Iron Dwarves
Personality
Cheerful, hardworking, and passionate about their crafts, Iron Dwarves revel in overcoming difficulties and accomplishing goals. "Work hard, drink hard, sleep hard" is a common saying among these stout folk, and they enjoy competing to see who can finish a project first.
Although strong believers in tradition and conformity, an iron dwarf will forgive almost anything if a person gets results through talent and hard work.
Physical Description
They average about 4-1/2 feet tall and have light skin and hair, and traditionally avoid cutting their hair or beards. Often covered in soot, they tend to wear dark brown or black clothes to make it less noticeable, but on social occasions are known to sport brightly coloured doublets over their dark work shirts. Green and red represent fertility and success to iron dwarves, so they are popular colours for holiday wear.
Relations
Iron Dwarves are generally social and open but can be shy around strangers, staying quiet until they have been introduced by a mutual acquaintance. Those dwelling in Burghausen see networking as important to their status and the health of their businesses, so they
Iron dwarves generally have good relations with any obsidian dwarves in their vicinity, relying on them for whatever commerce they may need. They are tolerant savage races, so long as they do not pose a direct threat. They are indifferent to elves and other aboveground races, hardly ever giving them a second thought. They do have an instinctual distrust of Naja-Set and other reptilian races.
Iron dwarves are known to hoard precious metals and gems, which they use to lavishly decorate their homes and possessions. An iron dwarf whose doublet and sword are not studded with gems is considered poor indeed. They also use gems extensively in trade with other races.
Alignment.
Most obsidian dwarves are lawful good, it is rare to find one who tends toward evil or chaos. Close clan connections and social contracts within Burghausen make it difficult for anyone to be too defiant or selfish.
Lands
Iron dwarves favour thickly forested mountain environments, making extensive use of wood in construction. They typically live in clan houses carved downward into a mountain from a public entrance hall on the peak of the mountain. Thus, each new room is directly beneath the one built before it, going ever deeper into the mountain, connected by a steam-powered lift.
Religion
Iron dwarves believe themselves to be created by Volund on his forge, and dedicated every item they craft to that god. All Aesir and Vanir receive some worship, but Odin, Volund, and Gullveig are the most popular gods in Burghausen. Clerics are few and far between among the iron dwarves, but each one is typically dedicated to either the Aesir or the Vanir, focusing on one or two gods above the others. Holidays occur nearly every week in Burghausen and attendance is mandatory.
Language
Iron dwarves speak their own dialect of dwarvish which has many words in common with the Human languages of their original homeland from before the Fall.
Names
Names are similar to those of other Burghausers.
Racial Traits
Medium Humanoid (Dwarf)
•+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 armour 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 war axes, Dwarven urgroshes and firearms 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 reptilian and ophidian races.
•+4 dodge bonus to Armour Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armour 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.
+2 racial bonuses on Alchemy and Knowledge (architecture and engineering) checks.
Spell Resistance 12 + level. Iron dwarves must overcome their own spell resistance to cast spells within the normal casting time. To avoid this, they must take extra time to cast the spell. Thus spells that take less than a full round become a full round action to cast and other spells take double their normal casting time.
Mechanical expertise: +2 on Disable Devices, Open Locks, and Craft (mechanical devices) skill checks
•Automatic Languages: Common and Dwarven. Bonus Languages: Troll, Aarakocra, Kironan, and Melian Elvish.
•Favoured Class: Fighter. A multiclass dwarf’s preferred class does not count when determining whether he takes an experience point penalty for multi-classing.
Level adjustment: +1
Vital Statistics
Table: Iron Dwarves Random Starting Ages
Adulthood Simple Moderate Complex
40 years +4d6 +6d6 +8d6
Table: Iron Dwarves Aging Effects
Middle Age Old Venerable Maximum Age
125 years 188 years 250 years +3d% years
1. At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
2. At old age, -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
3. At venerable age, -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Iron Dwarves Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4' 4" +2d4 130 lb. x(2d6) lb.
Female 4'2" +2d4 120 lb. ×(2d6) lb.