Dwarves loosely correlate to the Dwarf of DnD©. Dwarves are not considered true Dumastorian stock; they are a result of the effects of the Tear Gift of Ezrilus, and the interbreeding between Ducateon( caste) and human (Faelen) or half-elven stock. Like the halfling mix between skraeling and human, millennium of breeding created several pockets of true bred dwarves organized into clans that share the same culture. They gather unto themselves, though often collaborate with other races. Ducateon find it easier to deal with their half-breed kin rather than with the other races, Dwarves serving as a translator of sorts that can bridge the culture gap. They have the stoicism, community focus, affinity to stone and the spaces under the earth, and industrious drive of the Ducateon. From their human side they get their flexibility and adaptability. Not as bad as half elves with their short fuses and behavior quirks, dwarves let loose in bursts of boisterous behavior. They have their near addictive love of drink, but not their Ducateon sire’s resistance to it – this makes for a reputation that belies their normal desire for order and high work ethic. Clan dwarves are mostly quiet and industrious… except when they are not. They are even tempered and have deep voices. They love music, and spend a great deal of time humming or singing while they work or gather for socializing. Like their Ducateon ancestors, their vocal cords can make a deep vibration sound, though not as sonorous as their sire species and more like croaking. When the situation is expressly outside of peril, and they feel they can relax, their rowdy reputation shines through.
Description: Dwarves measure between 4′ and 5’2″ in height, and weigh between 100 and 150 lbs. They are bulky, squat, barrel chested, with slightly larger hands and feet for their build. They are covered in light hair, growing large uni-brows. Their facial hair is robust, and runs the full range of coloring of human hair. Their eyes generally are violet, mottled yellow, or speckled golden-green. Like their Ducateon sires, they have 3 powerful fingers and a long thumb on each hand. Their nails are thick (about 5x humans) and grow rapidly. They live between 140 and 240 years and have a Delayed Decrepitude and a Long Life Thread.
d20 Raise Dead and equivalent/d20 Revivify and equivalent: Creatures with a Long Life Thread (ex: Elves) cannot be targeted by either of these spells (they simply fail) – it takes stronger spells to impact the character enough to bring them back from the dead.
Diet: Omnivorous > The “onion eaters” – dwarves love onions, and eat them raw. They always have onion and cabbage gardens. They prefer pork – easy to digest for them. Every place there is a dozen or more dwarves, there is likely some sort of process for making onion ale/beer/grog/whiskey. Dwarves are usually very flatulent with sweet onion breath.
Adventuring Characters: Many dwarves leave their home on a Sojourn for four years to test the world beyond the clan. They are welcomed back in if they find the clan life the most rewarding. It is very common to see them do so in a small group of 2-4. Free of their confined spaces, dwarves on the surface love the wide, sweeping arcs of hammers, axes and maces. Dwarves are not daunted by much. They deal with the mystery and danger of the underearth in their clan life all the time. Their stable sanity and lack of fear mean they will pretty much try any job, any place. Because almost every dwarf goes on a Sojourn, most craftsmen in major cities make equipment fitted and adapted to dwarves.
Players and GMs are free to allow no restrictions on Dwarven characters using the [contentblock id=playlink1] as the defacto starting point for characters and races of the Steel Realms Setting (planet of Helca). Players should read the What PC’s should know for the Steel Realms. Clan communities encourage The Sojourn for all members – a journey outside the clan world to see its perils and offerings. Most return to the clan communities, but those that remain separate are not looked down upon and welcomed back any time. For the best RPG experience, the iD20 variant uses the Cultural Experience.
Behaviors/Mannerisms: Clan Dwarves are very group supportive, but prefer unique personal expressions over regimented sameness in appearance. They suffer from an addiction to fermented spirits, and can smell such across a crowded room. When not fighting or working intensely, they love drink and song – its hard to suppress while they travel or socialize.
Rewards (for roleplaying the Cultural Experience) – Standard
Background Exclusions: [PHB] Hermit, Outlander, Noble, Sailor, Urchin
Class Exclusions: Aside from the normal prohibited Classes by setting, Clan Dwarves have no tradition of a [spell casting] Bard – only the skaald. All the Barbarian Class archetypes are Berserkers. They do not foster Eldritch Knights, Arcane Tricksters, or Wizards. Rangers are all non spell casters. You will never find a Paladin or Cleric of the Unholy Trio among clan communities,for any reason (though they pay homage to Everdark sometimes to avoid unwanted attention in dark places).
Dwarves and the Gods: Unlike the strict observance of the singular Him or Maðr of the Ducateon, the dwarves are polytheistic and pantheistic. Really, they just venerate any entity they want – there are small pockets of flocks, but everyone is free to believe in whatever way they choose, though quite a few venerate Ikribu – the maker god of the Lightbringers for inspiration in crafting and material gathering. It is most often overlooked that they also pay their respects to the Unholy Trio of darkness – much of their time underground in the dark is fraught with peril. Being thus, it is only prudent to honor those whose domain is the dark; not in veneration but to perhaps gain consideration in some way to look the other way. Shrines to the gods of the dark can be found in every steading, leading to many rumors and speculation on the allegiance of the dwarves. This speculation may be warranted, as Dwarves, except for humans, seem most likely to follow a dark path. The elves of Ynth find this especially distasteful and refuse to deal with dwarves unless there is no choice.
Mizras: Battle is the ultimate expression of discipline and chaos all in one, and it appeals greatly to the dwarves – clan or not. The Mizrain Cathedrals of Battle all have a contingent of dwarves. Smithing, stone work, and combat – dwarves are always found in the heart of these edifices.
Dwarven Military Training: Pick, short sword, light crossbow, small shield [proficiency]
12 base Sanity.
Nearsightedness (All ranges are halved; cannot take Sharpshooter Feat).
Lore: [Minor; +2] Religion, Metallurgy, Mining
Communication: Dukat (literate and spoken), Mercat (literate and spoken), Orrish (spoken)
Forbidden: The Mobile Feat
Where the appears notes a Role-Playing challenge/opportunity.
[contentblock id=species-aspect0]Population is strictly controlled. Dwarven communities are excellent stone workers, and often will carve out stone steadings into mountains and hills as the entrance to major veins of coal, ores, crystals, and near expensive stone quarries. Their Ducateon heritage makes them the best stone workers and miners, barring the Ducateon themselves. When such resources are played out, they destroy their steadings and forts – leaving nothing behind for bandits or enemies. The steadings are for a single clan – though they often intermarry with others. There are no dowries or such, and the couple is free to choose either of their clans as their home. Often clan elders will get together and decide what’s best based on what the couple can contribute and what may be missing in their clan community – though it is only a recommendation.
Military Service: All dwarves are required to learn to fight, as they are often remote and/or deep in the earth, where terrible things dwell. All are issued weapons and armor they must keep nearby at all times. Mines and quarries often have areas where armor, shield, and short swords are hung over frames, for quick donning. Clan dwarves usually fight in small units (platoon sized) or pairs. Any lone dwarf in battle will find another to pair up with. Their tactics derived from tandem maneuvers and attacks that assist each other.
Gender Roles
Reflecting the Ducateon non-recognition of gender, the dwarves have equal mixes of male, female in every taske (their word) and role. Within a clan, each is allowed to explore how they can best contribute given their physical and mental capabilities. As with their Ducateon heritage, and unlike most races, they never produce non-binary beings.
Most dwarves prefer to be put into the earth, by societal custom. Clan culture cares little of wasteful grave adornment, the living can make better use of such things. There are no clan cemeteries – no grave markers. In some places, bodies are fed to hogs that the clan raises for sustenance – there is no stigma of reverence (unless by specific faith of the departed) and it contributes to the welfare of the clan. The clans keep meticulous records of bloodlines, births, death, and diasporas. They are engraved on rock slabs for permanence.
Aversion to the Sea: Clan dwarves are rarely found at sea. Born to a life of heavy gear, constant work, and mandatory military they are not comfortable in places where wearing heavier armaments is a detriment. Some also feel a great anxiety when land is out of sight completely. Their sense of balance is tied to that of earth and stone, though not as fully bound as their Ducateon brethren.
Built in CY 7420 by the Ducateon, but abandoned as the population dwindled in CY 7891. The dwarves of the Stone Scale clan settled it and tamed its depths, driving back the Deeping after 50 years of relentless war. It is often considered the “kingdom” of the dwarves, as it is the largest dwarven settlement on Helca (as far as anyone knows). It is unknown exactly what resources lie in the depths of the old Ducateon Holt, but the dwarves gather peat from above the massive bog of Greenswallow (nearly half gone now), import wood, and have access to shale and coal. The forges are always running, though they import little iron, so there is likely a source nearby. There is a large amount of silver – they make their own trade bars.
It is one of the longest lasting steadings, having claimed the quarry over two thousand years ago. The steading sits next to a massive alabaster and granite quarry, as well as a mine around a massive vein of tin a mile away that they have been mining for 400 years. The clans rock hunters also gather and mine for several lesser value gemstones in the area. They import copper to make implements of the highest quality bronze, and are famous for their smithing in this material. A mile south of the city, the wide, meandering Southrand Spur road ends in a crossroads with roads east to county Faer, west into the Duchy of Fandelok, and southeast into the territories of the earldom of Bar-Innis and territory of The Saelish. It’s rumored that there is a special relationship with the folk of The Saelish, and that ancient knowledge was given to the forgers of Nandomir from their distant relatives of the long forgotten Bronzemen of old. It may be true, as several times have the dwarves of Nandomir given shelter to and taken the causes of the ancient folk of The Saelish and count them as allies in turn.
As with their cousins the Ducateon, the Orrish are constant threats. Living so close to subterranean depths means they are always nearby. The Nurth are their most aggravating foe. Silent, hideous, and tainted with The Deeping, they prefer succulent dwarven flesh over the bitter Ducateon (from iron in their blood). Ynthian elves despise dwarves, though the dwarves bear little animosity for it. Because there are still ties between the last of the Bronzemen and a great steading of the dwarves, those from Gwinn view them as suspicious. It is considered bad luck by Gwinnish sailors to have a dwarf on a ship.