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PC Races - Dwarves
Players must obtain permission from the narrator to create dwarven characters.
- Average Height - Male: 4'6" Female: 4'4"
- Build - Stocky and heavily built. Slightly larger feet and hands than humans. Strong jaws and chins, square faces, and ample noses. Deep set eyes. More body hair in cold months. Thicker hair on head and face, heavy brows. Brown skin tones. Deep, bass voices which often sound rough or gravel. See beard styles.
- Age - Youth: 35 Adult: 60 Mature: 190 Old: 250
- Eye Colors - Metallic colors in shades of rust, vermilion, copper, bronze and brass.
- Hair Colors - Black, dark brown, grey, or dark red. Very thick hair.
- Spellcasting Class Allowed - Wizards
+1 skill bonus to Shaping (green), Kinetic (cyan), and Creating (teal) spells.
Unable to cast Physical (red), Shifting (orange), Sensing (magenta), or Spirit (purple) spells.
- Racial Advantages - Extra Encumbrance (5), Longevity (1), Night Vision (10), Temperature Tolerance: Cold (1).
- Racial Disadvantages - Limited Magic Paths (-5), Non-Buoyant (-5), Sense of Duty: Family (-5), Stocky (-2).
- Optional Traits - Cast Iron Stomach (10), Magic Sense: Minor (5), No Hangover (3), Polarized Eyes (3), Heterochromia: Eyes (-2), Mild Phobia: Fear of open spaces (-5), Stubborn (-3), Temperature Tolerance: Cold (1/lvl).
- Common Quirks - Brags (-1), Holds grudges longer (-1), Honorable (-1), Keeps a journal (-1), Loves heroic tales (-1), Never shaves (-1), Maintains complex beard decorations (-1), Proud (-1), Suspicious of other races (-1).
- Homeland - Rengorak and Vorathor
- Personality - Determined, honest, inventive, logical, methodical, practical, steadfast, and vigilant.
- Goals - Dwarves are students of history, learning from the past and hoping to be remembered in the future. Each clan strives to improve its craft mastery and repository of knowledge.
- Signs of Rank - Metal beads and tubes woven into hair and beard braids, pendants, and precious metal jewelry.
- Slavery - Dwarves practice a limited form of bondsmanship. Individuals who are unable to make it on their own can enter a contract to serve in exchange for basic necessities. Contract terms and duration are agreed to in advance.
- Religion - Rengorak dwarves believe in no gods, while the Vorathor worship the gods of war, fire and magic.
- Taboos - Public displays of romantic affection.
- Festivals -
- Architecture - Tudor and Gothic revival styles. Four-centered and pointed arches, oriel windows, external and flying buttresses, narrow naves, high towers and spires, ribbed vaults, spacious arcades, high ceilings, minimal walls, high pitched roofs, and massive scale.
- Clothing Style - Dark, vivid colors. No lace or frill, little embroidery or bead-work. Jerkins and belts. Half-length sleeves and stiff, wide shoulders.
- Art - Intricate metalwork and jewelry, decorative public works, theater, and bronze sculpture.
- Music - Tenor range. Percussion and brass instruments, cymbals, and dulcimers.
- Travel Lodgings - Dwarves build hostels instead of inns, basic lodging open only at night, since most people stay with extended family while traveling.
- Social Drinking - Dwarves build lagerhouses instead of taverns, drinking establishments with large, curving bars and few food offerings. Only lagerhouses which allow gambling have separate table seating.
- Sports - Hammer throw, discus throw, braemar throw (shot put), and rugby.
- Hobbies - Brewing, falconry, hiking, rock climbing and sledding.
- Pets - Birds of prey, foxes and fish ponds.
- Weapons - Maces, hammers, morning stars and flails.
- Burial - Nobles are buried in sealed stone sarcophogi, kept in underground vaults. The sarcophagi are carved in bass relief on top in the likeness of the deceased and engraved on the sides with their deeds. Commoners are buried in thick clay coffins, in rings surrounding a massive, weathered stone pillar carved with clan symbols and wisdom. The dead are buried with one or two pieces of meaningful jewelry, a ceremonial weapon, and simple formal clothes.
- Other Notes - Honor, education, and strength of will are paramount. Dwarves show great reverence for ancestors who became heroes through battle, invention, or leadership. The Vorathor are excavating deep into the mountain in search of religious relics.
- History - Dwarves came from the northern tundra when, according to legend, they were driven out of their homeland by a dragon. They settled in the eastern plains and foothills, then retreated into the mountains during the first wave of human expansion. They were the first to discover archmages among the Athanari humans and alert the other elder races. Recently, they have had skirmishes with the orcs in the southeastern foothills.
Sample Hair Colors
Black - Domino, ebony, jet, midnight, onyx, raven, sable.
Brown - Almond, chocolate, dark, hazelnut, mahogany, medium, mocha, wheat.
Grey - Alabaster, ash, arctic, platinum, silver, slate, snow, white.
Red - Auburn, caramel, chestnut, cinnamon, copper, fiery, ginger, russet, wine.
The Effects of Age
As a Youth, a character is an adolescent who is supposed to be under an adult's care and supervision. As an Adult, he gains full legal rights and responsibilities. At Mature, a character begins to suffer the effects of aging. He must roll HT once per year. On a failed roll, an attribute decreases by 1 point. On a critical failure, 1 point of HT is lost as well. An Old character's HT roll is made at a penalty equal to the number of years above the minimum age for Old (IE: -1 at age 81 for humans). If any attribute is reduced to zero, the character passes away.
Corbel - A piece of stone jutting out of a wall which holds up a weight, often carved into a decorative form.
Four-Centered Arch - A low, wide arch, flattened and pointed, with a low ellipstical shape.
Oriel Window - A form of bay window found in Gothic revival architecture, which jut out from the main wall of the building but do not reach the bround. Corbels or brackets are often used to support this kind of window.