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Dwarves (whose ancient fore-fathers, the Dwarves Of Dûer, were named long ago the Baal-Un or Bjaar-Un by the First Men) are a diminutive but stout race of heavy-bearded men-folk that are known for being great miners, masons and craftsman. These pale, rough-skinned folk name themselves the Ukujamaal or Dûer-Yn, and are known colloquially by other races as the "Longbeards" or Dwarrows (for "dwarf" is considered by the Ukujamaal to be something of a perjorative.
Image: a young dwarf caver - a Mountain Dwarf, it seems, from his pale features. It will not take very many years of hard mining to line his face with the dusty weight of his perilous underground existence, and his visage will have become much more representative of his kin.
Dwarves are well known for being a hardy people, stoic and fearless, but also gruff and untrusting. The Endhro call them "stone-men" and the elves name them "Caledrim" - "the hard and stony people", people that they say emerged from the living rock itself. Many dwarven tale-tellers will confirm this origin story. The Longbeards are renowned for being skilled appraisers of handiwork, with eyes that glint to the tell of gold, but many also label them quick to anger, greedy, and Heavy Drinkers.
Over the millenia, the Dwarves have split into two main tribes or sub-species: The first of these is the Hïli or Hill Dwarves (also called sometimes River Dwarves), which are the most common in the Seventh Age). Then there are the rare and lonely Mountain Dwarves (also named "Deep Dwarves?" or "Deurgar?"), rough and ragged independent miners who venture far from civilized lands searching for valuable ores. They are seldom found in urban areas unless in town to trade their winnings extracted from the roots of the mountains.
The Dwarven individuals now living and working in Tormentosa are not the original builders of the many fine dwarven constructions a traveller can find scattered about the lands, which have lain now in ruin for thousands of years. The original dwarrow-delvers of the Aust are thought to have gone extinct or were wiped out (some lore-men will say by Men from the North when they first traveled by vessel to these lands so remote from their own).
It is less well-known that a not insignificant number of dwarf families maintain an unusual tradition of accounts that the ancient dwarf-fathers descended from a jungle-people who transitioned to their commonly accepted mountain existence after being displaced by destruction of their forest homes, but this might simply be the integration into the dwarven mythology of experiences of regions that they passed through during their ancient periods of migration.
The following text was extracted from the System Reference Document
- +2 Constitution, -2 Charisma.
- Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
- Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
- Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
- Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
- Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
- Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
- +2 racial bonus on saving throws against poison.
- +2 racial bonus on saving throws against spells and spell-like effects.
- +1 racial bonus on attack rolls against orcs and goblinoids.
- +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
- +2 racial bonus on Appraise checks that are related to stone or metal items.
- +2 racial bonus on Craft checks that are related to stone or metal.
- Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
- Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing.
For Loremasters only spoiler
- Back-story Spoiler?
- Back-story - Races?
- Back-story of the Dwarves?
- Back-story of the Elves
- Back-story of the Gnomes?
- Back-story of the Half-elves?
- Back-story of the Halflings?
- Back-story of the Endhro?
- Non-player Characters?
- Legendary Figures
Special Characters: àáâãäèéêëìíîïóòôõöùúûüæý ÀÁÂÃÄÅÆÈÉÊËÌÍÎÏÒÓÔÕÖÙÚÛÜÝ