The Dwarves are an ancient race, descended from beings that came originally from the fey realm Eisadai. Unlike the exiled Elves and the refugee Gnomes, Dwarves came to the mortal realm as immigrants and colonists. As the first of the races to come from Eisadai, the Dwarves have adapted to the mortal world, and thus retain few ties to their fey origins.
As a culture, the Dwarves make a virtue of hospitality and have elaborate customs about giving, accepting, and repaying favors. Guests in a Dwarven homes are treated like family, but are expected to treat their hosts with the utmost courtesy as well. They live by a “Work Hard, Play Hard” philosophy. When working, most take their chosen path very seriously, with dilatants and dabblers being extremely rare. At leisure, Dwarves favor big meals, strong booze, and vigorous sports (mountain climbing and marathons are popular). Dwarves have reputation for being boisterous, and often have a hard time keeping their opinion to themselves.
While it is not discussed with outsiders, many Dwarves fear that their time in the world is coming to an end. Each generation, fewer and fewer dwarves are born, with sterility becoming increasingly common in both sexes. Doomsayers predict that they are among the last Dwarves, and their race will be extinct within 500 years. While the situation may not be as dire as some would say, it has become a deeply troubling issue.
The Dwarves of the Realm are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the length of their hair, and men often decorate their beards with a variety of clasps and intricate braids.
Dwarves make use of the following exotic weapons, and are treated as Martial Weapons for dwarves with the Weapon Familiarity ability.
Boulder Helmet, Dorn Durger, Long Axe, Long Hammer, Maul Axe, Urgrosh, Double War Axe, War Axe
There are a number of distinct Dwarven cultures. While all dwarves have certain cultural traits (conservative values, a love of craftsmanship, and personalities that tend to be rugged and gruff), each culture possess their own unique history, perspective, and values.
+ 2 Constitution, + 2 Wisdom, and –2 Charisma. Dwarves are both tough and wise, but also a bit gruff.
Medium Size Humanoid (Dwarf)
Speed: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Defensive Training: Dwarves gain a + 4 dodge bonus to AC against monsters of the giant subtype.
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.
Hardy: Dwarves gain a + 2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred: Dwarves gain a + 1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
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.
Stonecunning: Dwarves gain a + 2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
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.
Aging Effects: Adult 15 Middle Age 35 Old 53 Venerable 70 Maximum 70+2d20
Languages: Dwarves begin play speaking the Dwarven and one other Common language from their native Region. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, or Terran.
Native Regions: The Realm, The Northern Reach, The Northwest Islands
Alternative Racial Traits
- Fey-Blooded: Dwarves with this trait have a stronger connection to the realms of the fey. The Dwarf counts as Fey as well as Humanoid (Dwarf) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). In addition, the Dwarf gains DR 2/Cold Iron. This replaces Hatred.
- Grayskin: Some dwarves benefit from a beneficial condition that causes their flesh to harden over time. These dwarves gain a +1 natural armor bonus to Armor Class; this bonus increases by +1 at 6th level and every six levels thereafter. This ability replaces defensive training and hatred. Scarred Lands
- Runic Training: Dwarves have always practiced rune magic. Dwarves with this racial trait and a Wisdom score of 11 or higher gain the following spell-like abilities once per day:_ arcane mark_, comprehend languages, detect magic, and read magic. The caster level for these effects is equal to the dwarf’s level. This racial trait replaces hardy. Scarred Lands
- Tattoo Mastery: Dwarves receive a +2 bonus on all Craft (tattoo) checks. Any spells or spell-like abilities their magical tattoos produce are at +1 caster level. This trait replaces Stonecunning. Adapted from Scarred Lands