Evengar

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Legend holds that the Dwarves were hewn from mountain stone by Krendar the Defender. Utilizing their innate connection with earth and rock, they carved out two massive city-states from under and above the mountains, Thoindyn and Disdarban, which remain to this day. Like the stone from which they were made, Dwarves are stubborn, resolute, persistent, and steadfast.

Physiology

The Dwarves are marked by stout bodies and tough skin which they tout as being leftovers from their beginnings as solid rock. Dwarves are in general shorter than humans, but on average appear around 4′ to 5′ weighing in around 150 to 200 pounds. Most famously, Dwarves are hairier than the other races and always sport a large beard (even women will grow a beard, but many customarily keep it shaved). Dwarves keep their long beards and hair well-groomed and styled, usually with braids and fancy clasps. Dwarves begin maturing around 20 years of age and are considered adults by the time they reach 30. They live for several human lifetimes, often hundreds of years.

Appearance

Dwarves are typically found wearing tunics made of leather or sturdy cloth. Women sometimes wear dresses. Adventurers are found in chain mail or heavy armor under a vestment. Dwarves will adorn themselves with bracelets, rings, amulets, and earrings crafted of the fine metals and gems that they mine.

Personality

As mentioned above, Dwarves are stubborn and resolute, but also loyal and persistent. Dwarves value friendships and family, but are cautious and suspicious around strangers. They can be quick to anger and slow to forgiveness. Dwarves are boastful and proud, but rarely lie, and all Dwarves can point out another's good points along with the bad. Dwarves are not often scholarly or headsmart, but they are often very wise and insightful.

Habitat

There are two massive subterranean Dwarven city-states, Disdarban and Thoindyn. Many Dwarves make their homes here amongst the ancient halls of stone. Other Dwarves take up residence on the surface in well-crafted homes in the mountains or hills. Few Dwarves live among humans, but it happens occasionally.

Dwarven homes are usually entirely carved out of rock and earth. Those on the surface are usually built into the side of a cliff or amongst a group of boulders. Humans describe surface Dwarven homes as well-made but uncomfortable and yet they regard the Dwarven homeland as awe inspiring and majestic.

Society

Dwarves are excellent craftsmen and miners, and many belong to a working or merchant class. Elder Dwarves earn seats on the Council of Stone; the advisors to the king and a legislature with limited powers. Ultimately, Dwarves are led by the Dwarf King, currently Khimzal the Brave, who takes up residence in Disdarban. Dwarves maintain a deep-rooted code of honor and deal out harsh criminal punishment to those who dishonor their father's name.

The Dwarves celebrate births by presenting the child at a feast held in a massive stone hall. They regard the coming of a child as something the gods have mined from eternity. Dwarves mate for life and have a strong sense of familial loyalty. They celebrate marriages with gifts to the happy couple in the form of weapons, jewelry, and other things their friends and family have crafted by hand. Dwarves see death as a natural occurrence, and embrace it with reverence as a chance to reunite with the stone from which they came. Dwarven funerals are respectful occasions where the deceased is entombed in a family crypt of stone.

Relations

Dwarves get along well with Men and relate to the Halflings' enjoyment of good food and drink. Dwarves mostly see Elves as pretentious and fragile.

Motivations

Dwarves make great bodyguards, warriors, or even earth magicians. Excellent motivations for a Dwarf would include creating a magnum opus (their life's work), studying under a great smith or jeweler, finding distant family, or simply protecting the ones closest to them.

Max Caps

Powers

  • Tunnel Vision. Dwarves have developed sight in pitch darkness after generations of mining underground. They can see perfectly normal even in the absense of light.
  • Well Grounded. Dwarves have a connection to the earth—literally. Due to their build and distribution of weight, any Dwarf can add +5 to any roll that opposes a trip, shove, or attempt to unbalance them.
  • Crafty. When Dwarves feel their creative itch, and they sit down to create an object (be it a weapon, a piece of jewelry, or something similar), they receive a +2 bonus on the Lore or Occupation check. This does not apply to fixes or repairs, only new creations.
  • Dungeon Delvers. It's a piece of cake for a Dwarf to find their way out of an underground dwelling. They receive a +2 on Navigation and Search when underground.