Adventures in Sylvestia
Average Height: 4´ 0˝–4´ 11˝
Average Weight: 180–255 lb.
Ability Scores: +2 Constitution, +2 Wisdom
Speed: 5 squares
Languages: Common, Dwarven
Skill Bonuses: +2 Dungeoneering, +2 Endurance
Inorganic Physiology: When you are attacked by a poison with “save ends” in its effect you can immediately make a save. In addition you have Resist Poison equal to your Constitution modifier + one-half your level.
Uncanny Strength: You move your normal speed when it would be reduced by armor or by a heavy load, and you can carry 50 percent more weight then other bipeds. You may also wield a two handed weapon in one hand. Using a weapon this way makes wielding a second weapon of any type impossible; though you may wield an implement or use a shield in your off hand.
Stand Your Ground: When an effect forces you to move – through a pull, a push, or a slide – you may move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you may immediately make a saving throw to avoid falling prone.
Play a dwarf if you want to . . .
- be tough, gruff, strong and stubborn as bedrock.
- peruse glory and wealth in the name of a cause.
- be able to take as much punishment as you dish out, which is a lot.
- be a member of a race that favors the paladin, cleric, and fighter classes.
Dwarves are creatures of stone and minerals. They look like stocky humans crafted from soft stones and/or mud and clay. Compared to a human their limbs always seem too thick, the hands and feet too large. Their skin tends from ruddy and brownish to coal black. Dwarves frequently possess what appears to be hair, in reality it is a mineral growth they call swath. Swath feels like very thin strands of clay, flexible and dry to the touch.
Swath occurs sparsely around the joints, mostly the points of the elbows, tops of the shoulders and the feet. Swath can easily be “cultivated” or cut, a process which looks someplace between ritual scaring and shaving. In recent years more human looks are becoming trendy, particularly long braids on the head and face. Intricately cut swath is a sigh of great wealth, largely because it become brittle so quickly when it is fine. Thick “braids” with a simple twist or rope patter are the common wear, though hairless is always a fissionable alternative for either gender.
Dwarves seem to age slowly, though the difference in maturity between child and adult dwarves is drastically less than seen in humans. They reach physical maturity after 25 years or so, and seem to stay in physical prime for another 30 or 40 years. Dwarves have been reported to live three hundred years or more, thought this is rare, most won’t see 200.
Playing a Dwarf
Dwarves are much like stone; solid, dependable, stubborn, slow to start and hard to stop. Dwarves have a keen eye for tradition and ceremony balanced by a strong pragmatism. Thus the Dwarves have avoided crippling social dogma or, worse, bureaucracy. Dwarves rarely organize in family groups, or even form particularly strong bonds with any but their immediate family. Also, while Dwarves might not express the same desire to be different that humans show, they all ferverently want to be themselves, this results in two cultures (Human and Dwarfish) that are both very similar and very different.
Dwarves tend to focus on the material world more than the spiritual, and for the most part Dwarven deities are embodiments of physical features and places of interest, with names like Old Father Tree or The Great Stone. Perhaps because dwarves don’t form close familial ties; many seek to leave a tangible legacy in the world. This drive has leads the dwarves to become craftsman of unparalleled skill. Any material of the earth interest Dwarven craftsmen, but wood, bone, and other “impure” materials are usually eschewed.