From MythCraft Online SRD
Jump to navigation Jump to search

Stout and hearty dwarves are the masters of the subterranean realm where their ingenuity and natural affinity with the earth see them digging mighty underground cities and building long lasting civilizations. Endless dangers prowl the lightless caverns and dwarves have developed their mastery of trap and defense against all manner of threats both above and below. Dwarven fortresses are some of the most impenetrable bastions in the known world. While many dwarves took to subterranean dwellings as a way to avoid the horrendous scourge of Kaijan during the first supereon, an intrepid nation of dwarves stayed on the surface and fought back. Those mighty dwarves that killed a fearsome Kaijan and used an ancient, mysterious artifact to turn the Kaijan’s corpse into the first dragon are often held in reverie by other dwarven nations. Dwarves are generally distinguished by three sublineages: the mountain dwarf, crag dwarf, and deep dwarf. Mountain dwarves, or “Strugar”, carve their homes in the tallest peaks and laud their thick beards and natural resistance to the coldest heights. Crag dwarves, or “Kharn’Khan” build their cities within massive canyons, both natural and dwarf-made, where each layer is carefully excavated and then settled. Lastly, the beardless, pale- skinned deep dwarves, or “Uhn’Gunder”, settle within the deepest caves of the earth where stories of “daylight” are told to frighten children.

Dwarven Culture

Dwarves of all types pride their craftsmanship and architecture. They honor their ancestors with massive shrines.

Mountain Dwarf

Mountain dwarves celebrate rare metals and gems, often using them to embellish their crafts and structures. As such, dwarvish goods are highly valued in trade. They make their homes in and on mountains, both building surface towns and building subterranean urban centers that can be easily and quickly accessed through well-maintained cave entrances. Although not quite as common as crag dwarves, mountain dwarves are often deeply involved in international trade.

Crag Dwarf

Crag dwarves are well known for their massive canyon cities built within miles-deep crevices carved by time and dwarven hands. Here great waterfalls spin massive turbines that send elevator lifts hurtling upward and downward between hundreds of stone bridges that crisscross every possible level and gap. Crag dwarves dig their settlements by quarrying the dirt and stone in long layers parallel to streams and rivers, often uncovering long-buried ancient dwarven or elven ruins from ages past. They then rebuild such ruins, reinforcing previous fortifications and repurposing structures as they see fit. In addition, their clothes and creations are an integration of long-forgotten styles found there. Crag dwarves tend to focus their societies around ancient ruins and archeological treasures found in their mines. They are well known for their clay crafts and stonework. Lastly, the crag dwarves are the most surface-adapted dwarves and often extend their territory into nearby forests and plains where farmlands or hunted game can supplement their stone and clay crafts.

Deep Dwarf

Deep dwarves are naturally the most isolated of the sublineages and tend to be wary of outside influences. Their dangerous environments leave them little room for arts or frivolity and their societies focus more on survival than long-term legacy. They have a particular affinity for the ancient technologies and structures found below the earth and have absorbed much of their discoveries into their own societies. In fact, many deep dwarf nations have large populations of remnants, as well as smaller but notable populations of raedeen.

Dwarf Traits

Height: 3’6” - 4’6”

Weight: 120 - 240 lbs

Size: Medium

Base Speed: 20 ft

Appearance: Dwarves tend to have stocky proportions and often have skin and hair tones that reflect their environments, due to generations of evolution.

Mountain Dwarf

  • The most plentiful dwarven lines are mountain dwarves, and there are few mountain ranges in the world where you cannot find at least one outpost. With skin colors ranging from brown to pale, most of these dwarves, regardless of gender, grow thick and bushy beards looped with trinkets of precious metals. In most mountain dwarf societies, you can tell a dwarf’s status by the length of their beards and the sheer number of gold and platinum adornments therein. Their hair ranges in shade from blonde and brunette to granite-gray or black.

Crag Dwarf

  • Crag dwarves have an earthier coloration, with skin tones like clay or sandstone and hair ranging from red to dark brunette. They are generally taller and comparatively lankier than other dwarven sublineages.

Deep Dwarf

  • Deep dwarves are the rarest of dwarves and the least likely to be seen on the surface world. As denizens of the deepest caves, deep dwarves stand apart from their cousins by their pale skin, large eyes, and beardless faces. Their cities often contain tightly packed and protected districts hidden behind layers of trapped corridors and hidden passageways. Few outsiders ever have the opportunity to travel their tunnels.

Lifespan: Dwarves reach maturity around 16 years of age and can live as long as 300 years.

International Outlook: While dwarves tend to be insular in their communities, they frequently engage in trade and cooperation with friendly civilizations. They often form powerful alliances with elves, humans, and kleppin societies.

Dwarf Features

Dwarf Starting Features

At level 1, you get the following features as a dwarf. You also gain additional features based on your sublineage choice.

Feature Description
Stonesense You have a natural affinity for caving and the underground world. Gain +5 to any History, Geography and Navigating* checks made while underground.
Darkvision You can see in darkness to a limit, even without any light source. While using darkvision, you can see up to 30 ft, and then are blind beyond that point.

As the dwarves have spread across Ancerra, they have evolved to meet the unique challenges of their environment. Choose your dwarven sublineage: mountain, crag, or deep. Gain all features of that sublineage at level 1.

Mountain Dwarf

As a mountain dwarf, you gain the following features.

Feature Description
Frozen Fortitude Your FORT increases by +1. When making END checks to mitigate the effects of extreme cold, roll 2d20 and use whichever one is higher.
Mountainborn Gain +6 Skill Points that you can spend on the following skills. You cannot put more than +4 points into a single skill using this feature.
  • Acrobatics: Balancing, Contorting
  • Athleticism: Applied Force, Athletics
  • Observation: Appraising
  • Crafting*: Brewing, Cooking, Jeweling, Leatherworking, Masonry, Smithing
  • Stamina: Forced March
  • Survival: Navigating*, Tracking, Dungeoneering, Evading
Crag Dwarf

As a crag dwarf, you gain the following features.

Feature Description
Stone Minded Your WILL increases by +1. When a creature or effect attempts to impose Charmed on you, it must roll 2d20 and use whichever is lower.
Ruin Dweller Gain +6 Skill Points that you can spend on the following skills. You cannot put more than +4 points into a single skill using this feature.
  • Acrobatics: Balancing, Contorting
  • Athleticism: Applied Force, Athletics
  • Crafting*: Brewing, Carpentry, Cooking, Leatherworking, Masonry, Pottery, Weaving, Woodcarving
  • Knowledge: History
  • Luck: Scavenging
  • Survival: Navigating*
Deep Dwarf

As a deep dwarf, you gain the following features.

Feature Description
Dangersense Your ANT increases by +1. When making an AWR check made to detect an ambush or trap, roll 2d20 and use whichever is higher.
Deep Dweller Gain +6 Skill Points that you can spend on the following skills. You cannot put more than +4 points into a single skill using this feature.
  • Acrobatics: Balancing, Contorting
  • Athleticism: Applied Force, Athletics
  • Crafting*: Alchemy, Brewing, Cooking, Masonry, Smithing
  • Observation: Perceiving
  • Stamina: Forced March
  • Survival: Dungeoneering, Navigating*, Sneaking, Tracking.

All Dwarf Features

You gain an additional feature at the 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the features below.

Feature PreReq Description
Craftsdwarf Repeatable. Gain +5 points to spend on skills with the Crafting* tag.
Darkvision II Darkvision The range that you can see while using Darkvision extends by 30 ft.
Dwarven Constitution Repeatable. Gain +6 Skill Points to spend on skills with the Athleticism tag. You cannot spend more than 4 points on a single skill in this way.
Dwarven Ingenuity Gain a +3 bonus to Awareness checks to detect hidden doors or traps.
Dwarven Ingenuity II Dwarven Ingenuity (1/Rest) You may now spend 10 minutes to set a tripwire trap, given that you have the appropriate materials handy. When triggered, this trap uses your AWR to attack the target’s ANT. If you succeed, the target is Slowed until the end of its next turn.
Dwarven Ingenuity III Dwarven Ingenuity II Your Dwarven Ingenuity II tripwire gains 1d6 sharp damage if you hit. Additionally, if you hit, the target is knocked Prone in addition to being Slowed. Finally, you regain the ability to use this feature when you Recoup.
Earth-Blood Gain Resist Toxic 3.
Earth-Blood II Earth-Blood Increase your Resist Toxic number by 3. You are immune to nonmagical common and uncommon diseases.
Earth-Blood III Earth-Blood II, Character Level 20 You are immune to toxic damage and to being poisoned with nonmagical common and uncommon toxins.
Steel Heart Repeatable. Your maximum HP increases by +5 each time you take this feature.
Stoutling You can now carry 3 additional weapons and a total of 3 items with the Unwieldy tag.
Treasure Hunter Repeatable. Gain +3 to Lockpicking and +4 to Dungeoneering.


Lineages BhrunaiDragonfolkDwarfElementalElfFiendbloodGolemHalflingHonduHumanKettekKleppinRaedeenRemnantSatyrTrollkinUndeadUrkou