Dwarven Races of Carrilion
The dwarves of Carrilion discern seven folks of dwarvenkind.
The five most common folks can be described by one set of racial abilities,
those of the mountain- and hilldwarves.
Two less numerous folks are the netherdwarves, who better like to be called
caverndwarves and the greydwarves,
who use the term duergar from their own dialect of dwarvish to denominate their folk.
- Dwarves of the Westlandmark are called the Westerhill Dwarves.
- In the Mark Kattgori live the Kattgor Dwarves.
- Living in the hills of the Kronenmark are the so-called Kingsdwarves, to the chagrin of the others.
- Dwarves from the center of the Kronenmark living on Isenfels are named Isendwarves.
- Living on the southern border of the Isenmark, in the Mountainmark, are the hardy Mountaindwarves.
- In the deep underground of the Nethermark live the Netherdwarves, who call themselves Caverndwarves.
- The Duergar, called Greydwarves by all other folks live in some of the faerie realms.
To ignore or err with the racial membership of a dwarf will easily be interpreted as an
insult. Netherdwarves almost never leave the deep underground and greydwarves dwell in
the faerie realms of Arawn, Cernunnos and lesser deities of mountain ranges and valleys,
chasms and ravines. Many people don't believe these dwarven folks exist, which of course
is understood as an insult by dwarves.
A good fraction of nether- and greydwarves are above human standard in one
additional ability and below human standard in another ability.
This special quirk is different for both and put in brackets below.
Ability boni and penalties in brackets are optional (player's choice),
the character can be created solely with the standard ability modification (+2 Con and -2 Cha).
Some netherdwarves have a better common sense, perception and intuition, but are slower thinkers
and don't learn as quick. These netherdwaves receive -2 Int and +2 Wis, see below.
Some greydwarves are weaker and have lesser physical power, but a better hand-eye coordination,
greater agility, better reflexes and balance - quite comparable to the elves.
These greydwarves get -2 Str and +2 Dex, see below.
Mountain- and Hilldwarves
- +2 Con, -2 Cha.
- Medium size, no size modifiers.
- Hilldwarf base land speed is 20 feet.
However, hilldwarves can move at 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).
- Darkvision:
Hilldwarves can see in the dark up to 60 feet.
Darkvision is black and white only, but it is otherwise like normal sight,
and hilldwarves can function just fine with no light at all.
- Stonecunning:
This ability grants a hilldwarf a +2 racial bonus on Search checks to notice unusual stonework,
such as sliding walls, stonework traps, new construction (even when built to match the old),
unsafe stone surfaces, shaky stone ceilings, and the like.
Something that isn't stone but that is disguised as stone also counts as unusual stonework.
A hilldwarf who merely comes within 10 feet of unusual stonework can make a Search check as if
he were actively searching, and a hilldwarf can use the Search skill to find stonework traps as
a rogue can. This ability applies to finding passages into the realms of
Cernunnos,
Goibniu,
and other, lesser deities of mountain ranges and valleys.
A hilldwarf can also intuit depth, sensing his approximate depth underground as
naturally as a human can sense which way is up.
- Weapon Familiarity:
Hilldwarves may treat dwarven waraxes as martial weapons, rather than exotic weapons.
- Stability:
A hilldwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when
standing on the ground (but not when climbing, flying, riding, or otherwise not standing
firmly on the ground).
- +2 racial bonus on saving throws against poison.
- +2 racial bonus on saving throws against spells and spell-like effects.
- +1 racial bonus on attack rolls against giants and goblinoids.
- +4 dodge bonus to Armor Class against monsters of the giant type.
Any time a creature loses its Dexterity bonus (if any) to Armor Class,
such as when it's caught flat-footed, it loses its dodge bonus, too.
- +2 racial bonus on Appraise checks that are related to stone or metal items.
- +2 racial bonus on Craft checks that are related to stone or metal.
- Automatic Languages: Dwarven and Common.
- Bonus Languages: Giant, Goblin, Terran, and Undercommon.
- Favored Class:
Fighter. A multiclass hilldwarf's fighter class does not count when determining whether he
takes an experience point penalty for multiclassing.
Cavern- or Netherdwarves
- +2 Con, [-2 Int, +2 Wis,] -2 Cha.
- Medium size, no size modifiers.
- Caverndwarf base land speed is 30 feet.
- Darkvision:
A caverndwarf can see in the dark up to 120 feet. Darkvision is black and white only,
but it is otherwise like normal sight, and caverndwarves can function just fine with no light at all.
- Light sensitivity:
Caverndwarves are dazzled in bright sunlight or - for example - within the radius of a daylight spell
(-1 penalty on attack rolls, Search checks, and Spot checks).
- Stonecunning:
This ability grants a caverndwarf a +2 racial bonus on Search checks to notice unusual stonework,
such as sliding walls, stonework traps, new construction (even when built to match the old),
unsafe stone surfaces, shaky stone ceilings, and the like.
Something that isn't stone but that is disguised as stone also counts as unusual stonework.
A caverndwarf who merely comes within 10 feet of unusual stonework can make a Search check as if
he were actively searching, and a caverndwarf can use the Search skill to find stonework traps as
a rogue can. This ability applies to finding passages into the realms of
Grisganu,
Cernunnos,
and other, lesser deities of mountain ranges and valleys.
A caverndwarf can also intuit depth, sensing his approximate depth underground as
naturally as a human can sense which way is up.
- Bonus feat: Improved grapple, without needing to fulfill the prerequisites.
- Lesser stability:
A caverndwarf gains a +2 bonus on ability checks made to resist being bull rushed or tripped when
standing on the ground (but not when climbing, flying, riding, or otherwise not standing
firmly on the ground).
- +2 racial bonus on saving throws against poison.
- +2 racial bonus on saving throws against spells and spell-like effects.
- +1 racial bonus on attack rolls against giants and goblinoids.
- +4 dodge bonus to Armor Class against monsters of the giant type.
Any time a creature loses its Dexterity bonus (if any) to Armor Class,
such as when it's caught flat-footed, it loses its dodge bonus, too.
- +2 racial bonus on Appraise checks that are related to stone or metal items.
- +2 racial bonus on Craft checks that are related to stone or metal.
- Automatic Languages: Dwarven and Undercommon.
- Bonus Languages: Draconic, Giant, Goblin, Terran, and Common.
- Favored Class:
Monk. A multiclass caverndwarf's monk class does not count when determining whether he
takes an experience point penalty for multiclassing.
Greydwarves or Duergar
- [-2 Str, +2 Dex,] +2 Con, -2 Cha.
- Medium size, no size modifiers.
- Greydwarf base land speed is 30 feet.
- Darkvision:
Greywarves can see in the dark up to 120 feet.
Darkvision is black and white only, but it is otherwise like normal sight,
and greydwarves can function just fine with no light at all.
- Light sensitivity:
Greydwarves are dazzled in bright sunlight or - for example - within the radius of a daylight spell
(-1 penalty on attack rolls, Search checks, and Spot checks).
- Stonecunning:
This ability grants a greydwarf a +2 racial bonus on Search checks to notice unusual stonework,
such as sliding walls, stonework traps, new construction (even when built to match the old),
unsafe stone surfaces, shaky stone ceilings, and the like.
Something that isn't stone but that is disguised as stone also counts as unusual stonework.
A greydwarf who merely comes within 10 feet of unusual stonework can make a Search check as if
he were actively searching, and a greydwarf can use the Search skill to find stonework traps as
a rogue can. This ability applies to finding passages into the realms of
Arawn,
Cernunnos,
and other, lesser deities of mountain ranges and valleys.
A greydwarf can also intuit depth, sensing his approximate depth underground as
naturally as a human can sense which way is up.
- Weapon Familiarity:
Greydwarves may treat the dwarven waraxe as a martial weapon,
rather than an exotic weapon.
- Lesser Stability:
A greydwarf gains a +2 bonus on ability checks made to resist being bull rushed or tripped when
standing on the ground (but not when climbing, flying, riding, or otherwise not standing
firmly on the ground).
- +2 racial bonus on saving throws against poison.
- +2 racial bonus on saving throws against spells and spell-like effects.
- +1 racial bonus on attack rolls against giants and goblinoids.
- +4 dodge bonus to Armor Class against monsters of the giant type.
Any time a creature loses its Dexterity bonus (if any) to Armor Class,
such as when it's caught flat-footed, it loses its dodge bonus, too.
- +2 racial bonus on Appraise checks that are related to stone or metal items.
- +2 racial bonus on Craft checks that are related to stone or metal.
- Automatic Languages: Dwarven and Undercommon.
- Bonus Languages: Draconic, Giant, Goblin, Terran, and Common.
- Favored Class: Fighter or Rogue (player's choice).
A multiclass greydwarf's fighter or rogue class does not count when determining whether he
takes an experience point penalty for multiclassing.