DWARF
(Mountain/Shield)
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs-these common threads unite all dwarves.
!WARNING!:
If you enter the Underdark Lolthite Temple or the surface Shevarash Temple as someone against their dogma and get caught, it will be considered NVL.
Exceptions exist if there is a DM or event that invites player to these places
Mountain dwarves were a cynical and gruff people, but they were not, despite a reputation to the contrary, fatalistic, still possessing some hope for the future. Typically, mountain dwarves took time to trust and even longer to forgive but the dwindling of their race led many to be more open to other ways of thinking. Mountain dwarven attitudes were formerly typically divided between the Hidden and the Wanderers, two separate schools of thought amongst the race, though since the Thunder Blessing this separation began to erode. The Hidden, like the gold dwarves, believed it best to take an isolationist policy towards other races, fortifying their mountain homes and continuing their ancient ways, while the Wanderers were more adventurous, seeking their fortunes on the surface.
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However, while shield dwarves had not always been so open-minded, there was a long tradition of adventurism in the race and many young dwarves, particularly after the Thunder Blessing, hoped to find glory in doing great deeds in distant lands. Less self-interested shield dwarves also took to the adventuring life to reclaim ancient strongholds or treasures long lost. Whatever the case, most shield dwarves who ventured beyond their homes were fighters or clerics trained in personal combat, leaning on the strong martial traditions of their people against the orcs, goblins, trolls, and giants that threatened the race.
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Traditionally, clan and class meant everything among the shield dwarves but as their civilization declined so did the importance of these issues. Although bloodline was still a mark of pride for a dwarf from a particularly strong clan, personal accomplishments came to mean more practically than the old ways, which seemed increasingly irrelevant. Among the Hidden, traditions remained strong, but there was an increasing number of shield dwarves willing to leave the mountains for a life as adventurers or craftsmen among humans.
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Family life remained a prime concern for dwarves, however, and while elders played a diminishing role in childrearing, the relationships between parent and child or siblings remained as strong as ever. Most dwarves were literate and were taught to read at an early age, before being handed off to an apprenticeship. In the workplace, shield dwarves were taught to work for not only themselves and their family but the greater good of their clan. Most shield dwarves, while proud of their work, were fairly humble and avoided ostentatious displays of decadence. After a shield dwarf lost his or her ability to work physically, they remain a valued part of the community for their experience and wisdom and when they died they were honored with funeral rites appropriate to their legacy.
Lifespan: Mountain dwarves mature at about the same rate as humans but live much longer, often reaching up to 350 years.
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Height: Medium. Mountain dwarves typically stand about 130 to 150 cm tall
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Alignment: Most mountain dwarves tend toward lawful alignments, valuing tradition, order, and the defense of their mountain strongholds. However, individual personalities can vary widely, with alignments spanning the entire spectrum.
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Languages: Common & Dwarvish
Speed: 4 tiles
Racial Traits
PERKS
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Specialist: Choose one from these and increase it by +1:
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Strength
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Constitution
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Darkvision:
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You can see in the dark (unless source of light is present, you see shades of grey)
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Dwarven Resilience:
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Advantage on saving throws against poison and resistance against poison damage.
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Dwarven Combat Training:
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Proficiency with Battle axe, Handaxe, Light hammer and Warhammer.
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Dwarven Craftsmanship:
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Proficiency with Medium + Light Armors.
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Stonecunning.
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Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check (4, 4, 6, 8), instead of your normal proficiency bonus.
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Biological Traits
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Build: Muscular and stout, with broad shoulders and robust frames.
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Eye Color: Often brown or gray, with a piercing and intense gaze.
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Hair Color: Typically black, brown, or red, sometimes graying with age.
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Skin Color: Fair to ruddy complexion, weathered from exposure to mountain climates.
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Distinguishing Features: Mountain dwarves exhibit a rugged appearance reflective of their lives in high-altitude regions. They have square-jawed faces, prominent brows, and thick, well-kept beards often adorned with metal clasps or beads. Their attire and armor are practical and durable, crafted from materials like leather, chainmail, or scale armor.
Positive Views on other races
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Hill Dwarves: Sharing a common heritage and outlook, mountain dwarves often form strong alliances with their hill-dwelling kin for mutual defense and trade.
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Gnomes (Rock Gnomes): Common allies in the mountains, gnomes and mountain dwarves share a love for craftsmanship and often collaborate on mechanical and magical inventions.
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Humans (Mountainfolk): Mountain dwarves living closer to human settlements frequently forge alliances with nearby human communities for trade and defense.
Negative Views on other races
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Orcs and Goblinoids: Fierce enemies of dwarvenkind, orc tribes and goblin hordes often clash with mountain dwarves over territory and resources.
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Dragons: Due to their penchant for hoarding treasures, dragons are seen as dangerous adversaries by mountain dwarves who seek to protect their ancestral wealth and territories.
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Giants: Mountain giants and other giant races pose threats to mountain dwarf settlements in high-altitude regions, leading to frequent conflicts over territory.
Common Gods
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Moradin (The All-Father, Dwarffather):
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The chief deity of the dwarven pantheon, Moradin is revered as the creator of the dwarven race, a protector of dwarvenkind, and a god of creation, smithing, and family.
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Clangeddin Silverbeard (Father of Battle):
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The dwarven god of war, known for his dedication to valor, combat prowess, and protection of dwarven warriors.
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Sharindlar (Lady of Life):
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The dwarven goddess of healing, mercy, and love, revered for her nurturing nature and role in blessing unions and births among dwarves.
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Abbathor (Great Master of Greed):
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The dwarven god of greed, trickery, and thieves, often worshipped by those who seek wealth through less honorable means.
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Note for clerics: ​
​​- Due to the limited amount of subclasses in the server, the domain of the worshipped god does not need to perfectly match up. Make sure it makes sense!
Roleplaying Tips
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Embrace the stoic and resilient nature of mountain dwarves. Play up their strong sense of duty and commitment to their clans and mountain strongholds. Show their fierce loyalty to allies and their unwavering determination in the face of adversity. Navigate social interactions with a straightforward and pragmatic approach, while also demonstrating their deep reverence for craftsmanship and their innate curiosity about the natural world.




