Dwarvenkind

Dwarf


Dwarves are sometimes referred to as Children of the Stone, an apt description for this hardy race, tough and immovable as the rugged hills and mountain ranges that they live either on or under. While they are renowned for being gruff and short tempered, they are also fiercely loyal. It is said that a Dwarf never forgets a kindness shown to them, nor a grievance. This makes them a valuable friend and ally, but also an implacable foe.

Physically they appear almost half the height of the average human, but typically possessing the same mass. This makes them well muscled and broad of shoulder, renowned their strength and stamina, with a tendency toward slow movement and clumsiness at times. They often have a propensity for rotund bellies, though this could simply be due to their unquenchable thirst for ale and mead (or any kind of strong drink). Thick beards are prevalent among males, and usually have a strong cultural significance as well, being a sign of manhood, courage, wisdom, and experience. You can learn much about a Dwarf from the braids in his beard, as each one represents a significant moment in their such as a victorious battle or grand discovery. Even among Dwarven females, facial hair is common, though it is often trimmed or swept up into extravagant braided hair styles.

Dwarven lifespans are still considerably shorter than the long-lived Elves, but generally they live two to three times longer than humans. This gives them ample time to perfect their trades, and as such Dwarven craftsmanship is highly prized, particularly when it comes to metal and stone works. Ever a pragmatic race, their designs are predictable, following sturdy geometric patterns and valuing function over form.

With a natural affinity for the earth, Dwarves often make their homes underground, carving vast pillared halls and grand underground highways as they delve deeper into the earth in search of highly coveted precious metals and gemstones. Tales abound of hidden mines and long forgotten caches of untold riches beneath the mountains, drawing greedy adventurers below ground in search of the fabled wealth of the Dwarves. Of course none are as greedy as the Dwarves themselves, for as a race they are often born with an uncanny lust for all that glitters and sparkles. In some cases this has proven disastrous; as they delve deep they sometimes uncover the dens of vile subterranean creatures, or release unspeakable horrors from long forgotten prisons, or even unearth the leftover anomalies from the formation of the Realm of Strife, known as the Shards of Creation.

With vast kingdoms and empires beneath the surface, Dwarves are mistakenly assumed to be isolationists. This is not necessarily the case for their cultures’ thrive on trade with outside world. Merchants are the most likely to be found aboveground, though entire Dwarven communities exist on the surface, for it is certainly much simpler to grow food and hunt game there. Having spent so much time underground, Dwarves have also developed a limited form of infravision that allows them some capability to see in the dark, a highly valuable skill for underground expeditions when a failing torch could mean certain death for other races. However, living with the constant presence of a rocky ceiling overhead does cause some Dwarves to be fearful of the sky when traveling aboveground. While this is viewed humorously by surface dwelling races, a profound fear of falling endlessly upwards into the great blue void of the sky is considered to be very reasonable for a respectable Dwarf.

While some would mock the Dwarves for their stature and strange ways, few can deny their wealth, influence, and power, particularly on the Continent of Gant. There the Dwarven Clans of the Spineback Mountains have forged a mighty underground nation known as the Kingdom of Angveldt, where all clans pledge unwavering loyalty to the High King.

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By comparison, the Dwarves of the continent of Gant are much diminished. Having once thrived both above and below the surface of Eastern Gant, they are now typically found living under the banner of the City-State of Ralgor. Even in Gant the Dwarves are undeniably powerful, for Ralgor is one of only a few City-States that was able to stand on its own through all the trials and tribulations that have shaped the lands.

In both continents, isolated clans of Hill Dwarves can be found. These Dwarves are said to be exiles from the mountains; whether this was a self-imposed exile or the outcome of losing some ancient war of the clans is highly subjective. As Dwarves are prone to holding grudges, it is best to avoid the topic altogether when visiting a Hill Dwarf community.

Affinity: Earth/Land Spirit Powers (+5% Critical Hit Chance):
Resistant to: Arcane (+10), Elemental (+15)
Stat Modifiers:

STRENGTH +1
AGILITY -1
STAMINA +2
INTELLECT
WISDOM +2
AVOIDANCE -2
PERCEPTION -1
RESOLVE +2
INITIATIVE -1
CHARM -1
MOVEMENT -1

Racial Passive: InfravisionStocky
Racial Secondary Skill: Blacksmith OR Miner OR Craftsman (typically Stonemason or some other craft that involves working with stone, minerals, metals, etc…)
Initial Gold: varies by class from 122.5 to 323.8

Gnome


Text Description
Affinity: Earth/Land and Mana/Common Spirit Powers (+5% Critical Hit Chance)
Resistant to: Arcane (+5), Elemental (+10)
Stat Modifiers:

STRENGTH
AGILITY
STAMINA +1
INTELLECT +2
WISDOM -1
AVOIDANCE +1
PERCEPTION -1
RESOLVE +1
INITIATIVE
CHARM -1
MOVEMENT -1

Racial Passive: InfravisionUnder-sized
Racial Secondary Skill: Alchemist OR Engineer OR Animators
Initial Gold: varies by class from 126.0 to 259.0