Dwarf
The hearty humanoids of the robust mining colonies.
Tallum removes her gloves and lifts her goggles off of her face. Two large circles of clear skin surround her eyes as she squints at the sleek, chrome-plated hover bike. "What do you think?" Captain Evans asks. He attempts to avoid the gaze of the Gnomish Merchant impatiently waiting for a decision, but Tallum doesn't care: she continues staring down her own reflection in the bike. The merchant insists once more that its the finest they own, but Tallum seems unaffected. She walks away before immediately spinning around and running full force into the bike. Ramming head first, the bike breaks in half. Unharmed, she looks back at the Captain and shrugs, "I've never trusted a vehicle with a cup holder".
Firm believers that function trumps form, Dwarven technology may not be much to look at but they can guarantee that it will last you generations. Miners and builders by nature whose work ethic is second to none.
Stout and Hearty
Bold and hardy, adult dwarves stand just under 5 feet, but are muscular enough that can weigh just as much as most humanoids that stand two or more feet taller. They have naturally long hair and beards, growing at 3x the rate of humans (a dwarf that shaves will have nearly a full beard in 48 Earth hours), ranging from orange through reds and browns and into jet black. Skin tones mimic the range of humans with tints more towards earth tones: pale sandstone to earthy browns.
Work Hard, Play Hard
Dwarves are hard workers, with most aspects of their lives surrounding their work as miners, engineers and mechanics. There is no distinction between work clothes, casual clothes and formal clothes - their work gear suffices year round. It doesn't mean they don't have fun and unwind, but they view anything that isn't an absolute necessity as luxury at best and a distraction at worst. Music is only appropriate at parties (metal percussion at a steady "workable" beat), food is for sustenance not for taste, and most homes have just enough floor space to access furniture.
Life on the Rings
Strohlea is a large planet with an interesting natural phenomena: it does not rotate during its orbit. Something seems to keep it locked in place so one side of the planet is inhospitably hot under perpetual daylight, and the other side is unbearably cold in constant night. This has led the dwarves to build their society in the only part of the planet that they can survive in: the edge of both biomes along the planets perpetual twilight. This has created one giant city spanning the circumference of the planet protecting them from the various terrors that inhabit both sides. There is no shortage of work to be done on Strohlea. Not only is there plenty of mining and excavating to be done on the planets surface, but the asteroid ring surrounding the planet provides ample mining to bring new and stronger minerals back down to the surface. Because of the need for materials, as well as the Strohlean minerals being important to Dwarven trade with other planets, thousands of mining colonies have been founded along the planetary ring system. There are almost as many Dwarves amongst this system as there is on the planet itself.
Reason to Travel
There are many reasons a Dwarf might want to travel. Mining work is needed everywhere, and every ship needs an engineer or mechanic. A lot of other species and factions will even hire Dwarven teams to build a colony's initial infrastructure before the inhabitants come to populate it. However, with Dwarven culture being so rigid and singularly focused, it is also common that a young dwarf exposed to another culture becomes curious, falls in love with the "more frivolous" aspects and looks to escape and see the universe.
Additional Information
Geographic Origin and Distribution
Civilization and Culture
Ancestral Traits
Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven biology. Size. Your size is Medium. Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. Darkvision. Accustomed to life in the mines, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage, most likely a feature of you ancestors’ diet. Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level, due in large part to the long history of difficult labor required to survive underground for generations.
Lifespan
Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.
Average Height
4' + 2d4
Average Weight
130 lb. x (2d6) lb.
Cultural Traits
Characters who grows up in a dwarven community take on several distinctive cultural traits, in part due to their long history living underground and valuing of skill with traditional dwarven weapons and crafts. Dwarven culture values perseverance in labor and the maintenance of their traditions. Further, respect is shown for their wise elders. Ability Score Increase. Your Constitution score increases by 2 Alignment. Dwarven society is well-ordered, with strict laws and customs governing behavior. As a result, the culture tends to promote lawful values, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, mechanic’s tools, or mason’s tools. Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework/earthwork, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language you might speak.Strohlean Dwarf. Your Wisdom score increases by 1 and you have proficiency with axes, hammers, drills, explosives and physical-ammo weaponry.
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