Gold Dwarf
The gold dwarves, or hill dwarves, are the most common type of dwarves. Living in areas of rolling hills, the gold dwarves are much closer to the surface and often have surface outposts above or nearby their strongholds, which are primarily located underground. A typical gold dwarf stands just a bit shorter than their mountain-dwelling cousins at an average of 4 to 4¼ feet tall, and weighing around 150 pounds. They are extremely stock compared to the shield dwarves though, and their skin is a deep tan or light brown color, still bearing the typical ruddy cheeks of the dwarves. However, unlike their mountain cousins, gold dwarves tend to have bright eyes resembling gemstones in color, particularly blue, green, or white which they claim is a sign that they are the original, and thus most proper, dwarves. Some female gold dwarves have even been reported to have eyes the color of amethyst, though this is extremely rare. Their hair is typically black, gray, or brown, and they favor dark, somber earth-toned clothes, wearing little jewelry. The jewelry they do wear however traditionally uses gemstones that match the color of their eyes.
Gold dwarves are exceptionally well adapted to life both above and below ground, and claim they have always lived within the hills and point to the lack of signs of migration as proof, though these may have simply faded with time.
Due to their positions being the closest, with the exception of the surface-dwelling lost dwarves, to humans and other races, gold dwarves are more acquainted with currency and they even mint their own. Their coins bear the faces of their great clan elders, commemmorating them for time immemmorial. Due to this, they have a rather strange currency system, with numerous different gold coins rather than a single standardized one. While this tends to confuse those who are not well acquainted with the gold dwarves, the problems are quickly sorted. All gold dwarves made by these dwarves are the same weight, and thus the same value.
More than most dwarves, gold dwarves integrate other cultures and religions into their daily lives, though always hold the dwarven pantheon above all others. This causes their strongholds to often be more welcoming to outsiders, though few allow them to stay for long periods of time. Their cities, or “khuns” are massive and span far under the ground. These mega-structures do allow long-term visitors of other races, or even true residents. One of the most prominent of them, Khun Wuhrum, is a hotspot for trade and is protected at its back by a jagged mountain range. This city gets an enormous amount of foot traffic from all sorts of races.
Naming Traditions
Feminine names
Astrid, Audhild, Berga, Bjorg, Dagny, Eira, Elin, Elva, Freya, Freydis, Frida, Greta, Gudrun, Gunnhild, Helga, Hilde, Ingrid, Liv, Ragna, Runa, Sif, Sigrid, Solveig, Thyra, Ylva
Masculine names
Baelor, Baldur, Brondar, Darrak, Erik, Frostan, Grimnir, Gunnar, Hagan, Haldor, Hrolf, Karsten, Keldan, Kjeld, Kormak, Orin, Rurik, Sigmund, Skarik, Thorin, Thrain, Torvald, Ulfar, Valthor, Vidar
Family names
Brightpick, Bronzebeard, Deepdelve, Deepfire, Deepstone, Gemcrafter, Gemcutter, Gemheart, Goldentide, Goldfinder, Goldhelm, Goldshaper, Goldshield, Hammerforge, Ironbeard, Ironbrow, Ironfist, Ironvein, Steelgrasp, Steelheart, Stoneclad, Stoneguard, Stonehammer, Stoutarm, Strongaxe
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Game Statistics
Ability Score Adjustment. +1 Wisdom
Hardy. You gain one additional hit point at 1st level and again each time you gain a level.
Brewer. You gain a +2 Racial bonus to Craft (Brewing) checks.
Ancestral Combat. You gain a +1 Racial bonus to hit creatures with the Orc or Goblinoid subtype, and a +4 Racial bonus to Dodge against Giants.
Languages. You can speak, read, and write Gold Dwarf.
Hardy. You gain one additional hit point at 1st level and again each time you gain a level.
Brewer. You gain a +2 Racial bonus to Craft (Brewing) checks.
Ancestral Combat. You gain a +1 Racial bonus to hit creatures with the Orc or Goblinoid subtype, and a +4 Racial bonus to Dodge against Giants.
Languages. You can speak, read, and write Gold Dwarf.
5th Edition
4th Edition
To Be Made
3.5th Edition
To Be Made
2nd Edition
Ability Score Adjustment. The initial ability scores are modified by a +1 to Constitution and Wisdom, but a -1 to Charisma.
Special Advantages. In melee, gold dwarves add 1 to their roll to hit orcs, half-orcs, goblins, and hobgoblins.
Gold dwarves, moreso than any other dwarf, are exceptionally hardy in the face of punishment. A gold dwarf begins play with an additional hit point and gains 1 hit point at every even level.
Gold dwarves have infravision that allows them to see in the dark out to a range of 60 feet.
Special Hindrances. None.
Role-Playing Suggestions. More than most dwarves, golds are welcoming of other people but still expect their boundaries and customs to be entirely respected and accepted. Overstepping the bounds set by a gold dwarf is a quick way to see that even the most kindly of dwarves has the soul of a warrior within them.
Gold dwarves love all forms of alcohol even more than other dwarves. They will never turn down a drinking competition or an offer to go drinking without an exceptionally good reason.
Languages. Gold dwarf, shield dwarf, dwarvish, gnomish, goblin, kobold, orc, ogre, troll, common
Ability | Minimum | Maximum |
---|---|---|
Strength | 8 | 18 |
Dexterity | 3 | 17 |
Constitution | 11 | 18 |
Intelligence | 3 | 18 |
Wisdom | 3 | 18 |
Charisma | 3 | 17 |
Class | Maximum |
---|---|
Fighter | 15 |
Paladin | — |
Ranger | — |
Barbarian | 12 |
Mage | — |
Specialist | — |
Warlock | — |
Cleric | 13 |
Druid | — |
Monk | 10 |
Shaman | — |
Thief | 12 |
Assassin | 12 |
Bard | — |
Psionicist | 8 |
Pathfinder 2e
To Be Made
Encompassed species
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