Table of Contents
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are strong, sturdy, and perceptive, but their single-mindedness hinders them when dealing with others.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to size.
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Slow and Steady: Dwarven base land speed is 20 feet. However, dwarves can move this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures whose speed is reduced in such situations).
Stability: A dwarf gains a +4 racial bonus to their Combat Maneuvre Defence when they are bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). • Hardy: +2 racial bonus on saving throws against poison, psionics, spells and spell–like effects.
Weapons Familiarity: To dwarves, the urgrosh is treated as a martial rather than exotic weapon.
Focus: +1 morale bonus on all checks directly related to their focus. This includes a skill bonus, an attack bonus, a damage bonus, or a saving throw bonus, or even a bonus to manifestation or spell save DCs. Dwarves also gain a +4 racial bonus on Will saves against charm or compulsion effects that would change, delay, or distract from their focus.
Automatic Languages: Tyrian (Common) and Dwarven. Bonus Languages: City-State Languages, Elven, Giant, Gith, Kreen, Ssuran.
These strong and devoted beings live to fulfill their focus, a task they choose to devote their lives to. Stubborn and strong-minded, dwarves make good companions, even though their usual focused nature can tend to be bothersome.
The dwarves of the Tablelands stand 4 1/2 to 5 feet tall, with big muscular limbs and a strong build. They weigh on average 200 lbs. Dwarves are hairless, and find the very idea of hair repulsive. They have deeply tanned skin, and rarely decorate it with tattoos. Dwarves can live up to 250 years.
There are three main Dwarven settlements in the Tablelands: Kled, located near the city-state of Tyr, and the twin villages of North and South Ledopolus located in the southwestern edge of the Tablelands. Some Dwarven communities have developed in the city‐states and in some small villages, while other dwarves have taken up residence with the slave tribes of the wastes.
Dwarves tend towards a lawful alignment, with most members either good or neutral. Their devotion to following the established hierarchy in their village means they tend to follow the rules, sometimes to the point of ridicule.
No dwarf is more content than while working toward the resolution of some cause. This task, called a focus, is approached with single‐minded direction for the dwarf’s entire life, if need be, though most foci require considerable less time.
Free dwarves form communities based on clans, and are much focused on family. Ties of blood are honored and respected above all others, except the focus. Family honor is important to every dwarf, because an act that brings praise or shame in one generation is passed down to the family members of the next generation. There is no concept in the minds of dwarves of not following these family ties.
Dwarven communities are found in many types of terrain, from mountains and deserts to near human cities. Most communities are small, rarely exceeding 300 members and are usually formed of extended families linked by a common ancestor. Community leaders are called Urhnomous (over‐leader). Each clan is lead by an uhrnius (leader).
Most free dwarves earn their money through trade. Those that stand out in this category are Dwarven metal smiths and mercenaries. Most Athasians acknowledge Dwarven forged metal to be among the best. Some dwarves even act as metal scavengers, seeking steel scraps where ever they can be found to sell to the smiths. Dwarven mercenaries are highly prized because once their loyalty is purchased it is never changed.