Dwarves

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(Racial Traits)
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==Racial Traits==
==Racial Traits==
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* '''+2 Constitution, -2 Charisma:''' Dwarves are stout and tough, but tend to be gruff and reserved.
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* '''+2 Constitution, -2 Charisma:''' Dwarves <...>, but <...>.
* '''Medium:''' As Medium creatures, Dwarves have no special bonuses or penalties due to their size.
* '''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 heavy or medium armor or when carrying a medium or heavy load.
* Dwarf '''base land speed''' is 20 feet. However, Dwarves can move at this speed even when wearing heavy or medium armor or when carrying a medium or heavy load.

Revision as of 16:20, 16 November 2007

This article is currently under revision due to incomplete sections.

The Dwarves of Ursoule are a proud and ancient folk, stubbornly holding onto the legacy of their forebears even as they struggle to establish a new foothold in an ever-changing world. To the dwarves, the last five hundred years seem little more than a litany of devastating tragedies that have severed their ties to the venerated fastnesses of their ancestors and scattered their clans across a war-torn continent. When the Feldarin arrived and brought with them decades of vicious war, Dwarven armies streamed forth from their durable subterranean citadels. Some Dwarven clans fought against the Feldarin, others supported their conquest. Many took the opportunity to avenge long-remembered grievances against their human neighbors.

But as the years of devastation rolled unceasingly on, the mighty Dwarven forces found themselves gradually worn down, short on provisions and far from home. Meanwhile, their lightly-defended mountain strongholds had not been spared the ravages of war and the trespasses of ancient enemies from Beneath. As the storms of Feldarin conquest finally subsided, the Dwarves found themselves an impoverished disapora, spread thinly among resentful Feldarin and humans. In the centuries since, they have resorted to a mercenary lifestyle, peddling their still-deadly fighting skills among the taller races to eke out a meager living. What little wealth they have accumulated has been spent on new fortifications, sad mockeries of their ancestral cities, which house those unable to fight.

Although their sturdy constitutions helped them resist the Weeping better than some, nearly a quarter of their already diminished number were lost. Many Dwarves believe that the life of their race is drawing to a close, yet they soldier on, unwilling to surrender their noble patrimony to the ash heap without defending it to their last breath.

Contents

Personality

Dwarves are profoundly traditional and believe strongly in following in the footsteps of past generations. The loss of their ancient homes has had a profound effect on them, such that even centuries later it dominates their collective psyche. They feel disconnected from their heritage, lost in a confusing and unfriendly world. They are stubborn to a fault, and will argue endlessly to defend their convictions. At the same time, they are unflinchingly loyal, and will stand by their clan and allies to the death. Furthermore, they are extremely honorable and feel compelled to fulfill obligations, pay fairly, and respect agreements, no matter how unpleasant it may be for them to do so. Dwarves are suspicious of strangers but generous to their guests, and among friends they can still reveal the legendary joviality and hospitality that made their bygone halls ring with merriment.

Physical Description

Dwarves are shorter than humans and Feldarin, with stocky builds and thick, well-muscled limbs. Their sturdy frames allow them to wear heavy clothing and even armor with apparent ease, and the rigors of their mercenary lifestyle means that pragmatic cloaks and martial equipment often take the place of fashion among them, although most clans maintain unique and easily identifiable sashes, capes, or kilts to differentiate themselves. Dwarves have hair of many varying colors, from fiery red to snowy white to obsidian sable. Typically, they prefer not to cut their hair except as a sign of extreme grief or shame, and take great pride in arranging their substantial locks in elaborate braids. Many clans use traditional braids whose secrets have been handed down for generations and are jealously guarded. Males typically allow their beards to grow unchecked, with particularly long and distinguished beards serving as signs of great age and status.

Relations

The unyielding obstinance of the Dwarves makes them difficult for other races to befriend, especially in such lean times when wandering vagrants are particularly unwelcome. Still, they have carved out a niche for themselves as reliable mercenaries, and are employed often by human and Feldarin nobles who find themselves unable to raise a sufficient force among their vassals. On occassion, nations will hire entire Dwarven clans to fight for them. This sometimes leads to combat between Dwarves, which they feel is regrettable, but their sense of duty to their employer prevents any hesitation. Only when asked to fight others of their own clan will they recuse themselves from combat.

This vaunted loyalty and reliability has even led to the Feldarin throne retaining an entire clan of Dwarves as an Imperial Guard, dedicated to the protection of the Imperial Personage and the environs of Port Conastinium. In the course of their centuries of service, the Imperial Guard has never produced a traitor or turncoat, and the Feldarin have begun learning to stomach the indignity of another race guarding their Emperors. The Guard, for their part, hope that their unwavering service will speed the day they may return in strength to their ancestral home.

Alignment

Dwarves tend to favor Lawful alignments, given their strong inclinations toward unity, conformity, and adherence to duty. On matters of good and evil, they generally prefer to remain neutral, looking primarily to their own affairs and having little interest in either actively promoting benevolence or in selfish gain. Sadly, though, the desperate state of Dwarven affairs has led to many evil Dwarves achieving success as bandits and marauders, creating negative stereotypes among the other races that good-aligned Dwarves often have difficulty overcoming.

Lands

In ancient times, the Dwarves lived primarily in mountainous regions, delving deep underground to create magnificient subterrannean cities and palaces. Unfortunately, most if not all of these have now been lost, and the few Dwarven settlements in the mountains are recent contstructions, mainly fortifications designed to house non-combatant Dwarves, who strive to reconstruct the lost glory and wisdom of the Dwarven race. The majority of healthy, adult Dwarves wander the countryside in mercenary companies, seeking employment wherever it can be found and returning to their mountain strongholds only when they can spare the time.

Culture

The Dwarven culture is based entirely on their clans, which harken back to the earliest days of Dwarven folklore. Most clans have an epic story of their origins, usually centered around Dwarven heroes of great renown but dubious historical authenticity. The clans maintain a rich and colorful oral tradition that especially glorifies the legendary warriors in their lineage. Each clan's tales are treated with the utmost seriousness, and shared only with the most trusted and worthy of outsiders. Casting aspersions on a clan's history or ancestors is a sure way of earning their eternal enmity.

Although the clans are very fiercely independent from one another, intermarriage between them is very common. Often, marriages are arranged as demonstrations of friendship between clans. Often, clans that have been forced to fight on opposite sides of another race's war will arrange marriages between them as a sign that the conflict has not damaged the relationship between the two clans. Marriage tends to be seen as a social institution rather than an act of love, and Dwarves are generally expected to marry according to the needs of their clan, rather than in pursuit of selfish desires.

Although every clan has its own traditions, most are matrilineal. That is, family names are passed down from mothers to daughters, and sons are given away to their bride's family during marriage ceremonies. In cases of an inter-clan marriage, this means that the groom must integrate himself into his new clan's social and military hierarchy, which may involve tests of strength, tests of character, and ritual initiations. Clan tattoos or brands are a particularly common rite of passage for new husbands.

Religion

With rare exceptions, the Dwarves are pentatheists, with their own names and outlook on the Five Gods:

  • Aulay, the God of War - In most Dwarven circles, Aulay is seen as the leader of the gods, and sometimes as their father, or the father of the Dwarven race. Aulay is well known for his wisdom and courage, a trait that tends to make the venerable deity popular among Good Dwarves. Curiously, Evil Dwarves tend not to worship Aulay, and Evil followers of Torquil often view Aulay as an adversary.
  • Ivar, the God of Death - Ivar is a complex figure, promoting life and good health equally with death and decay. He is the focus of many fueds, between clans, families, and individuals, some of whom contest that he is older than Aulay, or that he is more powerful. The traditional view is that Ivar is that his role is vital, but the need for coin overweighs the need for death, and that heavy casualties are not desired. Despite this, Ivar is often the main god in Barbarian circles.
  • Somerled, the God of Travel - By far, Somerled is the most benevolent of the gods. Somerled is a god of the sun and stars, where he lives, making them work to help travellers navigate. His role in the heavens also encourage Dwarves to come above the surface to be closer to him and benefit from him (Dwarves, being of the earth, reason that the surface IS the sky, as the air must continue to the sun and stars to fuel the flames). Worship of Somerled has increased in the centuries of the Dwarves' exile, as many look to him to guide mercenary companies safely home. Many Dwarves are even adopting worship of Somerled in the hope that he will lead them back to their lost homelands.
  • Torquil, the God of Magic - Dark, mysterious, sometimes foolish but always with an edge of sinister control, Torquil is the most feared of the Dwarf gods. Cast as a traitor, bastard, and the harbinger of the apocolypse, many see him as a force of evil. Others, especially the wisest servents of Aulay, claim that he is a test of forgiveness and acceptance, which are great virtues when your enemy today might be your client tomorrow.
  • Ranald, the God of Nature - With his fierce gold hair, iconic hammer and chariot, and unpredicatable ways, Ranald is popular not only as a god, but also as a folk hero for Dwarves, but also for Humans and Feldarin. Though many soldiers regard the deity with slightly-fearful reverance, his tales are so grand that he often becomes the topic of drunken songs and improvized stories. Ranald is always the victor of these tales, of course, just in case the god himself was actually listening in.

Plague Casualties

Nearly a quarter of the Dwarven race was claimed by the Weeping, leaving the already devastated clans in dire straits. They take little solace from the greater casualty rates among the humans and Feldarin, who still vastly outnumber them. Many Dwarves were struck down by the Weeping while fighting far from home, and the devasation wrought by the Plague prevented many from being buried properly by their kin, which to the orthodox Dwarven mind is nearly as bad as death itself. Since the end of the Plague, the Dwarves have steadfastly set out to restore their race. Marriage pacts have become a top priority as depopulated clans struggle to revitalize their ranks.

Dwarves generally shun their Plaguetouched, whom they see as tainted and whose bloodline has been corrupted, making them unsuitable for marriage pacts. The Dwarven Plaguetouched have already begun to congregate itno makeshift clans of their own.

Language

The Dwarven language reflects their commitment to pragmatism over poetry. While their gruff and gutteral tongue can produce the occasional beauty in the form of epic sagas or bawdy drinking songs, it is considered uncouth by other races. The Vanimar in particular have difficulty tolerating its harsh tones and inflexible grammar. The Dwarves themselves see language as little more than a tool for conducting their day to day affairs, and find its lack of irregular forms to be extremely sensible.

Names

Dwarven names reflect the value they place on their social arrangements. Their full name begins with the name of their clan, followed by their mother's family's name, and lastly a personal appellation. For most common usage, especially outside their own clan, most dwarves omit the family name, since it is only relevant to members of their own clan. For the sake of clarity, the suffix -clan is added to their clan names, to ensure the listener recognizes which word is the all-important clan name (in fact, the word clan among non-Dwarves is derived from this usage). Thus, for example, a complete Dwarven name might be Gaurfels-clan Steinholt Rutkoff, indicating a Dwarf of the Gaurfels clan, member of the Steinholt family, Rutkoff to his friends. Dwarves also very commonly translate their clan names to make them easier for non-Dwarves to use (and to prevent unnecessary mangling of the revered name).

Clan Names: Rockdweller, Foehammer, etc.

Family Names: Brosa, Ulfbane, Ormham, Skallesmaekker, Torkilsson, Halvnaese, etc.

Male names: Agne, Aoke, Ask, Aske, Arn, Birk, Bol, Borka, Brage, Bure, Dagmod, Erling, Ermod, Esben, Fafner, Folke, Freke, Fulgrim, Gere, Gisle, Gorm, Gram, Grinulf, Gudmund, Gure, Gurmund, Halgrim, Halmod, Halulf, Harald, Helge, Herluf, Hermod, Hilmod, Ingolf, Ingmod, Ivar, Jalmar, Jormund, Ketil, Kol, Krake, Krok, Ligmod, Ligulf, Maons, Malte, Morten, Muld, Nils, Njord, Olgrim, Olmod, Orm, Ormod, Ormund, Orulf, Pelle, Perulf, Raulf, Ramund, Rasmus, Regil, Roar, Serulf, Sigge, Sigmod, Sigulf, Skule, Soeren, Sote, Surt, Svante, Svarre, Svarte, Sverker, Sverre, Terkel, Tjalfe, Toke, Torkil, Toste, Tyrmod, Ubbe, Uffe, Ulf, Ulfast, Ulbjoern, Ule, Varmod, Varmund, Varulf (Werewolf!), Vidfast, Volbjoer

Female names: Alrune, Aosa, Asta, Birka, Dagmar, Dis, Elle, Elv, Embla, Ena, Fenja, Frigg, Frigga, Freje, Foss, Fri, Fro, Fulga, Gave, Gerd, Gerda, Gurli, Helga, Helle, Hulde, Huldis, Hulta, Hyld, Hyldis, Ida, Idis, Idun, Indis, Inga, Inge, Inger, Iris, Joerdis, Kamma, Karen, Kraka, Lea, Lind, Lindis, Maren, Marta, Moerna, Mora, Mundis, Myka, Nelde, Nora, Ran, Rana, Redis, Rigmor, Rikke, Rikissa, Ronja, Ro, Runa, Roeskva, Ruskva, Rype, Sakte, Sala, Setta, Sif, Signe, Signild, Sigun, Sigryn, Skade, Solveig, Stine, Stina, Tilde, Trine, Trud, Tyra, Ulfdis, Vana, Vanadis, Vea, Vreta, Ylva, Yndis, Yngne, Ytta.

Adventurers

Many Dwarves in these troubled times find themselves among adventuring parties. Sometimes, an individual Dwarf will be sent out on his own to accomplish a specific task that is of interest to the clan. During times when mercenary work is hard to come by, mercenary companies may split up in order to find what work they can as bodyguards, caravan escorts, and treasure-seeking adventurers. In less happy circumstances, individual Dwarves may find themselves ostracized from their clans as punishment for crimes and forced to seek a living alone. And, worst of all, many Dwarves whose families or entire clans have been annihilated by the Weeping wander Ursoule in solitary misery.

Racial Traits

  • +2 Constitution, -2 Charisma: Dwarves <...>, but <...>.
  • 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 heavy or medium armor or when carrying a medium or heavy load.
  • Mercenary Memory: An ancestral memory grants a Dwarf a +2 racial bonus on Knowledge (History, Local, and Nobility and Royalty) checks to gain a tactical advantage over a foe, identify heraldry, or remember a historic battle.
  • 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 spells and spell-like effects.
  • +1 racial bonus on attack rolls when fighting in a formation of 3 or more.
  • Favored Class: Fighter. A multiclass Dwarf's fighter class does not count when determining whether he takes an experience point penalty for multiclassing.


Races
Dwarves - Elves - Feldarin - Giantkin - Gnomes - Halflings - Humans - Orcs
Acquired Templates and Bloodlines
Fleshwrought - Plaguetouched
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