JustinCase
the magical equivalent to the number zero
Certainly. That's why I love 3.5, even though it's also overwhelming. 

I think a dwarf cleric would be a good choice. The group could use some more healing power. Here's a detailed look at the various dwarven subraces for Harqual: Dwarves of Harqual. There is a lot of background material there.Dwarf cleric. Human spellthief. So many choices
This post in my Lands of Harqual thread shows details for the specific region of the campaign, called The Strandlands. Hill dwarves are common in the region; they are the second most plentiful race. Most of the dwarves of the Strandlands live more towards the hills and mountains. The game is set in a seaside village called Carnell, but even in that small place there are some dwarves. Most notably the blacksmith.@Knightfall, what kind of dwarves would be appropriate wherever the characters are now? And what are available deities?
Also, if Dumathoin is available, anyone know what is mattock/maul and where are the stats? There is maul in Arms and Equipment but it is 1-handed 1d10 weapon. Impressive, but...not really a maul.
Can it be 2d8 (1d10 --> 2d8) or at least 2d6 and be heavy 2 HD weapon?