Once the rulers of the continent, the Dwarves are now a broken people, with only two of their once great cities remaining. They now live as scavengers in the ruins of their dimly remembered glory, desperately seeking that which was lost.
Dwarves are short and stocky, standing about 4 to 5 feet tall. They sport long beards, which go grey early in their long lives, but their heads are often bald. Dwarves favour metal ornamentation, and attribute great value to any ancient dwarven relics. They tend towards clothes that match the greys and browns of the mountains and wastelands in which they dwell.
Though the Dwarves once were united under an emperor, they now dwell in two separate kingdoms – Yazdak and Gabarl – or in small communities somewhere in the lands between. In truth, the kings of these two realms hold very little power, with the various nobles petty behaving much as they please.
Every race – with the possible exception of the dim-witted Ogres – remembers who it was broke the world, so the Dwarves are not much liked. This is not helped by their bitter and unfriendly nature, so the Dwarves have fairly little contact with the outside. They trade with the Flatland Nomads, Giants and Dromites but these meetings are always strained.
Alignment and Religion
Prior to the Great Disaster, the Dwarves had a highly religious society, based around a great pantheon of gods. With the link to the deities broken, this worldview was shattered, and Dwarves nowadays vary between atheists who reject religion as having failed them, to those who cling fanatically to the old gods in the vain hope that they might return.
If there is one thing common to all Dwarves, it is the obsession with their lost glory. Adventuring Dwarves may seek to recover ancient artifacts, uncover lore, or simply to learn more of their lost past.
Atuk, Denak, Ezkin, Gatzun, Gizdan, Izkad, Kenuz, Medak.
Betka, Ezza, Gezida, Hisga, Kinila.
- Ability Score Bonuses: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
- Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
- Type: Dwarves are humanoids with the dwarf subtype.
- Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
- Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
- Wyrmscourged: Dwarves gain a +1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the extraordinary, supernatural, and spell-like abilities of dragons. They also gain a +2 racial bonus on Knowledge (arcana) checks to identify dragons and can make such checks untrained.
- Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
- Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
- Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
- Surface Survivalist: Dwarves’ adaptation to the harsh wastelands around the Great Crater allows them to treat wind conditions (when determining whether or not they are checked or blown away) and either hot or cold climates (choose one) as one step less severe.
- Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Fighter: Some Dwarves still hold to the ancient military traditions of the old empire. Alternate Favoured Class Benefit: Add +1 to the Fighter’s CMD when resisting a bull rush or trip.
Vitalist: The Dwarves are a hardy race, and obsessed with healing that which is broken. Alternate Favoured Class Benefit: +1 Power Point.
Rogue: Dwarves who venture into the ancient ruins of their civilisation know well the deadly traps which protect them. Alternate Favoured Class Benefit: Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to trap sense regarding stone traps.
Academic: The thirst for knowledge is an obsession with Dwarves.
Aristocrat: Dwarves still maintain the titles of the old Empire, even if their wealth and power is now much diminished.
Labourer: Many Dwarves work as masons or smiths, seeking to build anew the realm of old.
Scavenger: It is not uncommon for Dwarves to dedicate their entire lives to searching through piles of ancient detritus.
Scribe: The knowledge of the ancients, whenever it is discovered, must be recorded, and the artifacts recovered must be catalogued.
- Bulwark: A Dwarven Fighter, girded in armour so that he may continue his search through the depths, no matter what may lurk there.
- Crawler: A Dwarven Ninja, mutated by the Great Crater so that he is vulnerable to sunlight, but can walk up walls and leap huge distances.
- Mind and Metal: A pair of Dwarf twins, clad in heavy armour. One is a Psychic Warrior, the other a Soulknife. They make use of the fact that psionic powers work just fine in armour, and that Dwarves can put on as much armour as they like without being slowed.