Dwarves
"Deep within the mountain-homes of the dwarves you will find hot forges, cold beer, and a good story to share with any of its inhabitants"
- Ivan McDuren, author of Kings Under the Mountain
- Ivan McDuren, author of Kings Under the Mountain
Common Features
All dwarves of Amora share certain physical and philosophical characteristics that common amongst them, which are...
- Short and Stout Builds - Most dwarves stand under 5 feet in height, but being built so broad and compact, dwarves often have the same weight as some of the taller races like humans.
- Tough and Resilient - With skin almost as tough as stone, dwarves are as hardy as the mountains they live in, making them great warriors and blacksmiths. Dwarven blood also runs thick and resilient to most toxins and venoms, making dwarves much more resistant to them compared to other races. This resistance also helps with one of the great dwarven pastimes - drinking - most dwarves have a naturally higher tolerance to alcohol.
- Longer Lifespans, Longer Grudges - Dwarves on average live to be around 300 years old, allowing them to have a different perspective on the world then most of the younger races can ever possess - for a dwarf - the world's changes can be seen much easier with the passing of time. Although with longer lifespans means longer grudges: dwarves often have a great sense of justice and find it hard to let wrongdoings against them or their clan go, even after hundreds of years, some feuds smolder for generations.
D&D Race Stats - All Dwarves
- Hardy Constitution - Dwarves' naturally broad frame and stout build allows them to wear heavy armor without a movement speed penalty.
- Dwarven Blood - Dwarven blood runs thick and resilient to most toxins and poisons, giving them advantage on saving throws against poison, and granting them resistance against poison damage.
- Storyteller - Dwarves have a long history of oral storytelling and make for great writers and scribes of these legends and folktales, usually with some embellishment though. Dwarves gain proficiency in the History skill, but only if the history is recalled with some sort of embellishment.
- Darkvision - Accustomed to life underground, dwarves have superior vision in dark and dim conditions. They can see in dim light within 60 feet of them as if it were bright light, and in darkness as if it were dim light. They can’t discern color in darkness, only shades of gray.
The Dwarves of Amora
They say the finest blacksmiths and warriors are of dwarven make, but what they most likely refer to is the clan of dwarves known as mountain dwarves. Standing proudly in their mountain-city of Mordenheim (located deep within the highest snowy peaks of western Naz'gora), mountain dwarves value justice, honor, and fine craftsmanship above all else.
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Cunning and intelligent, the clan of dwarven exiles known as dark dwarves once too called home to Mordenheim, but long ago they choose to leave Mordenheim and went into Naz'gora's arid badlands, to find a new home among the barren mesas. There, they craved out a new home within one of the tallest mesas, Gogenheim, the mountain-city of the Dark dwarves. Within their new city they were free to practice runeforging - a form of blacksmithing used with magic - that allowed the creation of blastpowder weapons called firearms, and mechanical golems to serve them. Dark dwarves are known for their hot tempers, strong grasp of magic, and artificers.
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