Races of Farvion: Dwarves

 Dwarves are a short, sturdy folk fond of drink and industry. On the isle of Farvion, they can be found primarily within the kingdom of Anvlore, located in the east side of the Camber Mountains. Although they are almost never taller than 4 feet, healthy adult Dwarves never weigh less than 150 pounds (or 1500 gold pieces in weight). Dwarvish culture highly values craftsmanship (referred to as craftsdwarfship in their culture) as well as metals of all kinds. They are renowned for their love of alcohol and their ability to produce fine beverages from the strangest of plants, more specifically their legendary wine which is made from mushrooms. Dwarves strongly lean towards a lawfully good alignment, though exceptions are made here and there. Dwarvish nations are almost never at war with each other, as while their clans often will be strongly competitive this almost exclusively applies to crafting. Notes on Dwarves as player characters are listed hereafter.

Dwarven Characters

Dwarven characters typically dwell most favorably within areas populated by rocky hills and regions, but mountain dwelling dwarves are rather common as well. Dwarven characters have a natural bonus to constitution, and will gain +1 to their constitution stat automatically in exchange for a -1 to charisma. This charisma penalty only applies when interacting with non Dwarf characters. Characters of Dwarven race may choose to be a Fighter (maximum of 9th level) or Thief with no level restriction. A combination of these two classes is likewise permitted. Dwarves who reach 9th level Fighter are allowed to research classes, and may in any case create fighting styles regardless of Fighter level. Evil dwarf characters may choose to become an Assassin with a level maximum of 9, however due to the natural tendencies Dwarves have to alignment this is a very rare case. 

Dwarven Fighter/Thieves may not use any armor other than leather when performing the skills of a Thief, but may optionally use other armor while not performing Thief skills in combat. As with all Fighter class combinations, the use of any weapon (which is permitted by Dwarves) can be used. 

One may have noticed that Dwarves are not permitted the use of any spellcasting class, as throughout dwarven history the race has always had a strong distrust of magic. Dwarves have thus developed a strong resistance to magical affects and spells, and will gain a +1 bonus to saving throws against spells, wands, staves, and rods for every 3 1/2 points of constitution. As such, a Dwarf with a constitution of 7 would have a +2 to magical saving throws. Likewise, a Dwarf with a constitution of 18 would have a +5 to saving throws against magic. While 19 is the normal maximum possible constitution for a Dwarf, characters may adjust their stats to reach a higher constitution. This bonus to saving throws continues after 19, and can result in a character having a maximum possible saving throw bonus of +7 in the case of 25 constitution. This bonus also applies to saving throws against poison, as their cultural obsession with alcohol in combination with their natural sturdiness results in a very low chance of ever being poisoned.

Dwarves are allowed the use of psionics, however it is rare for a dwarven character to ever have the required stats to be a psionic character. They have a natural defense against psionics, as psionics have a form of magic to them which dwarves resist. Instead of the normal bonus against magical saving throws, all dwarves will have a +4 against saving throws versus psionic blast.

Dwarves are all taught a series of languages which they can use in adventures. These languages are Dwarven, Gnomish, Goblin, Kobold (not to be confused with the terrible programming language), and Orcish. They are also always taught the common tongue of mankind. This is in addition to the alignment tongue granted by the character's alignment, which will usually be lawful good. Dwarves may only learn a maximum of 2 languages from a character's high intelligence.

All Dwarves are capable of a degree of infravision, which allows the sight of varying degrees of heat in the infrared spectrum. This ability does not allow the character to see through illusions or invisibility, as both of those forms of magic put a form of mask over the minds of characters who witness them. This "mask" prevents all forms of sight which does not see through illusions. This infravision allows sight up to 60 feet away.

Dwarves are also well known as excellent miners, as all Dwarves have natural abilities which prepare them for life underground. These abilities do not improve with character level, but begin with high chances of success. These abilities are:

-Detect grade or slope in passage, upwards or downwards: 75% chance of success

-Detect new construction, passage, or tunnel: 75% chance of success

-Detect sliding or shifting walls/rooms: 66% chance of success

-Detect traps involving pits or stonework (such as falling boulders): 50% chance of success

-Determine approximate depth underground: 50% chance of success

In order to use any of these abilities, the Dwarf must be within 10' of the examined situation, and must actively be using this ability in searching for information in this way. The Dwarf also need not be within 10' of anything in specific in order to determine depth, as in this case the Dwarf need only be underground.

Dwarves are trained in a unique skillset in combat, regardless of class, involving their knowledge of how some other races are known to fight. All Dwarves will gain a +1 on all "to-hit" rolls made against targets who are Half-Orcs, Goblins, Hobgoblins, or Orcs. In addition, due to their small, stout nature, larger targets struggle to attack a Dwarf character. When attacked by Ogres, Trolls, Ogre-Magi, Giants, or Titans, the attacker will always subtract 4 from his or her "to-hit" rolls against a Dwarf.

The Dwarves of the World

Throughout history, the Dwarves have always been known as expert metalsmiths, craftsmen, and brewers. Their ability to create masterworks of supreme quality has always been noted as impressive, as is their culture. Their natural toughness and tendency to work hard has driven them to success throughout all of time. Their earliest historical event of great significance was when they first began making steel in year 8 of the Age of Myth. This was decades before any other race began making equipment from steel, as it was then deemed a gift from the Dwarven gods in this time. The Humans, while talented craftsmen in working with iron, did not learn the process of making steel until sometime around the year 221 B.A. The Dwarves have always shared enmity with the Goblins, and have fought countless wars against these creatures, who they call a "vile force of darkness." Dwarves are also well known for obsessing over metals, as many Dwarves build their homes in the hearts of mountains. Mountains are known to contain more ore than other places in the world, but even in this abundant environment the Dwarves have picked clean several mountainous regions of their metals. They are very well known for their tendency to dig deep into the earth, often unearthing powerful relics from a time before history, as well as unearthing living entities from this period as well. The Dwarves have a history in facing against demons in centuries past, and have several stories and books detailing the many battles they have fought. Of all the races, the Dwarves have been historically known to be the most diligent in keeping their histories. This is due to the Dwarves keeping their history in books, as well as carved into their stone walls. 

As other cultures progressed and learned the secrets of magic, the Dwarves grew distrustful of the strange abilities granted to the other races. While some Dwarves have disconnected themselves from Dwarven society in pursuit of these strange talents, most Dwarves grew distrustful and avoided magic. Their fear and avoidance of magic developed over time into a resistance, which protects them from all forms of magic. Dwarves are magically resistant in accordance with constitution.

On the isle of Farvion, Dwarves may be found in the eastern side of the Camber Mountains, where they have established the kingdom of Anvlore. Anvlore is known best for it's exports of various metal crafts and alcohols. In recent years, the Dwarves have recently been becoming more and more curious of the magical arts of other races. In rare cases, Anvlore has been rumored to have been trading their wide variety of goods to the empire of Errothar in exchange for magical items such as wands, staves, rods, and scrolls. Anvlore itself has recently declared an alliance with Errothar.

The king of Anvlore, Ezneth Uveldurad, has been rumored by some tourists to Anvlore to be mentally unwell. Some refer to him as a king with a twisted mind, as his nature often seems contrary to the natural lawful good tendencies of the Dwarves.

Dwarves are known to have a fear of elephants.*

* - This has not been confirmed, however it is assumed that this near PTSD response to elephants is due to a past experience that Dwarves as a whole may have shared hundreds of years ago.

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