Dwarf

The dwarves of Nespiere are a humanoid race of warriors and craftsmen but are few in numbers in current times. A dwarf is a stout humanoid, usually a few feat shorter than their human counterparts, but much broader. They have thick, heavy bones, tightly packed muscular sinew, and stability unmatched by other races. This bulk also causes dwarves to weigh as much, if not more than, humans.   Dwarves have a wide range of eye color, with brown and grey being the most common, though some possess shocking blue irises. Their hair is usually worn long, and dwarven men spend considerable effort growing, maintaining, and embellishing their long beards. Popular beard decorations among more traditional dwarves include complicated braids, small trophies of battle, or other objects associated with significant life events. One of the worst offenses to a dwarven male is to shave his beard, as it is considered a deadly insult not only to the individual, but also to his ancestors and family.   Most of the remaining dwarves are descended either from the Proudhammer Clan, Ironhammer Clan, or the Silverbloods. The clans consist of mostly pale skinned dwarves with varying earthy hair and eye colors. Most of the dwarven realms are all but lost to long forgotten conflicts or time aside that of Kar'Idran and Kar'Inorn. Almost all dwarves on Nespiere worship The Great Maker whom they believe crafted the very world and created the dwarves in his image.    

Races and Racial Traits



Each of the Dwarf Clans start with these basic racial traits including their unique Clan traits.   Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size. Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.   Darkvision: Dwarves can see in the dark up to 60 feet.   Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.   Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones   Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.   Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.   Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.

Proudhammer Clan


The Proudhammers are a distinguished clan of dwarves residing in the vast and mountainous dwarven kingdom of Kar'Idran. Renowned for their exceptional skills in navigation, tracking, and reconnaissance, the Proudhammers serve as the esteemed pathfinders and scouts. Known for their stout and resilient stature, the members of the Proudhammer clan are easily identifiable by their ornately crafted armor adorned with intricate engravings depicting the mountainous landscapes of Kar'Idran and the Iron hills. Their beards, often braided and adorned with precious obsidian stones that reflect the pride and strength of their lineage.   The Proudhammers play a crucial role in ensuring the safety and strategic advantage of the Kar'Idran army. Their knowledge of the treacherous mountain terrain, combined with their expertise in stealth and observation, makes them invaluable assets in both offensive and defensive military operations. These dwarven scouts are adept at navigating the labyrinthine tunnels and passages that crisscross the mountains, allowing them to gather vital intelligence on enemy movements and potential threats.   Proudhammers begin with a +2 Dexterity, +2 Wisdom, –2 Charisma   Starting Bonus Feat   Unstoppable: Proudhammers train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves.   Starting Racial Trait   Surface Survivalist: Some dwarves have dwelt so long aboveground they have lost their ability to see at night. However, their adaptation to extreme environments allows them to treat wind conditions (when determining whether or not they are checked or blown away) and either hot or cold climates (choose one) as one step less severe. This Racial Trait only replaces Dark Vision when above ground.   Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.   Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.  

Ironhammer Clan


The Ironhammers stand as the revered royal clan of the dwarven kingdom of Kar'Idran, with their legacy deeply intertwined with the history and leadership of the realm. Founded by the esteemed High King Ivan Ironhammer, the clan holds a prestigious position in Kar'Idran society and is renowned for its contributions to the kingdom's prosperity and defense. High King Ivan Ironhammer, the founding member of the Ironhammer clan, was a visionary leader who played a pivotal role in the establishment and expansion of Kar'Idran. His legacy is marked by a commitment to unity, strength, and resilience. The Ironhammers, under his leadership, became synonymous with the kingdom's enduring spirit and unyielding determination.   One of the most significant chapters in the history of the Ironhammers is their participation in the epic battle against the formidable Black Dragon Zarokan. This dark and powerful dragon posed a severe threat to Nespiere, endangering the very heart of Kar'Idran. High King Ivan Ironhammer, leading his clan with unwavering courage, played a crucial role in the destruction of Zarokan. The Ironhammers, known for their exceptional craftsmanship in metallurgy and blacksmithing, forged legendary weapons and armor to combat the dragon. The battle against Zarokan was fierce and perilous, with the Ironhammers showcasing their martial prowess and tactical brilliance. The conflict culminated in a decisive victory for Kar'Idran, solidifying the Ironhammers' reputation as valiant defenders of their realm.   Ironhammers begin with a +2 Constitution, +2 Intelligence, –2 Charisma   Starting Bonus feat   Endurance of Iron: Ironhammers gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.   You may sleep in light or medium armor without becoming fatigued.   Starting racial trait   Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces gree   Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.  

Silverblood Clan


In the heart of the towering Frostpeak Mountains, where the icy winds howl relentlessly and the snow blankets the landscape, lies the hidden realm of the Silverblood Clan. For generations, these distinguished dwarves have thrived in their underground citadel, known as Kar'Inorn, its silver-adorned halls gleaming like stars in the darkness. Among the dwarven clans, the Silverbloods are famed for their unique connection to silver and the ancient magic it holds. The origin of the Silverblood Clan is deeply intertwined with the legend of the Silversmith, an ingenious dwarf artisan whose exceptional craftsmanship earned him the favor of the silver spirits. As the tale goes, during a fierce blizzard that ravaged the Frostpeak Mountains, he sought refuge within a cavern illuminated by an otherworldly silver glow. There, he discovered the very essence of silver itself – a divine gift from the ancient beings known as the Silver Spirits.   Under the guidance of the spirits, the Silversmith learned to harness the magical properties of silver, mastering the art of infusing it into their armor, weapons, and craftsmanship. With each silver-enhanced piece, the dwarves' strength and resilience grew, earning them the name "Silverbloods," for the silver flowed through their veins, granting them a unique bond with their creations.   Silverbloods begin with a +2 Strength, +2 Constitution , -2 Dexterity   Starting Bonus feat   Silverblood: Once per day a Silverblood dwarf can channel their atunement for silver allowing them to choose a weapon or piece of armor they are atuned with and gain an additional 1d4 bonus to either Base Attack Bonus or AC,   Starting racial trait   Atuned to Silver: Silverbloods gain a +2 craft of their choice. If the silverblood crafts a weapon or armor piece the item is always considered masterwork.   Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.   Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Proudhammer Dwarf

 

Ironhammer Dwarf

 

Silverblood Dwarf