Dwarves

Dwarves
There are two races of dwarves in Sylvernas: Arcesian and Azoran.

Arcesian dwarves are generally larger in stature, and bred for war. After thousands of years of battle with dragons, they have adapted to a life of danger. Many will reach heights between 4 to 5 feet tall, weighing as much as 200 pounds. Most will have black, grey, or white hair, and dark eyes. Their beards are kept in simple braids or ponytails, and rarely with decoration. Should they decorate themselves, it is usually with some mark of their clan, and with a trophy of their kills.

Azoran dwarves are smaller than their eastern cousins, and more pacifistic. They are usually miners, jewelers, and fine craftsmen. They rarely reach heights over 4'6", and weigh about 150 pounds. Many will have blond, brown, or even red hair. Their eyes are dark, usually brown or gold. Their beards are kept well combed and oiled, and many prefer to wear decorations of some type, usually golden clasps or jeweled beads.

Men and women dwarves have strong names, like Elruma, Kharn or Rothgar. Their last names are usually their clan names, or names that have been given to them or their ancestors for their professions. For example, Horek felled a Frost Giant with one slash of his mighty axe. He and his descendants were thus given the last name 'Garunslad', or 'Giantslayer'. Other names are 'Golveln' ('Goldkin') or 'Irdloden' ('Ironshod'). Which ever name, either translated or not, is the one they prefer to be called. It is considered an act of violation to call a dwarf by any other name.


 * Stats**:


 * +2 Constitution, –2 Charisma.
 * Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
 * Dwarf base land speed is 20 feet. However, dwarves 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: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
 * Stonecunning: This ability grants a dwarf 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 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.
 * Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
 * Stability: A dwarf 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 orcs 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: Common (Sylverna) and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
 * Favored Class: [|Fighter]. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing.