Dwarf Varrient - Narrowlands CS

Umarth

First Post
I've got a world called Narrowlands that I'm developing into a full-blown campaign sourcebook with sky in the pie dreams of getting it published. It's a low magic high fantasy world that is designed for experianced gamers who don't mind a world where they don't get do-overs after stupid mistakes. As such the power level for non-magic classes/races tends to be a bit higher than standard d20.

My primary inspiration has been Byzantine history and the Simarillion.

One final key point is that every character in the Narrowlands starts with 1d4 fate points that are non-replenishable and allow for a variety of "heroic" actions or benefits.

So with that said here is a variant dwarf racial description with three racial levels to support it. Stats are virtually identical as D20 PHB but it's a new take on who dwarves are rather than what abilities they have.


Dwarf:
Dwarves are unique in the world for they are born from the world itself. Every Dwarf is carved from the mountain and is given life by the earth. They live long lives and are resistant to change and as immutable as the earth itself. The greatest kingdoms of the dwarves are high in the mountains who’s deepest halls are secrets the Dwarves reveal to no others.

Personality: Dwarves are slow to show any emotions be it friendship or hatred though they are in general untrusting of the other races. They value skill in working stone, metal, and above all else gems. They are loath to lie and see honor as more important than life. When crossed they are implacable foes and if the insult or crime against them is great enough will not stop until their foe is dead.

Physical Description: Dwarves tend to grow only to about four feet tall; though the dwarves of Belegost grow almost half a foot taller. Their weight however is normally half again as much as a human. Dwarves are fond of long and intricately braided beards they often adorn with gold and gems. Their hair can range from silver and gold to browns and red however the most common color is gray. Dwarves, along with petty-dwarves, are unique in that they are genderless. Dwarves live on average 400-500 years of age.

Relations: Dwarves are untrusting of all the other races though they truly hate only Orcs and Petty Dwarves. Long in the past Dwarves have warred with men and elves over the lust felt by those races for the dwarves handiwork. Though the humans have forgotten and the elves for the most part forgiven to the dwarves these wars are still strong reasons to distrust the other races. Of all the other races Dwarves are most likely to get along with the, Rean Elves, Western Humans, and Yaun-Ti. Both the Rean Elves and the High Humans share the dwarves love for crafts and the making of fine items. Dwarves have both taught and learned a great deal from those races though their “friendships” tend to be very cool.
It is with the Yaun-Ti that the dwarves greatest allies can be found. The common threat of Orcs to both races has necessitated alliance after alliance between them. The Dwarves also find much merit in the Yaun-Ti’s honor and sense of clan. Yaun-Ti and dwarvish realms often overlap but there is normally little conflict as the Yaun-Ti’s burrows and warrens tend to be much shallower than those of the Dwarves.

Alignment: Dwarves tend strongly to both law and neutrality. It is rare to find a dwarf who has strayed more from their alignment than one step toward either chaos, good, or evil.

Dwarven Lands: The dwarves bones are carved of stone as are their homes. Deep under the mountains of the world are found the Halls of the dwarves. These halls are mysteries to the other races for all but the very topmost chambers are off limits to those not of dwarvish blood. Most trade between dwarven lands occurs at the borders where dwarves have setup small trading posts.

Names: Dwarves are born fully grown from the stone with the knowledge of how to speak and of their own names. Dwarvish names tend to be 2-3 syllables in length and contain the letters K, M, N, or a hard C.

Additional Info:
Dwarves are not born in the traditional sense. Dwarves are in fact mined from the earth. Special gems known as Dwarves hearts are occasionally found in veins of precious metals deep in the heart of mountains. When placed in carved dwarvish body they slowly (150ish years) awaken and rise as new dwarves.
Dwarves do not "die" in the traditional sense. When slain or brought low by old age or disease a dwarf turns to stone. After several hundred years these stone dwarves re-awaken with minimal memories of there former lives.

Ageing:
Dwarves: Every 100 years dwarves suffer -2 to their dexterity and gain +1 natural armor. When a Dwarf’s dexterity reaches 0 it turns to stone.


Dwarven Levels:
Dwarves can take up to three levels in “Dwarf” at any time. Not all Dwarves take racial levels.
Hit Dice: d12
Skill Points at 1st Character Level: (2+intl mod) x4
Skill Points at Higher Levels: 2+ Intl Mod
Class Skills: Craft, Appraise, Balance, Jump, Know (Arch), Know (Geo), Survival
Weapon/Armor Proficiencies: Dwarves are proficient with all Simple weapons, and all simple and martial hammers and axes. Dwarves are proficient with all light, medium, and heavy armors as well as all shields.
Level BaB Fort Ref Will Special
1 1 2 0 0 Skin of Stone
2 2 3 0 0 +1 Wis; Sense of Stone
3 3 3 1 1 +1 Con; Body of Stone, Heroic Strike

Skin of Stone: Once per day you can gain damage reduction x/- for a number of rounds equal to your constitution modifier and where x is equal to your con modifier.
Sense of Stone: You gain tremor sense 10’. Once per day you can extend this out to 120’ for 1 minute/5 levels.
Body of Stone: For up to a number of rounds equal to your constitution modifier a day you are considered to have moderate fortification this means you have a 50% of ignoring critical hits and 50% of sneak attacks fail and are treated as normal attacks.
Heroic Strike: See feat description.

Heroic Strike [General]
Fate guides your hand making your attacks land with the most devastating effect.
Benefit: You may spend a fate point to have every attack until your next initiative be a critical if you hit. These must be rolled and do not automatically inflict max damage.
Special: You must be a dwarf to take this. This dose not includes petty-dwarves.


And finally a special material near and dear to Dwarves.
Dwarves Heart: This exceptionally rare metal is found only in small quantities in the hearts of dwarves. To wield it is to declare your self utterly against the dwarves and all who stand with them. In order to harvest the metal you must remove the heart of a dwarf and within only a few minutes of death bath it in a reagent made from dwarven blood and the purest alcohol. After the heart has been submerged in the mixture it must be lit on fire. When the blood and alcohol has burned away a small lump of metal will remain that is in roughly the shape of a dwarf’s heart. This process yields roughly one tenth of a pound of metal. Oddly this process fails utterly when attempted using a petty-dwarfs heart. A pound of Dwarves Heart costs 15,000gps. Items created from Dwarves Heart weigh half again as much as normal. Weapons crafted from Dwarves Heart grant a +3 bonus to hit and damage. Shields and armor forged from Dwarves Heart grants +3 AC as well as fire and cold resistance of 5. In addition armor, not including shields, made of Dwarves heart grant an additional 3/- damage reduction. Dwarves Heart has a hardness of 30 and 60 hit points per inch of thickness.

If anyone is looking for a new campaign world to run and would be willing to give me feedback about problems you find or see I'd be happy to share the PHB, MM, and world I've developed so far.

I'd appreciate any comments
 
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If anyone is looking for a new campaign world to run and would be willing to give me feedback about problems you find or see I'd be happy to share the PHB, MM, and world I've developed so far.

Wow. Just, wow. I've been looking for a way to make Dwarves more earth-like and your version is the one I've been seeking. I'd love to see the rest of your campaign material!
 

I love your conception of dwarves. If living constructs could be a race, they would be the dwarves.

There are nice resonances with two common motifs in the myths of human origins; that humans were made from the earth, and that they were made to serve the gods. Legends of golems echo these myths, which is part of their appeal. I can see the same echo and appeal of the Narrowlands dwarves; created to be craftsmen and miners, alive, but whose origins are in the earth.

A focus on duty and tradition would be appropriate for such a race. Playing a genderless character could be a fun challenge. I wonder how they would calculate their geneology? Does the dwarf who crafted the statue that became their body count as their father? Or do they count their previous incarnation (whose dim memories they share) as their ancestor?

The one bit that doesn't appeal to me is the special metal made from dwarven hearts. I don't think D&D needs another special metal. And no new metal should be obviously superior to adamantine. Nor should its use be constrained largely by RP considerations.

I would also like there to be a way for dwarves to arise spontaneously. If a fragment of adamantine is just the right size and shape it will animate a stone block into the form of a dwarf (the rest of the block just crumbles away) after a century or two. But if either the block or the the fragment is the wrong size or shape (or too deeply buried, or something), it will take thousands or millions of years for the animation to happen. Most dwarves are the result of other dwarves being "reborn" or by their hearts being intentionally crafted and placed.

Ooh... how about this: dwarves can arise spontaneously, as in the previous paragraph, but giants result if the fragment is too large. The type of rock dictates the giant; fire giants from basalt or volcanic rock, cloud giants from marble, etc.. The notion that dwarves are actually small giants is due to Raven Crowking, I believe.

What's the story with petty dwarves? Are they actually gnomes?
 

In a standard D&D world I'd agree no metals better than adamantium. Since magic item creation is scaled way way back though my players are unlikely to ever find a +1 weapon. Necessitates the need for some more exotic materials to make things out of.

Petty-Dwarves aren’t gnomes. Petty Dwarves are actually the result of a ceremony where you destroy a "true" Dwarfs heart and scatter its remains over about 10 statues you are turning into "Petty" Dwarves. This, obviously, permanently kills the original Dwarf and nets you ten new Dwarves that don't get to reincarnate but do live for a few hundred more years on average.

Since Petty Dwarves are semi-descendents from an imortalish race and yet are mortal themselves they tend to be very preoccupied with staving off death. Not to mention how good can you feel about yourself if you knew your birth was only through foul rituals that involved slaying another.

To top it off Petty-Dwarves are the ones who taught the other races how to refine the dwarf's heart metal from true dwarf’s hearts.

It's easy enough to drop the metal aspect out of the campaign and give dwarfs heart some other desirable ability that people would kill for.


The giant idea is a great one and I'll have to play around with it some in my campaign.

I'll go ahead and toss up the petty dwarf stats.
I unfortunately don't have a full write-up on them yet.
Petty-Dwarf:
 +2con, -2int, -2wis, -2cha
 Small s size: +1 attack, +1AC, +4 Hide, Weapon restrictions
 Cary loads as medium creature
 20ft movement
 Dark vision
 +2vs poison
 +2vs spells and spell like effects
 +2vs enchantment/compulsion effects
 +1 to all saves
 +1 racial bonus to appraisal and craft checks with metal or stone.
 +2 move silently
 +1hp/lvl
 Favored Class Rogue

Petty-Dwarf Levels:
Petty-Dwarves can take up to three levels in “Petty-Dwarf” at any time. Not all Petty-Dwarves take racial levels.
Hit Dice: d10
Skill Points at 1st Character Level: (4+intl mod) x4
Skill Points at Higher Levels: 4+ Intl Mod
Class Skills: Appraise, Balance, Bluff, Hide, Move Silently, Survival
Weapon/Armor Proficiencies: Dwarves are proficient with all simple weapons, light armor, and shields.
Level BaB Fort Ref Will Special
1 0 2 2 0 +1 Dex; False Death
2 1 3 3 0 +1 Con; Life’s Blood
3 1 3 3 1 +1 Dex; Cling to Life

False Death: when you are hit you may drop to the ground and pretend to be dead. Unless your opponent succeeds in an opposed bluff roll (heal or sense motive vs bluff) they believe you have died.
Life’s Blood: Petty-Dwarves are immune to any ability that causes HP loss over time do to blood loss and automatically make any stabilization checks.
Cling to Life: When a petty-dwarf would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the petty-dwarf can attempt to shrug off some of the damage. She makes a fortitude saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow.
 

I'm guessing since no one has posted anything about balance issues that both of these are fine as far as balance and rules go.
 

Umarth said:
I'm guessing since no one has posted anything about balance issues that both of these are fine as far as balance and rules go.

Well, as far as rules go, I wonder about the "nonreplenishable" nature of fate points. Would someone really take heroic strike if they could only use it 1d4 times in their career?

The petty dwarf entry mentions weapon restrictions. What would those be, exactly?

Does the "+1 to all saves" stack with their other bonuses? i.e. do they really get +3 vs spells and spell like effects?
 

It's true they are non-replenishable. Basically the idea is you get 1d4 get out of jail free cards in your characters life. It lowers the mortality rate in a world where there is no instant healing.

Your also right that it's unlikely someone would take a feat they could only use 1d4 times. Thats why it's a bonus feat any Dwarf that takes all three racial levels gets.

Small s size: +1 attack, +1AC, +4 Hide, Weapon restrictions

Weapon restrictions are due to small size.

Yes the +1 dose stack with everything so it's +3vs spells and spell like effects. Which are uncommon and magical items that would add additional points to save are even rarer.

Petty dwarves are basically evil little roaches. They can carry more than you'd expect, are hard to kill, dumb, and annoying.
 

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