General Description
Dwarves (called Kageshuju, shadow dwarves, by the people of Heibesu) are a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely at war with both outsiders from the Darklands that often have exits in their caverns and the treacherous Drows. It could be said that their history shapes the dark disposition of many dwarves, for they reside in high mountains and dangerous realms below the earth.
Dwarves love history and traditions and make a point of recording every tale or story they come across. They have very long lifespans, which leads along with their societal stances to far less generational shifts, and to far more stable borders. Dwarves are thrifty by nature, but also meticulous and obsessed by architectural knowledge and feats, attention to detail, and durability. However they are also thoughtful, imaginative and willing to experiment. Many dwarves dedicate themselves to refine and perfecting feats of stonework or engineering which have constantly outpaced most technological advances in most other races. At such, dwarves prefer to live in more extreme environments, such as their mountain citadels, though some also live on flat land, in jungles and steppes.
Dwarves do not, however, have an interest in overground expansion. Instead they focus on consolidating each piece of territory they hold. Dwarves thus rarely overextend themselves, but they also may miss opportunities to seize the initiative and maximize the advantages they create. There is a saying in Ton'keena that claims that dwarves already rule the world, but they do not know it.
Physical description : Dwarves are a short and stocky race, and stand about a foot shorter than most Ton'keena, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the long length of their hair, and often decorate their beards with a variety of clasps and intricate braids. Clean-shavenness on a dwarf, even female, is a sure sign of social rebellion, madness, or worse—no one familiar with their race trusts a beardless dwarf.
Society: The great distances between Dwarven fortresses and their inherent social introspection account for many of the cultural differences that exist within their societies. There are three Coalitions : the Jade Kingdom, the Western and Eastern Dwarven Empires (the first in the Wild Mainland, and the second one in Daaria). There are also a few isolated citadels, such as the Steelforge Fortress in the mountains of Ninomiya, deep in Heibesu territory. In most citadels, there are several castes : the Gold, Shield, Pickaxe and Knife castes (artisans/merchants, magi and militia, miners, and 'outcasts'). The three first castes sit on a three-dwarf committee that leads the citadel.
However strong the bonds between each fortress in these empires are, each citadel has its own code of laws, achievements, reputation and culture. Despite these schisms, dwarves throughout the world are characterized by their love of stonework, their passion for stone- and metal-based craftsmanship and architecture, and their fierce hatred of drows, In some remote enclaves, such as those areas where these races are uncommon or unheard of, dwarves' fixation on security and safety combined with their rather pugnacious nature leads them to find enemies or at least rivals wherever they settle. While they are not precisely militaristic, they learned long ago that those without axes can be hewn apart by them, and thus dwarves everywhere are schooled to be ready to enforce their rights and claims by force of arms. However, they rarely seek to actively claim land – the collapse of one Drow kingdom in the Great War of the Hammer and its takeover by Dwarves was unprecedented.
Relations: Dwarves and Drow have lived close to one another and competed over the same resources for as long as both race existed, and there is a deep hatred of Drow instilled in the Dwarven mind. Dwarves tend not to trust other races, except the Halflings that tend to inhabited the planes of Dwarven territory and with whom they have forged lasting bonds of friendship. Dwarves see Ton'keena as too arcane-minded and energetic to trust, and fear their expansion will soon lead to war or other dire fates. The matriarchal structure of Ton'keena society also inspires fear in dwarves, who see in the catfolk a potential surface version of their ancient Drow enemies. Dwarves used to see Kitsune with the same eye (even worse – they have Unseelie blood, and the fey people were mortal enemies of the Dwarves before they vanished), but since they have helped defeat the Drows, they have become accepted and even loved. However, many Dwarves come to respect the Ton'keena industrious drive and ambition, which sometimes leads to lasting friendships.
Alignment and Religion: Dwarves are driven by honour and tradition. They worship the Great Warden (known to Ton'keena as Mora'ko), and hold their respects to other deities without worship. They also cultivate a strong ancestor cult. Dwarves tend to be lawful.
Adventurers: Although dwarven adventurers are rare compared to Ton'keena, they can be found in most regions of the world, including Heibesu. Dwarves often leave the confines of their redoubts to seek glory for their Empires, to find wealth with which to enrich the fortress-homes of their birth, or to reclaim fallen dwarven citadels from racial enemies. Dwarven warfare is often characterized by tunnel fighting and melee combat, and as such most dwarves tend toward classes such as fighters and barbarians.
Male Names: Dolgrin, Grunyar, Harsk, Kazmuk, Morgrym, Rogar.
Female Names: Agna, Bodill, Ingra, Kotri, Rusilka, Yangrit.
Standard Racial Traits
Ability Score Racial Traits: +2 CON, -2CHA
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armouror encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Drow, Undercommon, Terran, Kitsune, Daarian, or Wild Mainland languages (but not Tribal).
Racial Traits:
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Drow Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the drow/elf subtypes because of their special training against these hated foes.
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.
Sub-Racial Trait : Each Dwarf must choose one of the following traits based on origin.
Gold Caste: Dwarves who belong to the Gold Caste of their fortress are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.
Bronze Caste: Dwarves who belong to the Bronze Caste of their fortress gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contains precious metals or gemstones.
Surface Dweller: Some dwarves live on the surface close to their home fortress, defending it from surface intruders and taking care of the halflings in nearby villages of interest. These are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces.
Dwarves (called Kageshuju, shadow dwarves, by the people of Heibesu) are a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely at war with both outsiders from the Darklands that often have exits in their caverns and the treacherous Drows. It could be said that their history shapes the dark disposition of many dwarves, for they reside in high mountains and dangerous realms below the earth.
Dwarves love history and traditions and make a point of recording every tale or story they come across. They have very long lifespans, which leads along with their societal stances to far less generational shifts, and to far more stable borders. Dwarves are thrifty by nature, but also meticulous and obsessed by architectural knowledge and feats, attention to detail, and durability. However they are also thoughtful, imaginative and willing to experiment. Many dwarves dedicate themselves to refine and perfecting feats of stonework or engineering which have constantly outpaced most technological advances in most other races. At such, dwarves prefer to live in more extreme environments, such as their mountain citadels, though some also live on flat land, in jungles and steppes.
Dwarves do not, however, have an interest in overground expansion. Instead they focus on consolidating each piece of territory they hold. Dwarves thus rarely overextend themselves, but they also may miss opportunities to seize the initiative and maximize the advantages they create. There is a saying in Ton'keena that claims that dwarves already rule the world, but they do not know it.
Physical description : Dwarves are a short and stocky race, and stand about a foot shorter than most Ton'keena, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the long length of their hair, and often decorate their beards with a variety of clasps and intricate braids. Clean-shavenness on a dwarf, even female, is a sure sign of social rebellion, madness, or worse—no one familiar with their race trusts a beardless dwarf.
Society: The great distances between Dwarven fortresses and their inherent social introspection account for many of the cultural differences that exist within their societies. There are three Coalitions : the Jade Kingdom, the Western and Eastern Dwarven Empires (the first in the Wild Mainland, and the second one in Daaria). There are also a few isolated citadels, such as the Steelforge Fortress in the mountains of Ninomiya, deep in Heibesu territory. In most citadels, there are several castes : the Gold, Shield, Pickaxe and Knife castes (artisans/merchants, magi and militia, miners, and 'outcasts'). The three first castes sit on a three-dwarf committee that leads the citadel.
However strong the bonds between each fortress in these empires are, each citadel has its own code of laws, achievements, reputation and culture. Despite these schisms, dwarves throughout the world are characterized by their love of stonework, their passion for stone- and metal-based craftsmanship and architecture, and their fierce hatred of drows, In some remote enclaves, such as those areas where these races are uncommon or unheard of, dwarves' fixation on security and safety combined with their rather pugnacious nature leads them to find enemies or at least rivals wherever they settle. While they are not precisely militaristic, they learned long ago that those without axes can be hewn apart by them, and thus dwarves everywhere are schooled to be ready to enforce their rights and claims by force of arms. However, they rarely seek to actively claim land – the collapse of one Drow kingdom in the Great War of the Hammer and its takeover by Dwarves was unprecedented.
Relations: Dwarves and Drow have lived close to one another and competed over the same resources for as long as both race existed, and there is a deep hatred of Drow instilled in the Dwarven mind. Dwarves tend not to trust other races, except the Halflings that tend to inhabited the planes of Dwarven territory and with whom they have forged lasting bonds of friendship. Dwarves see Ton'keena as too arcane-minded and energetic to trust, and fear their expansion will soon lead to war or other dire fates. The matriarchal structure of Ton'keena society also inspires fear in dwarves, who see in the catfolk a potential surface version of their ancient Drow enemies. Dwarves used to see Kitsune with the same eye (even worse – they have Unseelie blood, and the fey people were mortal enemies of the Dwarves before they vanished), but since they have helped defeat the Drows, they have become accepted and even loved. However, many Dwarves come to respect the Ton'keena industrious drive and ambition, which sometimes leads to lasting friendships.
Alignment and Religion: Dwarves are driven by honour and tradition. They worship the Great Warden (known to Ton'keena as Mora'ko), and hold their respects to other deities without worship. They also cultivate a strong ancestor cult. Dwarves tend to be lawful.
Adventurers: Although dwarven adventurers are rare compared to Ton'keena, they can be found in most regions of the world, including Heibesu. Dwarves often leave the confines of their redoubts to seek glory for their Empires, to find wealth with which to enrich the fortress-homes of their birth, or to reclaim fallen dwarven citadels from racial enemies. Dwarven warfare is often characterized by tunnel fighting and melee combat, and as such most dwarves tend toward classes such as fighters and barbarians.
Male Names: Dolgrin, Grunyar, Harsk, Kazmuk, Morgrym, Rogar.
Female Names: Agna, Bodill, Ingra, Kotri, Rusilka, Yangrit.
Standard Racial Traits
Ability Score Racial Traits: +2 CON, -2CHA
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armouror encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Drow, Undercommon, Terran, Kitsune, Daarian, or Wild Mainland languages (but not Tribal).
Racial Traits:
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Drow Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the drow/elf subtypes because of their special training against these hated foes.
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.
Sub-Racial Trait : Each Dwarf must choose one of the following traits based on origin.
Gold Caste: Dwarves who belong to the Gold Caste of their fortress are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.
Bronze Caste: Dwarves who belong to the Bronze Caste of their fortress gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contains precious metals or gemstones.
Surface Dweller: Some dwarves live on the surface close to their home fortress, defending it from surface intruders and taking care of the halflings in nearby villages of interest. These are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces.
Base Height and Weight
Gender
Male Female |
Base Height
3 ft. 5 in. 3 ft. 4 in. |
Height Modifier
+2d4 in. +2d4 in. |
Base Weight
150 lbs. 150 lbs. |
Weight Modifier
2d8×5 lbs. 2d8×5 lbs. |
Random Starting Ages
Adulthood
30 years |
Intuitive
+3d6 years |
Self-Taught
+5d6 years |
Trained
+7d6 years |
Intuitive : This category includes fighters and rogues.
Self-Taught : This category includes rangers and swashbucklers
Trained : This category includes alchemists, inquisitors, investigators and wizards.
Self-Taught : This category includes rangers and swashbucklers
Trained : This category includes alchemists, inquisitors, investigators and wizards.