Dwarves are a hardy race of humanoids that civilize some of the harshest environments of The Land. Whether they are living deep under the ground, on windswept plains or embedded within civilization, the stubbornness and endurance of a Dwarven civilization has fortified their position within The Land.

Most Dwarves live to be between 300 and 400 years old, and are not considered adults until they are at least 30 years old. Male Dwarves start to grow beards around that time, indicating they are ready for a life of hard work and hard partying. Female Dwarves do not have obvious signs of maturity, and often hide their age for their advantage. The majority of Dwarven Adventurers are between 40 and 150; after that age, most are ready to settle and enjoy their community. Dwarves are generally between 4’ and 5’ tall, and weigh between 150 and 250 lbs.

As a Chaos Seed, you will forever be considered outside of the fiercely loyal Dwarven communities. You will be accepted as a fellow Dwarf by any Dwarven community, but you will have to earn acceptance into a clan before you are considered family. Dwarves have four main racial variations; when entering The Land, you may choose to identify with one, but you don’t have too.

City Dwarf

After many generations of living in Human civilization, certain races begin to lose their cultural heritage, and adapt to their surroundings. City Dwarves are a prime example of this. These communities cling together away from their mines, focusing on their crafting skills and collection of wealth. City Dwarves are distrustful of other races (including other Dwarves), and tend to be both elitist and more paranoid than other races. Another characteristic of City Dwarves is their exceptional hygiene, which is above most other races in The Land.

Physical Description: City Dwarves tend to be a little smaller than other Dwarves, and less muscled. They know what to say and when to say it to get their point across, but often sound curt or rude. Their skin is often more pale than other Dwarves (but not always), but their hair color can greatly vary. It is not uncommon for certain communities of City Dwarves to share a common beard or eye color. Their beards are always very well groomed, often short, and decorated with jewelry.

Attribute Bonuses: +1 to Intelligence, +1 to Charisma, +4 to Any per level.

Starting Affinities: +50% to Conversation; +50% to Gather Information; +50% to Jewelling; +50% to Trade.

Resistance Bonuses: None

Starting Languages: Common, Dwarven, one bonus language.

Vision: Normal

Trait: Dwarven Resilience: You gain a +10 bonus to skill checks when resisting a negative physical effect, such as being Stunned by Air damage or being pushed. Stubborn Negotiator: You gain a +10 bonus to your Mental Value when targeted with a Compulsion attack, and a +10 bonus to any check to end a Persistent effect caused by a Compulsion.

Deep Dwarf

Formally known as Duergar, it has always been said that Dwarves were formed of the ground beneath The Land, and Deep Dwarves believe their lineage goes back to that time. They are a society that lives below the ground in caverns so deep and vast many Deep Dwarves will never see the sunlight. Deep Dwarven kingdoms tend to be absolute monarchies; many Deep Dwarves will risk their personal safety (or even wealth) for the good of their monarch without being prompted. That loyalty does not extend to those outside of their clan, however. Deep Dwarves are also the stealthiest of Dwarves, knowing how to bend shadows to their will and move without being seen or heard. For that reason, other races tend to dislike Deep Dwarves, and they are often seen as criminals.

Physical Description: Deep Dwarves tend to be taller but more slender than other Dwarves, few could be called “stocky”. Their skin varies from pale white to ashen grey, and their eyes and hair match the same pattern (there are several clans that have light blue eyes, but they are very rare). When a Deep Dwarf ventures from its clan, it is assumed it is either on a mission for the clan or an outcast, and must earn its place in a community before it will be trusted, and their attitude reflects this.

Attribute Bonuses: +1 to Dexterity, +1 to Constitution, +4 to Any per level.

Starting Affinities: +50% to Perception; +50% to Stealth, +50% to Survival 

Resistance Bonuses: 10% Earth Magic

Magical Bonus: +1 Damage on Earth Magic spells that have damage dice

Starting Languages: Common, Deepspeak, Dwarven.

Vision: Darkvision

Trait: Dwarven Resilience: You gain a +10 bonus to skill checks when resisting a negative physical effect, such as being Stunned by Air damage or being pushed.

Hill Dwarf

Hill Dwarves are the most social of the Dwarven races. They are highly skilled in crafting. One of the few dwarf races known to be skilled in ranged combat. Hill Dwarves tend to meld into any society, using their skills as a boon to their local community, and generally finding acceptance. Hill Dwarves often travel far and are fond of sharing stories from their adventures. Hill Dwarves vary in profession and affinity, but have a natural affinity to Earth Magic and a resistance to physical effects.

Physical Description: Hill Dwarves are a very typical Dwarf, in size, shape, and attitude. Their skin is often a lighter tone than their Mountain Dwarf cousins, but it can be in many different shades and colors. There are dozens of local Hill Dwarf clans, so hair, eye and height vary greatly among Hill Dwarves. Unlike other Dwarves, Hill Dwarves often marry outside of their clan, making an even greater variation of appearances in Hill Dwarves.

Attribute Bonuses: +1 to Endurance, +1 to Constitution, +4 to Any per level.

Starting Affinities: +50% to Brewing; +50% to Fortitude; +50% to Intuition.

Resistance Bonuses: 10% Earth Magic

Magical Bonus: +1 Damage on Earth Magic spells that have damage dice

Starting Languages: Common, Dwarven.

Vision: Nightvision

Trait: Dwarven Resilience: You gain a +10 bonus to skill checks when resisting a negative physical effect, such as being Stunned by Air damage or being pushed.

Mountain Dwarf

Mountain Dwarves are a hardy folk, and some say are built from the same stone of their mountain homes. Natural miners, it is said mountain dwarves can “smell” veins of precious metals. This comfort with materials extends to their hands, and they are natural crafters. Mountain Dwarves generally stay in their clan homes until they need to prove themselves. Loyalty and honor are important to Mountain Dwarves, but so is a good time.

Physical Description: Mountain Dwarves exemplify the term “stocky”, with short, muscular physiques and thick arms. Their skin tone is typically darker than Hill Dwarves, and earthy tones often underlie their skin. Mountain Dwarves generally have brown or black hair, but some clans have silver, red, or even platinum blonde beards. Mountain Dwarves have an unspoken sense of kinship with each other, but that does not stop them from brawling.

Attribute Bonuses: +1 to Endurance, +1 to Constitution, +4 to Any per level.

Starting Affinities: +50% to Construction, +50% to Smithing, +50% to Survival

Resistance Bonuses: 10% Earth Magic

Magical Bonus: +1 Damage on Earth Magic spells that have damage dice

Starting Languages: Common, Dwarven.

Vision: Darkvision

Trait: Dwarven Resilience: You gain a +10 bonus to skill checks when resisting a negative physical effect, such as being Stunned by Air damage or being pushed.