Dwarves are natural miners and smiths, and they control most of the precious metals found naturally across the continent of Khorvaire. Powerful dwarf families mint coinage and operate banks, issue letters of credit, hold loans, and collect debts. Dwarf bankers and merchants wield a great deal of economic power throughout Khorvaire, and they are well respected as a result. To an extent, they are also feared, since dwarves are known to be ruthless in collecting unpaid debts.
Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. A clean shaven male dwarf is a sure sign of madness, or worse—no one familiar with their race trusts a beardless dwarf.
The dwarven homeland is the Mror Holds, a loose-knit federation of otherwise unconnected dwarf clans in the mountainous terrain in the east of Khorvaire. The dwarves have never had a unified empire and thus have never risen to the prominence of the elves or humans, or even the goblinoids, though their control of mineral wealth has always made them important allies of the greater powers. The Mror clans were subject to the king of Galifar before the Last War, but they seceded from Karrnath early in the war, marking the greatest degree of unity and independence the dwarves have ever possessed.
With a wealth of natural resources, forbidding natural defenses, and a long history of bloodshed, the dwarves present an impressive image to the outside world. It is easy to see why the other nations of Khorvaire find it more prudent to call the dwarves friends than to raise their weapons in an attempt at conquest.
Alignment and Religion
Dwarves are driven by honor and tradition, and while they are often satirized as standoffish, they have a strong sense of friendship and justice, and those who win their trust understand that, while they work hard, they play even harder—especially when good ale is involved. Most dwarves are lawful good. Most dwarves in the Mror Holds worship Kol Korran and Onatar the most, with Boldei, Olladra, and Dol Dorn recieving worship as well.
Most dwarves adventure to increase their own wealth and prestige, carving a life and fame out of the world the same way the barbaric clans of their ancestors carved space for themselves in their mountain holds.
The increasingly mercantile culture of the Mror Holds also breeds adventurers, merchants, and traders who travel the world in the name of commerce. These sturdy crafters must be adept at both the social activities of trading and bartering and the physical demands of travel throughout Khorvaire. Many a dwarf adventurer builds his skills at the side of a trading caravan in the name of one of the great clans.
Dwarves have a long and violent history, and they respect the independence and personal power required to become a successful adventurer. As the Mror Holds become entwined with human culture, more and more dwarves are drawn to exploration and adventure as a way to make names for themselves. As a growing and vital culture, the allied clans of the Ironroot Mountains view these explorers as an increasingly important way of staying in communication with the human kingdoms of Khorvaire.
The dwarven House Kundarak carries the Mark of Warding, enabling the house to protect its vast stores of wealth and provide security for businesses and precious goods. House Kundarak works closely with the gnomes of House Sivis in the production and verification of important documents and the like.
Bruennen, Durnnam, Greddark, Kellark, Turanank.
Annaka, Gerthin, Karkanna, Menna, Zranakarak.
Kolkarun, d’Kundarak, Mroranon, Narathun, Soldorak.
Dwarf Racial Traits
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
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 AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill 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 due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
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 such features whenever they pass within 10 feet of them, whether or not they are actively looking.
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: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
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