Dwarf

Dwarves

The dwarves, called the dwur by the Flan, have two main subdivisions. The more common hill dwarves have complexions of deep tan to light brown, with hair of brown, black or gray. Eyes are of any color save blue. They are solidly built, though seldom exceed 4 feet in height. Mountain dwarves are somewhat taller, with lighter coloration. All dwarves are bearded.

The dwarves do not speak of their origins to out siders, so little of their ancient history is known. However, it is understood that they once had great underground halls in the northern Crystalmists that were destroyed by the Invoked Devastation. Their last High King perished in the aftermath, and the clans have ever since been sundered. Led by lords and princes of differing noble houses, the dwarf clans allied with elves and gnomes during the Suel and Oeridian migrations, and even joined humans of reliable disposition to defend their terri tories. In the present day, dwarves are found in rugged mountains and hills, particularly in the Lort mils, Glorioles, Crystalmists, Iron Hills, Principality of Ulek, and Ratik.

The dwur are perceived as materialistic, hard working, and humorless. They tend to be dour and taciturn, keeping themselves separate from other folk, but they are also strong and brave. In wartime they are united and willing to see victory at any cost, but prone to avenge old slights and reject mercy. They jealously defend the honor of their clans and fami lies, and greatly revere their ancestors, building elaborate monuments to them. Yet, their chief love is precious metal, particularly gold, which they work with great mastery. Some dwarves suffer from an affliction called gold-fever, when their desire for the substance becomes so overwhelming that it consumes their souls. The tradition of dwarven honor demands that leaders dispense treasure to their loyal followers, and the inability to do this is a sure sign of gold-fever. Dwarves also place great value on their long beards, often braiding them and twining them with jewels and gold wire. It is a terrible dishonor to be shorn.

The traditional garb of dwarves is woolen trousers and a belted linen tunic, with a hooded cloak or cape worn over all. Their boots are of heavy leather, with or without buckles. Colors are a mixture of earth tones and loud, check-patterned hues. They also favor leather accoutrements, fitted with as many jewels and precious metals as they can hold. Females and males usually dress identically, except on certain ceremonial occasions when females wear a tabardlike overgarment, while males don their best embroidered work aprons.

Dwarven elders hold the secrets of their race's magic, best exemplified by their magnificent armor, weapons and tools. They also oversee the construction of monuments and tombs, many of which have magical traps and curses of great cunning.

Dwarves of the Flanaess are strong and stubborn people. In some lands, they need help, but are often too proud to ask for it outright; beseiged Irongate, the exiled mountain dwarves driven into the Good Hills of Keoland, and the Ulek dwarves who suffered at the hands of the Pomarj humanoids are all examples. Some of these clans feel themselves to have been wronged; the Ulek dwarves are angry with the elves of Celene for not giving them aid, and there is strain between them and the elven-dominated Duchy of Ulek, which sympathizes with the dwarves and yet dares not rebuke Celene openly.

Elsewhere, the strong mountain folk are better placed; in Urnst, which has emerged strong after the war, dwarves are learning that the old glory of Nyrond needs their help even to sustain its own shadow. In Sunndi, the dwarves ally with the elves and gnomes, each experts at defending their own terrains, to keep their enemies at bay.

The major elf-ruled lands are those of Celene (gray and wood elves), the Duchy of Ulek (wood and high elves), and Lendore (aquatic and high elves). Mountain dwarves dominate Irongate and the Principality of Ulek and are numerous in Ratik. The lands of Ulek, Urnst, Sunndi, Highfolk (especially), and the Valley of the Mage (a unique case) are dominated by mixes of demihumans. Veluna has always had a strong population of high elves and gnomes, and the Gran March and Keoland have had their ranks swelled by high elves and mountain dwarves fleeing Geoff and Sterich.

Feats specific to Dwarf

A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.

At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise.

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow — perhaps by a withering curse — you can’t benefit from the Grappler feat until your Strength is restored.


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