Dwarves
Stout, steady and resilient the dwarves are one of the races which inhabit the City State of Styx.
They are the most populous group after Sumraki-Ashaī and Half Drau and have been inhabiting the region for many millenia.
The dwarven city state of the Dwergenlaw of Deephold lies south-west of Styx and is a close trading partner of the Republic.
Dwarvenkind is said to have originated in the Deeplands before their Prophet-King Hyamir Skysmith united the warring clans and led them on the Skyward Crusade in service to Eagan All-High.
On the surface the dwarves set out to build the sky-ships that were meant to take them to the Astral Infinity butw hen the Bright made the surface uninhabitable to most races their mission was made impossible.
Most dwarves returned underground and while some later returned to the Scorched Lands to salvage their mission most remained in the Deeplands either renouncing their faith in the Skyward Crusade (these are called the Eldtruth-Kept) or reaffirming it (these are the Skyward Orthodox).
Now the dwarven race is split among those lines as well as among the pale-skin Deeplands dwelling stout folk and those who adapted to the Scorched Lands and have darker skin.
Though the religious divide is strong and often hostile the surface dwelling dwarves readily trade with the Skyward Orthodox creating a trade network spanning between the Deeplands and the Scorched Lands which is unique in Subsolem Septem.
All options that do not conflict with the changes made for the Styx Setting are available.
Ability Score Modifiers: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Industrious Urbanite: Dwarves who have adapted to the expectations of their host cities make double the normal progress on Craft checks to create non-magical items and gain a +4 bonus on Profession checks to earn money.
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.nsidered 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 Undercommon and Steinntung Dwarvish. Steinntung is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. Dwarves with high intelligence scores can choose from these Languages: Umbraen Elvish, Avvram Gnomish, Sattal Humanish, Yarikhel Orcish.
They are the most populous group after Sumraki-Ashaī and Half Drau and have been inhabiting the region for many millenia.
The dwarven city state of the Dwergenlaw of Deephold lies south-west of Styx and is a close trading partner of the Republic.
Dwarvenkind is said to have originated in the Deeplands before their Prophet-King Hyamir Skysmith united the warring clans and led them on the Skyward Crusade in service to Eagan All-High.
On the surface the dwarves set out to build the sky-ships that were meant to take them to the Astral Infinity butw hen the Bright made the surface uninhabitable to most races their mission was made impossible.
Most dwarves returned underground and while some later returned to the Scorched Lands to salvage their mission most remained in the Deeplands either renouncing their faith in the Skyward Crusade (these are called the Eldtruth-Kept) or reaffirming it (these are the Skyward Orthodox).
Now the dwarven race is split among those lines as well as among the pale-skin Deeplands dwelling stout folk and those who adapted to the Scorched Lands and have darker skin.
Though the religious divide is strong and often hostile the surface dwelling dwarves readily trade with the Skyward Orthodox creating a trade network spanning between the Deeplands and the Scorched Lands which is unique in Subsolem Septem.
Dwarf Racial Characteristics:
D20 Race EntryAll options that do not conflict with the changes made for the Styx Setting are available.
Ability Score Modifiers: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Industrious Urbanite: Dwarves who have adapted to the expectations of their host cities make double the normal progress on Craft checks to create non-magical items and gain a +4 bonus on Profession checks to earn money.
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.nsidered 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 Undercommon and Steinntung Dwarvish. Steinntung is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. Dwarves with high intelligence scores can choose from these Languages: Umbraen Elvish, Avvram Gnomish, Sattal Humanish, Yarikhel Orcish.
Basic Information
Genetics and Reproduction
Though some uneducated folk think that dwarves produce asexually and pop out of holes in the ground nothing of the like is true. Dwarves reproduce in much the same way as other sexually reproducing sapients.
Growth Rate & Stages
Dwarves can live up to over 400 years. They reach sexual maturity at around age 30 but are culturally still considered greenhorns until they have lived past 80 years.
Dietary Needs and Habits
Dwarves are biological omnivores capable of digesting all kinds of sources of nourishment.
Additional Information
Facial characteristics
Dwarves tend to have broad facial features with prominent noses.
Civilization and Culture
Naming Traditions
Naming traditions are culturally based and differ widely between dwarves on the different landmasses.
Beauty Ideals
Most dwarven cultures' beauty ideals emphasize good hygiene and care. Haircare and especially proper care for beards is highly valued regardless of gender. Dwarves view strong and resilient bodies as the most beautful and value practicality and craftmanship in their fashion.
Gender Ideals
Most dwarven cultures' notions of gender are fairly simple with men, women and nonbinary people being valued equally. Women and nonbinary people tend to take roles of care and spiritual guidance but aren't valued any less as warriors, crafters or worldly rulers.
Relationship Ideals
Most dwarven cultures value stability and steadiness seeing long standing and well established relationships be they monoamoric or polyamoric as the ideal. Dwarven expression of sexuality tends to be viewed as "flat" by the more "sensual" races but the dwarves do not view it that way at all.
Average Technological Level
Dwarves are often skilled crafters and have perfected metalworking and clockworking long ago. New technologies like steam power are starting to become more interesting to the stout folk and large scale manufacturies are cropping up across all landmasses.
Major Language Groups and Dialects
Most dwarven languages seem to stem from the same source language that the elven and vidmarthal languages stem from with clear similarities being visible to linguists.
Common Etiquette Rules
Most dwarven cultures value honesty, kindness and honor. Gifts are highly esteemed and exchanged often and happily. Interpersonal relationships tend to be close knit and warm.
Culture and Cultural Heritage
Though all dwarven cultures share origins most have developed far apart since then and dwarven cultures are often quite similar and interlinked with other local cultures.
Common Taboos
In most dwarven cultures cutting another's hair or beard is considered a grave insult that may very well be repaid with lethal violence.
History
Dwarves originally emerged from the Deeplands in the Great Skyward Exodus during the early Age of Ignis building Skyward Strongholds at the points of the emergency across all landmasses. Those that did not make the journey upward remained underground forming the distinction between Deepland Dwarves and those on the surface. Distinct cultures developed from the regional groups of dwarves that found themselves together above or below ground, often mixing quickly with other sapient races and sharing culture.
Common Myths and Legends
All dwarven cultures recall the Great Skyard Exodus in which dwarvenkind emerged from the Deeplands but not two dwarven cultures agree on why. It is almost comical how different the narrative and reasons the dwarves left their ancestral home and went upward are depending which dwarves you ask.
Interspecies Relations and Assumptions
Dwarves mix with other cultures easily and though they don't tend to make friends quickly they make them steadily and keep them for life. Dwarves are often seen as dependable, curageous and warm by the other races.
Average Physique
Dwarves stand well under 5 feet tall and are usually broad bodied, strong and resilient.
Body Tint, Colouring and Marking
Deepland dwarves tend to have skin tones ranging from dark to light brown. Their hair tends to be darker colours ranging from black to brown. Rarely dwarves are born with translucent skin and white hair.
Geographic Distribution
Comments