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
Darkvision out to 60 feet.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 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 stonework traps 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 opportunity 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 has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
+4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Languages: Dwarven and one human tongue. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Xamian.
Favored Class: Fighter.
SUBRACES
The information above is for hill dwarves, the most common variety, who build their citadels in the hills of Arrasia, usually where they are able to trade with the other races. There are four other major dwarven subraces, which differ from hill dwarves as follows.
Arctic Dwarf
In the snow-covered peaks of The White Mountains in northern Arrasia, dwarves are the masters of both ice and stone. They build massive, elaborate defenses of ice and rock around the mines where they dig for precious metals and stones, which they hoard in their mountain dwellings. These are generally smaller than their southern dwelling brethren - although three great citadels have emerged over the centuries that dominate the political landscape of this race of dwarves.
Arctic dwarves have lived in The White Mountains for thousands of years, having been driven there during the War of Chaos, and have adapted to the harsh environment in which they live. Generally, they have little to do with the other races, except those who constantly make war on them, but do occasionally trade with the humans that have formed communities along the base of mountains in which they live. However, they tend to live high up, amongst the snow-covered peaks, but just below the highest and harshest mountains.
Arctic Dwarf Traits (Ex): These traits are in addition to the hill dwarf traits, except where noted.
+2 Strength, -4 Dexterity, +2 Constitution, -2 Charisma. This trait replaces the hill dwarf's ability modifiers.
Cold Endurance: Arctic dwarves have a +4 racial bonus on Fortitude saves made to resist the effects of cold weather exposure.
Icecunning: Arctic dwarves can apply their stonecunning benefits to structures and natural features made of ice, as well as those made of stone.
+1 racial bonus on attack rolls against kobolds: Arctic dwarves must defend against constant assaults by kobolds. This trait replaces the hill dwarf's racial bonus on attack rolls against orcs.
+2 racial bonus on Appraise and Craft checks related to items made of ice.
Deep Dwarf
These dwarves live far underground and tend to be more standoffish with non-dwarves. Driven from Lima by Dyonicos and led by Grism, the greatest of Kavak's smithies and amongst his most loyal and trusted subjects, they traveled deep into the darkness of the underworld, where they have continued their war with Dyonicos and his foul derro ever since. The deep dwarves hate and despise the derro even more than they do the duergar (see below) and there is almost constant war between them.
Deep dwarves are the same height as other dwarves, but leaner. Their skin sometimes has a reddish tinge, and their large eyes lack the brightness of those of their kindred, being a washed-out blue. Their hair color ranges from bright red to straw blond. They have little contact with surface dwellers, relying on mountain dwarves to trade goods for them.
Deep dwarves speak Dwarven and Goblin, and occasionally Draconic or Xamian.
Deep Dwarf Traits (Ex): These traits are in addition to the hill dwarf traits, except where noted.
Racial bonus on saves against spells and spell-like abilities increases to +3.
Racial bonus on Fortitude saves against poisons increases to +3.
Darkvision out to 90 feet.
Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell.
Duergar
Sometimes called gray dwarves, these evil beings dwell in the underground.
The duergar are the foul servants of Hengar, dwarves he deformed and corrupted during his stay in Canath, before Kavak could stand him no longer. He now uses them to make war on his enemies deep in the bowels of Arrasia, but especially against other dwarves, who they both fear and despise.
Most duergar are bald (even the females), and they dress in drab clothing that is designed to blend into stone. In their lairs they may wear jewelry, but it is always kept dull. They war with other dwarves, especially the deep dwarves, even allying with other underground creatures from time to time. They are descended from the dwarves and were corrupted and deformed by Hengar, whom they now serve.
Duergar speak Dwarven and Xamian.
Duergar Traits (Ex): These traits are in addition to the hill dwarf traits, except where noted.
-4 Charisma (instead of -2)
Darkvision out to 120 feet.
Immunity to paralysis, phantasms, and poison. This trait replaces the hill dwarf's +2 racial bonus on saving throws against poison.
+2 racial bonus on saves against spells and spell-like abilities.
Spell-Like Abilities: 1/day - enlarge person and invisibility as a wizard of twice the duergar's class level (minimum caster level 3rd); these abilities affect only the duergar and whatever it carries.
Light Sensitivity: Duergar are dazzled in bright sunlight or within the radius of a daylight spell.
+4 racial bonus on Move Silently checks.
+1 racial bonus on Listen and Spot checks.
Automatic Languages: Dwarven and Xamian.
Bonus Languages: Draconic, Giant, Goblin, Orc, Terran, Any Human Tongue. This trait replaces the hill dwarf's automatic and bonus languages.
Favored Class: Fighter.
Level adjustment +1
Unlike other dwarves, duergar do not have weapon familiarity with the dwarven waraxe and dwarven urgrosh.
Challenge Rating: Duergar with levels in NPC classes have a CR equal to their character level. Duergar with levels in PC classes have a CR equal to their character level +1.
Mountain Dwarf
The mountain dwarves live under the mountains, where they build magnificent citadels out of the rock, which are dug deep into the bowels of Arrasia. The first of the dwarven races, the mountain dwarves were once the most numerous and all other dwarves are derived from them, after the Battle of Lima which saw the dwarves defeated and scattered.
Long since in decline, large numbers of the ancient mountain citadels have been smashed and now lay in ruins, their once beautiful halls now filled with their evil foes and creatures of the deep. Nonetheless, the mountain dwarves persist and continue to fight their many enemies and trade with those that would be their friends.
Mountain dwarves live under the mountains of Arrasia, but generally not as far underground as deep dwarves. They average about 4-1/2 feet tall and have lighter skin and hair than hill dwarves, but the same general appearance.
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