Species Name: Dwarf, Dhwérgwhos, Dwerwhes, Dwarrow
A Dwarf is a creature from Germanic mythologies, it usually has magical talents often involving metallurgy. The remnants of the mythological Dwarves formed later fairy tales and folklore as well as elements of Fantasy literature. The universal modern description of a Dwarf is something short, usually associated with magic, fantasy, and fairy tales. The form came to wider attention with its use by J. R. R. Tolkien in his fantasy novel The Hobbit which features a number of Dwarves. Norse Dwarves are the earliest source for our understanding of original Dwarves. They are skilled craftsmen, and most of their magic involves labour, craftsmanship, and metallurgy. The words Dwarf and Dvergr are theorized to derive from Proto-Germanic meaning something tiny suggesting the Dwarves were thought of as small beings from the beginning. Dvergar are famous for having created Skíðblaðnir, Gungnir, Draupnir, Mjolnir, etc.
Imbued with unchanging attitudes and steadfastness Dwarves do not waver even in the face of great adversity. Well suited to their lives underground they can see in the dark and detect underground dangers and pitfalls. Dwarf craftsmen have created the finest cities and buildings in the world. They have no fear of poisons and noxious substances and shake off its effects as easily as they slay the goblins who lurk in the dark. They have a hearty appetite for ale and feasting. Dwarves are also great warriors, well disciplined and organized into armies that strike fear into evil monsters everywhere. To most Dwarves the world is made up of the dark places underground. The lands above are strange and remote. Almost certainly they would have been formed or shaped by the gods of other lands. Most Dwarves believe that the world is made up of a number of parts created for different peoples. Dwarves were given the deep earth as their own, Elves the forests, Halflings the fields; each in their own place.
Physical Traits: Short height, solidly muscled, broad shouldered, large thick fingered hands
Height: 4 ft
Weight: 150 lbs
Abilities: Nightvision up to 90 metres
Sensory Organs: Visual
INT: 3D6, WIS: 3D6, STR: 4D6, DEX: 3D6, CON: 4D6, CHA: 3D6, MR: 2D6, HPs: CON +D12
Orbit/Climate: See Earth
Feeding Habits: Omnivore
Lifespan: 450 years
Culture: Standard. Diversified mix of kind and evil people. Dwarf clans are family groups that are all related to one another. All the members of a clan trace their lineage back to a common ancestor. This could be the founder of a stronghold but it may go back only as far as the previous generation. Each clan specializes in a particular craft or skill: blacksmithing, mining, and weaponsmithing are examples. Different clans usually live close to each other so that they can trade skills among themselves. The relationships between clans are complicated and interdependent. The blacksmith clan needs to eat so they trade with bakers and butchers. Most clans are concerned with the manufacture of goods and services. They love to create things from raw material and delight in the working of stone and metal. In major strongholds each clan practices its own craft. In smaller ones a clan may practice a number of crafts. Out of preference Dwarves practice one craft only and that one skill may be honed to a higher level than would be possible if two, three or four skills were practiced.
New clans are formed when a dwarf decides to take up a different profession from that of his own clan. He may learn a new profession by apprenticing himself to another clan with the understanding that he will either become a member of the clan through marriage or that he will practice his new trade at a different site. In both cases he relinquishes membership in his original clan and swears never to reveal the secrets of its guild to others. If he has served his apprenticeship and does not marry into the new clan he is obliged to move to a different stronghold or found a new one. His descendants follow his profession. Although still related by blood to his original clan he is no longer considered to be part of that clan. Ties to his immediate family remain strong and he may call upon them for aid if he needs assistance. If he is attacked or insulted his brothers and sisters will quickly come to his aid as will others of their clan but he cannot expect their help in matters of trade and daily life.
A sick or injured dwarf will be fed and cared for by his clan. Those in good health are expected to work in order to maintain the welfare and reputation of the clan. No dwarf would ever do otherwise. Someone who cheats or doesn't pull his own weight earns the disapproval of his fellow clansmen. He will be warned and pressure will be brought to bear to ensure that he does not bring the name of the clan into disrepute. If he does not heed the warnings, he will be ostracized. An ostracized dwarf loses all benefits provided by the clan. The clan's guild will prevent him from working and confiscate his tools if it can. If he shows a desire to mend his ways, he will be allowed back into the clan, and the guild will lift the ban. If not, he will be left to himself and even his family will shun him.
Dwarves are expert craftsmen not out of some god given ability, but because they serve long, exacting apprenticeships. Dwarves traditionally serve a 25 year apprenticeship, which begins at the age of 25. To Dwarves this is part of life. A job worth doing is worth doing well. This attitude is deeply ingrained and explains why dwarves love to create beautiful objects and lavish so much time on them. They seek to create that which will last until time's end, and they have difficulty comprehending why other races consider work a chore rather than an act of artistic expression to be savoured and enjoyed. Dwarf craftsmen, because of their skills produce weapons, armour and other goods more quickly than other races, yet of superior quality.
Dwarves are viewed as humourless, if not downright grumpy by other races. They do not often tell jokes and have no appreciation of practical jokes. Society is based on law, order, and a respect for one's fellows. A Dwarf does not abuse that respect by ridiculing another's dignity. Dwarves love to work and find pleasure in it. This pleasure is so spiritually uplifting that any attempt at humour appears facile. Those not content with work or their position in life may need such diversion but humour is seen as insult. That's not to say that dwarves are humourless, they have a very black humour concerning their racial enemies but their sense of humour is very different from any others.
The Dwarven concept of wealth is different as well. Dwarves are attracted to objects for their intrinsic beauty not for any commercial value. They prize fine workmanship but know that craftsmen only augment what the earth has provided. Gold has the greatest significance to them not for its value but for its natural beauty and pliability. In the hands of a master craftsman gold can be heated and poured into molds, beaten with a hammer, drawn into wires, or carefully filigreed with a chisel. Well made golden objects are treasured for workmanship and beauty. Poorly made objects are melted down to be remade as coins or other objects. Dwarves are aware of the scarcity of gold and of its value. No Dwarf has ever sold gold at less than its current value, a fact that has led other races to see them as mean and avaricious. The Dwarves' passion for gold is well known as is their love of gemstones. They love to possess these treasures of the earth, polishing and cutting them into brilliant shapes that catch the light perfectly. Each stone is seen as a shining example of the beauty of the earth. To those who have left their underground homes they are reminders that true beauty comes from within the earth.
Dwarves are well aware of the value of gems. Where others value stones by weight and scarcity Dwarves value them according to their beauty. They have however no desire to own or collect pearls. As products of the sea and shellfish they are not considered to be gems. Dwarves find them unattractive. Pearls lack the deep lustre of natural stones. While pearls are worthless Dwarves are aware of their trade value. Gold and gems are their greatest loves but other metals are important to them too. Platinum has many of the attributes of gold and is even rarer. Silver is easy to work and holds its shape better than gold. Its colour is not as desirable but it has its own appeal. Copper and other metals are also considered beautiful. While other metals are more common than gold their comparative rarity lends them value. Iron ore is crucial to the Dwarves. With it they make weapons, armour, forges and tools. Iron ore veins are seen as the bones of the earth; bones bequeathed to the Dwarves to be used for their own purposes. When forged with carbon Dwarves transform iron into steel that is durable and hard without being brittle.
Though they would love to work exclusively with gold and gems Dwarves are a practical folk. They know that iron and steel wear hard and are infinitely more practical as tools. Therefore they work extensively in iron and steel. Dwarf craftsmen produce some of the finest weapons, armour, and tools in any world. These goods because of their quality bring higher prices that are gladly paid for Dwarven craftsmanship. All crafts necessary to ensure the strongholds are places of beauty are also worked.
Dwarves do not compromise when dealing with evil races, their hatred of them as ancient as the Dwarves themselves. Originally wars were fought to determine who had the right to live underground but the conflict has spread to the surface. In Sarmatia Dwarves have been driven from their ancient strongholds by Orcs, Goblins or other creatures of darkness. They now bear a burning and eternal hatred for them. Dwarves have no doubt that they are involved in a war of massive proportions. It is known as the "War to the Death," for the Dwarves have sworn to fight until their enemies are destroyed. And in this they have found a willing ally in the Roman Empire.
Government: Dwarves are traditionally ruled by a king or chief, but these are only two of the possible forms of government available. Major strongholds are always ruled by a feudal king.
Dhwérgwhos are the most common of the
Dwarven races and
are a noble race of demihumans who dwell under the earth, forging great cities and waging
massive wars against the forces of evil. Most of the
ancient Dwarven kingdoms have long since been lost in the
endless struggles against Orcs, Giants, and Dragons alike, and the Dwarves
have also found themselves in retreat before the coming of man into lands
they once held for themselves. They have
attempted to integrate themselves more with other races, often becoming merchants, smiths, jewellers, or adventurers. Dhwérgwhos are slow to trust others and slow to forget slights, but they are
true allies with a deeply vested sense of honour and fair play. They are practical
and self-reliant and are generally rugged and world wise individuals,
experienced at living off the land and in fighting. They often have a
cynical and dour outlook on life and speak little in the presence of those
who have not been taken into the Dwarf's trust. Other races who interact
with them come to learn that biting sarcasm is natural speech for most
shield dwarves not an insult to be taken at face value, and over time these
new attitudes and softening of adherence to old clan law and tradition have
mellowed relations between Dhwérgwhos and other races. A
Dhwérgwhos is never happier than when he or she has a cause to work or
fight for, approaching tasks with a single-minded intensity, labouring for weeks, years, or even decades to the exclusion of other
endeavours. Once they have become committed to a particular task
it takes a great deal of coercion to make him set it aside for even a
limited amount of time.
Like the Elves in the Realms, Dwarves are a people whose numbers have been steadily dwindling, due both to the low fertility rate among Dwarves (along with the high incidence of male birth) as well as the long history of nearly genocidal wars against the green skin races and their evil allies above and below the earth. Unlike the green skins the Dwarves were very slow to recover their losses, and in time their numbers have diminished as Dwarven kingdom after Dwarven kingdom has been overwhelmed and annihilated by enemies leaving only refugees, ruins, legends, and simmering revenge in the hearts of dwarves behind them. Their long lifespans and long memories often lead to feuds lasting centuries between Dwarves and those they feel have wronged them.
|The Dvergar, or Lost Dwarves are a cruel and evil subrace
created by prolonged exposure to the ancient Gates. They typically make their homes in the deepest parts of the earth,
where even other Dwarves fear to tunnel. They are very similar in
appearance to surface Dwarves but have distinct pale grey skin, no hair, and
bright eyes. The Dvergar alternate between working in concert with the Svartálfar and
being at odds with them, as the Svartálfar believe
themselves superior to everything. They have a deep-seated grudge against other
Dwarven races due to their exile from their midst.
Dvergar are suspicious and hostile to strangers and have a very difficult
time learning to trust anyone. At the same time they tend to be brooding,
calculating, cool headed individuals who plan for the future (especially
revenge on those who have wronged them). They like to choose the ground
for their battles when they fight, giving themselves the best chance for
certain crushing victory with a minimum of losses to themselves. They
continue to meddle in powers that noone was ever meant to touch.
Every hundred years or so they mount an all out war against the other subterranean creatures. This war is a means of winnowing out the weakest of the Dvergar lairs, a focal point for racial identity, and a chance to really create some terror amongst their rivals. It also serves the purpose of starting rumours. Humans will certainly hear that a war is being fought and they will send hundreds of scouting and adventuring parties to the underground to investigate. The Dvergar welcome this new source of slaves.
Creating a Dwarf character
|Step 1: Age|
|Determine your character's age. If older than 100 you need to determine which years you have been present in.|
|01-20||10 xD4 years|
|21-40||10 xD6 years|
|41-60||10 xD10 years|
|61-80||10 xD12 years|
|81-00||10 xD20 years|
|Next decide what you have been doing. Were you involved in any famous historical incidents? In the present day where does your character live or is he a wanderer, moving around continuously?|
|Step 2: Attributes|
as normal but STR
and CON are +D6, while MR is -D6. Mana =
INT + WIS x2. Mana is recovered at a rate of 10 per hour if remain active
(but not using magic) and 20 per hour if asleep.
Mana can however be permanently traded for HPs at a rate of 1 for 1.
Hit points = CON +12, +12 per level.
|Step 3: Skills|
Choose skills in the normal manner according to the character's class. Then for every 100 years alive select 1 additional skill.
|Step 4: Abilities|
All Dwarves gain all the following free;
Night Vision - The character can see in absolute darkness at a distance equal to his normal sight.
Greenskin Enemies - Every Dwarf harbours a deep loathing for the Goblin, Orc, Ogre and Hobgoblin races. Even an otherwise pacifistic Dwarf has no reservations about harming this creature. In fact he may actively seek it out for the express purpose of destroying it, usually due to some need for revenge. Gain the following when fighting one of the green skins; +2 Thac0 and AC. +2 attacks and initiative. This increases by +1 to all bonuses listed every 3 levels.
Additionally Dwarves start with 40 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.
|Earth Heals||10||Whenever underground the Dwarf can heal at phenomenal rates. He must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.|
|Increased AC||5||+1 AC|
|Increased Thac0||5||+1 Thac0 with melee weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.|
|Intimidating||10||This character has greater presence, +1 CHA|
|Natural Chameleon||10||Using this ability the Dwarf can blend into and render himself nearly invisible in any mountainous or subterranean terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies.|
|Nature Survival||10||Due to a Dwarf's extensive experience and training underground he gains +1 to any physical, combat and survival rolls made while within that environment. He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Mountain, Forest or Ocean. Each time this ability is rebought he may either take an additional +1 with their terrain OR choose a new terrain.|
|Reduced Sleep||5||The Dwarf needs one hour less normal sleep per 5 CON.|
|Sense Hidden||5||The Dwarf gains +1 per 5 INT to detect a hidden object, door, person, etc.|
|Smell||5||Smell increases to x1 normal range per 3 WIS with an additional x1 per level. It can only be used for smelling poison or impurities in food and beverage.|
|Witch Sight||10||The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.|
|Step 5: Classes|
|Any but favoured ones include Slayer, Merchant and Soldier. Mage classes are generally shunned (except for Artificers, Alchemists, Runesmith, Priests and Shaman) due to their distrust of magic. The general consensus is that magic is too erratic and volatile to fool around with let alone rely on in battle.|
1,500,000 BC the Celestial Alliance after numerous setbacks in their various wars across the galaxy
returned to the Sol system and land on Earth in an attempt to create a race of
super beings to fight as slaves. Their experimentation led to the creation of
Dwarves. Around 80,000 BC the Dwarves began trading with Atlantis. 70,000 BC saw
the beginning of the Ice Age the Dwarves and Gnomes choosing to escape it by
shifting their civilizations underground. In 20,000 BC the Elves'
and the Dwarves finally met and a misunderstanding led to war.
15,000 BC saw the arrival of Human colonists who immediately became friends with the Dwarves. This in turn caused the Elves to see them as a new enemy. The main human camp was attacked soon after with 40% of their people slaughtered and their ships destroyed, only the intervention of the Dwarves prevents a total massacre. The surviving Humans then moved into Dwarven cities where they found a race eager to learn their technological secrets. By 14,965 BC they were able to create a series of portals using salvaged remains from the colony ships.
By 13,070 BC mutations caused by prolonged exposure to the portals saw the first Dvergar appear amongst Dwarves.
In 12,100 BC the city of Avalon is built by various engineers from the Human, Alvefolket, Dwarf and Gnome races using the last remnants of their hi-tech. Just 58 years later the Ljósálfar would assault Avalon, but unable to seize it instead phase the entire city into a dark limbo.
1351 AD was the last time any of the Dwarven races were seen. But they were still around, deep in the bowels of the earth.
Post Holocaust Era:
In 1351 AD after suffering thousands of losses due to the Infernal created Black Death the various Dwarven clans united to go into hiding deep into various mountains around the world where they had their strongholds.
After the catastrophe of the Chaos Era the Dwarves emerged to find their world changed and warped. Mutated humanoids and animals roamed freely throughout the land, slaying everyone in their path. Daemons created nightmare realms enslaving entire tribes and peoples and murdered and pillaged at will. It was time to locate their former allies the humans, if any still existed.