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DragonMaster Admin
Number of posts: 133 Age: 34 Location: Brønshøj, Denmark Registration date: 2008-02-27
 | Subject: Dwarven Races Fri Feb 29, 2008 2:33 pm | |
| Most dwarves are renowned their distrust of magic, and for their skill as axe-wielding warriors and blacksmiths, with the exception of their Underdark-dwelling cousins: the evil, psychic grey dwarves. Dwarves favor earth tones in their clothing and prefer simple and functional garb. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Dwarves average 4 feet tall and weigh as much as adult humans. Dwarves have for all time disliked the elves, no one know how this came to be, as history from those ancient times have been lost. Some scholars say the "hatred" comes in the form of Dark Elves always raiding the dwarven mines for slaves. DescriptionDwarves average four feet in height, with squat, broad bodies. Male dwarves grow thick facial hair. It is often a sign of extreme sadness and mourning for a dwarf to shave his beard. A popular misconception has it that female dwarves also grow beards. However, this is in some situations not the case, though some dwarven females are know to grow the bear to appear more attractive. CombatDwarves are experts in combat, effectively using their environment and executing well-planned group attacks. They rarely use magic in fights, since they have few wizards or sorcerers (but dwarven clerics throw themselves into battle as heartily as their fellow warriors). If they have time to prepare, they may build deadfalls or other traps involving stone. In addition to the dwarven waraxe and thrown hammer, dwarves also use warhammers, picks, shortbows, heavy crossbows, and maces. Sub-Races:
- Arctic dwarves: Found in the northernmost reaches of the land, the Arctic dwarves, are even smaller than most other dwarves. They are very strong and immune to cold.
- Gold dwarves: Shorter and more charismatic than their shield dwarf cousins, these are the dominant dwarves in southern continents. They primarily reside in an around the Deep Realm, an underground realm surrounding a grand canyon like gorge. The gorge had once been an enormous cavern, which collapsed during a titanic battle between dwarves and drow.
- Gray dwarves: Mainly found in the underdark, with an aversion to light.
- Shield dwarves: The dominant dwarves in the northern parts of the land, these dwarves are taller than their gold dwarf brethren.
Last edited by DragonMaster on Wed Mar 12, 2008 7:23 pm; edited 8 times in total |
|  | | DragonMaster Admin
Number of posts: 133 Age: 34 Location: Brønshøj, Denmark Registration date: 2008-02-27
 | Subject: Arctic Dwarf Fri Mar 07, 2008 5:16 pm | |
| Arctic Dwarf:Arctic Dwarves, who call themselves the Inugaakalikurit, are the isolated inhabitants of the northernmost reaches of the World. Native to the mountains at the hearth of the Great Glacier and the notherly regions the arctic dwarves are little know to the outside World. The are squat and hardy with blocky bodies, pinched faces and stuby legs. They rarely exceed 3 feet in height and are nearly as broad as they are tall. Their eyes are bright blue, their cheeks as ruddy as apples. Their skin is white, almost bluish, but because of their fondness for basking under the bright sun , many of the are sunburned red from head to toe. The arctic dwarves are unique from the other dwarven sub-races as they do not worship any gods, though some have turned to worship the human god Ulutiu. RACIAL TRAITSAbility Changes: +2 Strength, +2 Constitution, -4 Dexterity, -2 Charisma. Arctic dwarves are tough enough to survive the brutal environment of the arctic, but rely on strength and heavy armor rather than agility. Small Arctic Dwarves are smaller than their cousins and gain a +1 on Defense. Darkvision out to to 60 feet. Icecunning: Arctic dwarves can apply their stonecunning benefits to structures and natural features made of ice, as well as those made of stone. Weapon Familiarity: Dwarves favor dwarven waraxes (1-handed) or dwarven urgroshes (2-handed). Racial Enemies: +1 racial bonus on attack rolls against Kobolds. +4 dodge bonus to Defense against creatures of the giant type (such as ogres, trolls, and hill giants). Immunity: Cold Automatic Languages: Common, Dwarven. Special Languages: Aquan, Auran, Common, Draconic, Giant.
Last edited by DragonMaster on Thu Mar 27, 2008 3:43 pm; edited 14 times in total |
|  | | DragonMaster Admin
Number of posts: 133 Age: 34 Location: Brønshøj, Denmark Registration date: 2008-02-27
 | Subject: Gold Dwarf Sat Mar 08, 2008 8:52 pm | |
| Gold DwarfFound largely in the South in the immediate vicinity of the Great Rift, gold dwarves are the dominant southern branch of the stout folk. Renowned not only for their smithwork and craftmanship but also for their military prowess and legendary wealth. Averaging 4 feel tall and weighing as mush as an adult human, gold dwarves are stocky and muscular. The skin of a gold dwarf is light brown or deeply tanned and the eyes are usualy brown or hazel. Both genders wear their hair long, and males (and some females) have long, carefully groomed beards and mustages. Hair color ranges from black to grey or brown, with all shades fading to light grey as time progresses. Among Gold Dwarves the churches of Moradin and Berronar are so predominant and have been for so long that many lesser dwarven deities enjoy little more than token obeisance. RACIAL TRAITS:Ability Changes: +2 Constitution, –2 Dexterity. Darkvision out to to 60 feet. Stonecunning: This ability grants a dwarf 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 dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. Weapon Familiarity: Dwarves favor dwarven waraxes (1-handed) or dwarven urgroshes (2-handed). Stability: Dwarves are exceptionally stable on their feet. A dwarf can 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). Racial Enemies: +1 racial bonus on attack rolls against aberrations. +4 dodge bonus to Defense against creatures of the giant type (such as ogres, trolls, and hill giants). Immunity: None. Automatic Languages: Common, Dwarven. Special Languages: Giant, Gnome, Goblin, Terran.
Last edited by DragonMaster on Thu Mar 27, 2008 3:45 pm; edited 3 times in total |
|  | | DragonMaster Admin
Number of posts: 133 Age: 34 Location: Brønshøj, Denmark Registration date: 2008-02-27
 | Subject: Grey Dwarf Sun Mar 09, 2008 2:56 pm | |
| Grey DwarfDwelling in the great subterranean cities of the Underdark, the grey dwarves are deep-dwelling cousins of shield dwarves, known for their cruelty and bitterness. Averaging 4 feel tall, grey dwarves weight nearlt as mush as an adult human. While other dwarves tend to be round-bodied and stoutly muscled, grey dwarves are wide of shoulder, but wiry and lean, the limbs corded with tough muscle. The skin of a grey dwarf is light or dark grey, and the eyes are dull black. Both genders are usually bald, with males having long grey beards and mustages. Laduguer, the Grey Protector, and his daughter, Deep Duerra, is the harsh taskmasters of the Grey Dwarves and the patron of this sub-race. RACIAL TRAITS:Ability Changes: +2 Constitution, –4 Charisma. Darkvision out to to 120 feet. Stonecunning: This ability grants a dwarf 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 dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. Weapon Familiarity: Dwarves favor dwarven waraxes (1-handed) or dwarven urgroshes (2-handed). Stability: Dwarves are exceptionally stable on their feet. A dwarf can 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). Racial Enemies: +1 racial bonus on attack rolls against orcs (including halforcs) and goblinoids (including goblins, hobgoblins, and bugbears). +4 dodge bonus to Defense against creatures of the giant type (such as ogres, trolls, and hill giants). Immunity: Paralysis, Phantasms and magic poison. Light Sensitivity: Grey Dwarves suffer a -2 penalty on all action made i daylight, or with light as bright as daylight. Automatic Languages: UnderCommon, Dwarven. Special Languages: Common, Draconic, Giant, Goblin, Orc, Terran.
Last edited by DragonMaster on Wed Mar 12, 2008 7:36 pm; edited 1 time in total |
|  | | DragonMaster Admin
Number of posts: 133 Age: 34 Location: Brønshøj, Denmark Registration date: 2008-02-27
 | Subject: Shield Dwarf Mon Mar 10, 2008 9:53 pm | |
| Shield DwarfFound largely in the northern reaches of the western and central continent, shield dwarves are the dominant northern branch of the Stout Folk. Renowned for the smithwork and craftsmanship, shields dwarves have endured a centuries-long decline in the face of never-ending wars with orcs, goblins, giants and trolls. Taller by half a foot than their gold dwarf cousins, shield dwarves average 4 1/2 feet tall and weigh as mush as an adult human. The skin of a shield dwarf is fair or lightly tanned, and their eyes are usually green or silver blue. Both genders wear their hair long, and males (and a very few females) have long, carefully groomed beards and mustages. Hair color ranges from light brown to red, with all shades fading to silver or white as time progresses. The Shield Dwarves have venerated the deities of Moradim, Berronar and Clangeddin. RACIAL TRAITS:Ability Changes: +2 Constitution, –2 Dexterity. Darkvision out to to 60 feet. Stonecunning: This ability grants a dwarf 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 dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. Weapon Familiarity: Dwarves favor dwarven waraxes (1-handed) or dwarven urgroshes (2-handed). Stability: Dwarves are exceptionally stable on their feet. A dwarf can 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). Racial Enemies: +1 racial bonus on attack rolls against aberrations. +4 dodge bonus to Defense against creatures of the giant type (such as ogres, trolls, and hill giants). Immunity: None. Automatic Languages: Common, Dwarven. Special Languages: Draconic, Giant, Gnome, Goblin, Orc |
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