Hill Dwarf | Mountain Dwarf | Gray Dwarf | Krynn Hill Dwarf | Krynn Mountain Dwarf |
- | - | Gully Dwarf (Aghar) | - | - |
The race of dwarves
typically dwells in hilly || mountainous
regions.
For details of the race
in general the reader is referred to AD&D,
MM.
As player characters, both
dwarves and their cousins the "mountain dwarves" can be considered.
Summary of Dwarvish Racial Abilities:
Q. Is it possible for
a dwarven PC
to have a CON
of 19
if aging bonuses and/or magickal
adjustments are taken into
account?
A. Yes. It is
entirely possible for a dwarf
to have a CON of 19.
Details of
the adjustments to be applied
to HP
etc can be found on p6-7
of the
DEITIES & DEMIGODS
Cyclopedia.
In passing it is worth knowing
that
some of these higher abilities
may
only be applied to divine
beings.
(Imagine #9)
Permitted class options:
A character of the dwarven race can be a fighter
(maximum of 9th level),
a thief,
or an assassin (maximum of 9th level).
Ability Score | Cleric (All) | Fighter (Hill) | Fighter (Mtn/Gray) | Thief (All) | Assassin (All) |
15 | 8 | 6 | 7 | U | 9 |
16 | 9 | 6 | 7 | U | 9 |
17 | 10 | 7 | 8 | U | 9 |
18 | 11 | 8 | 9 | U | 9 |
18/99 | - | 8 | 9 | - | 111 |
18/00 | - | 9 | 10 | - | 122 |
19 | 13 | 10 | 11 | U | 122 |
20 | 16 | 12 | 13 | U | 122 |
21 | 18 | 15 | 16 | U | 122 |
1: Intelligence 18 and dexterity 19 also
required
2: Intelligence 19 and dexterity 19 also
required
SA:
Dwarven clerics or fighter/clerics who have attained max. level in the
cleric class may be able to make some permanent magic items via the cleric
class.
Multi-class restrictions:
It is also possible for a
dwarven character to opt to work simultaneously in the fighter
&& thief classes;
in the latter event the
dwarf will be limited to the armor permitted
a thief when performing
any functions of that class. <thieves can wear any armor: cf. UA>
Xperience
will always
be divided between the two
classes also, even though the dwarf may no
longer advance upwards in
fighting ability level. (Complete info
regarding this subject is
given hereunder in the section dealing with
CHARACTER
CLASSES.) <>
Saving
Throw Bonuses: Because of their very nature, dwarves are non-magical
and do not ever
use magical spells. However,
this nature gives them a bonus with regard to
their saving throws (see
COMBAT,
Saving
Throws) against attacks by
magic wands, staves, rods
and spells. This bonus is + 1 for every 31/2 points
of CON
ability. Thus, if a dwarf had a constitution of 7 he or she
would gain a +2 on dice
rolls made as saving throws, at 14 constitution
the bonus would be +4, and
at 18 constitution the bonus would be the
maximum normally possible,
+5.
Similarly, dwarves have exceptional
constitutional strength with regard to
toxic substances, ingested
or injected. Therefore, all dwarven characters
make saves against poison
in the same manner and with the same
bonuses as they do against
magical attacks from wands, staves, rods, and
spells.
Languages:
All dwarves are able to speak the following languages
(q.v.): dwarven,
gnome, goblin, kobold, and
orcish; in addition, dwarven characters are
able to speak the "common
tongue"
of all humankind. However, except
for their alignment language
(see ALIGNMENT), they are unable to
learn
more than two additional
languages regardless of their intelligence
ability.
Infravision: Dwarves
are able to see radiation in the infra-red spectrum, so they can
see up to 60' in the dark
noting varying degrees of heat radiation. This
ability is known as "infravision".
Dwarves are miners
of great skill. They are able to detect the following <Free miner skill
for dwarves?>
facts when within 10' or
less of the particular phenomenon (except
determination of approximate
depth, which can be done at any distance):
Detect grade or slope in passage, upwards or downwards | 75% probability (d4, score 1-3) |
Detect new construction or passage/tunnel | 75% probability |
Detect sliding or shifting walls or rooms | 66 2/3% probability (d6, score 1-4) |
Detect traps involving pits, falling blocks andother stonework | 50% probability (d4, score 1-2 or d6, score 1-3) |
Determine approximate depth underground | 50% probability |
Note that the dwarven character
must be actively seeking to determine the
phenomenon in question in
order to be able to determine the answer; the
information does not simply
spring to mind unbidden.
Combat Bonuses:
In melee combat (see COMBAT),
dwarves add 1 to their dice rolls to hit
opponents who are half-orcs,
goblins, hobgoblins, or orcs. When being
attacked by ogres, trolls,
ogre magi, giants, and/or titans, dwarves subtract
4 from their opponents'
"to hit" dice rolls because of the dwarves' small
size and combat ability
against these much bigger creatures.
As
has already been noted, dwarven characters get a bonus of 1 added to
their initial constitution
ability, and a penalty of 1 on their charisma score
due to racial characteristics.
It is very important to note the actual charisma
score prior to racial adjustment,
however, for dwarven characters do not
suffer charisma penalties,
nor are they limited to a 16 CHA max.
with regard to their own
race. For example, let us suppose a player who
has rolled a charisma score
of 18 decides to have a dwarven character,
thus reducing charisma score
by 1 due to racial characteristics. However,
the highest score possible
for a dwarf is 16 (see CHARACTER ABILITIES,
CHARISMA
TABLE), so the character's charisma score is recorded as 16
(18), the parenthetical
number being the actual score rolled. With regard
to non-dwarven henchmen,
the character is limited to a maximum of 8,
but with regard to dwarves
the character has a score of 18 charisma, so up
to 15 henchmen would serve
the character if the additional servitors (over
and above 8) were themselves
dwarves.
Question: Are there
any alignment restrictions for dwarves?
The MM
says they are LG.
Answer: Many of the
particulars of the MM description of
dwarves are intended only
to strictly apply to NPC dwarves.
Alignment is one of these
particulars: Not all
PC dwarves have to be LG,
just like not all
PC dwarves have to have
just one HD, and not <mountain dwarves have 1+1 HD>
all player character dwarves
will be “Very” intelligent.
No PC race is restricted
as to what alignment a
member of that race can
be. The only restrictions placed on
races concern what classes
they can become — and some of
those classes have alignment
restrictions, but that’s a different
matter.
A PC
dwarf can be a thief, an assassin, or a <hill or mountain dwarf>
fighter, or certain combinations
of those classes. If all dwarves
had to be LG, no dwarf would
be able to be a thief or
assassin. PC dwarves can
theoretically be of any
alignment, as long as it
fits the rules for the class(es) they
belong to.
NPC dwarves,
as described in the MM, are considered differently.
NPC dwarves will be pre-
dominantly, if not exclusively,
LG in alignment. Virtual-
ly all of them, except for
leader types, will have no more than 1
HD, and virtually all of
them will be above average in intelli- <mountain dwarves have 1+1 HD>
gence. Also note that the
MM
makes no mention of dwarven
thieves or assassins being
encountered in a large group; all of
the higher-level dwarves
in a group of NPCs are either fighters
or fighter/clerics. If you
play NPC dwarves “by the book,” there
can never be dwarven thieves
or assassins, and if those charac-
ter types are included in
an adventure or a campaign, the
MM information (at
least with regard to alignment,
armor and weaponry in this
instance) will have to be “modified”
accordingly.
Question: Do dwarves
rise to the 7th or 8th level of clerical ability?
The DDG™ Cyclopedia
(p. 108) and the MM (p. 35) either state or imply that 7th is the
maximum,
but the PH (p. 14)
says 8th.
Answer: In his general
article on dwarves in this issue of DRAGON™
Magazine, Roger Moore suggests
one logical answer to this
problem: To resolve the
discrepancy, it can be ruled that
dwarven clerics with 18
wisdom can ascend to 8th level, while
all others are limited to
7th level. In the final analysis, whether a
campaign includes 8th-level
dwarven clerics or not (regardless
of wisdom score) is a matter
of choice and circumstance. Per-
haps, if your campaign was
begun with a pre-generated band of
dwarves that includes characters
who have 7th-level clerical
ability (as per the MM),
you might allow the possi-
bility of those characters
rising to 8th level. But such an ad-
vancement, if it is even
possible, would take decades of game
time to achieve. According
to the age determination charts in
the DMG, dwarven
clerics who are estab-
lished as NPCs are already
almost 300 years old. If a dwarf has
spent, say, 200 years rising
from 1st level to as high as 7th level
in clerical ability, then
the advancement from 7th to 8th level is
certainly not going to come
about “overnight.”
(Correction: PCs
can be dwarven clerics)
(Correction: Dwarven
clerics with 18 Wisdom can rise to 11th level .. or, all the way up to
18th level with a 21 Wisdom).
* * *
Question:
Can a dwarf use a long sword in one hand?
A dwarf is too short to
use a bastard sword one-handed.
Can a dwarf use it two-handed,
and if so, does he strike every other round with it?
Answer: Whether a
dwarf can use or carry any sword longer than a
short
sword is a matter of conjecture and contention. Certainly,
a dwarf is capable of lifting
and swinging a long sword,
a broad
sword, or a bastard sword. But
the shortest of these weapons is
almost as tall as the average
dwarf. This makes such weapons
unwieldy, even in the hands
of a dwarf (or other diminutive
humanoid) with above average
strength or dexterity. No dwarf
in his right mind would
try to carry such a weapon around with
him, unless he enjoys being
overly encumbered and likes wear- <the statement about 'overly encumbered'
doesn't hold true>
ing his scabbard belt up
around his shoulders. Any dwarf who
tries to take a long sword
down the dungeon steps is probably
going to clank and clatter
so much that he’ll be a walking lure <impose a MS penalty?>
for wandering monsters.
Other PCs aren’t going
to put up with this sort
of situation for very long, if at all.
If a dwarf finds himself
unarmed in the midst of melee and
there’s a long sword lying
on the floor nearby, nothing’s to
prevent him from grabbing
it and flailing away. But he isn’t
going to wield it well:
For one thing, he can’t possibly be profi- **
cient in the use of such
a weapon. And in addition to the
customary penalty for non-proficiency,
the DM might justifia-
bly tack on penalties to
the weapon speed factor, its adjustment
against certain armor classes,
and its damage figure. Even if a
dwarf is able to manipulate
a long sword or broad sword and
score a hit despite all
the penalties attached to the attempt, he
might be unable to bring
the weapon to bear on a TARGET with
any more effectiveness than
if he were wielding a short sword
— and perhaps the damage
figure would be adjusted even
lower (for instance, a maximum
of 1-6 per hit against any size
opponent).
Whether or not a dwarf can
use a long sword or a broad sword
with one hand, or a bastard
sword with two hands, is a topic that
calls for more interpretation
by the DM. If you choose to allow a <c.f. Dragon #127>
dwarf to employ a long sword
with one hand, then you’ll have to
make a different set of
penalties for one-handed or two-handed
use of the weapon, and make
the one-handed penalties stiff
enough so that it’s highly
advisable to use the weapon with both
hands if it is used at all.
The penalties that might accrue to a
dwarf trying to use a bastard
sword with both hands might be so
great as to make it mathematically
impossible for the character
to score a hit — but that
shouldn’t prohibit him from trying. He’ll
learn his lesson soon enough,
if he survives that long.
In matters like this, where
the rules provide no specific allow-
ances or prohibitions, logic
and common sense must rule. It is
enough for a Dungeon Master
to discourage the use of long
swords by dwarves by administering
logical and sensible pen-
alties to the attempt, rather
than issuing an outright proclama-
tion against such activity.
Let players do what they want, as
long as they’re willing
to pay the price...
Q: If a dwarven character
and a
human character got married
and
had kids, wouldn't their
offspring
be half-dwarves? What would
the
racial characteristics of
half-dwarves
be?
A: We suppose that
a human and a dwarf
would produce a half-dwarf,
if they could
produce a child at all.
Such a child, however,
might be either a tall,
hairless dwarf
or a short, hairy human,
as there are no
half-dwarves in the AD&D
game. While it
is possible to create more
crossbreeds
than are already present
in the AD&D
game, we recommend that
you stick with
the ones in the rules.
(144.6)
<Mountain Dwarves: These creatures are similar to their cousins, the hill dwarves, detailed above.
The only differences are
size (4 1/2’+ tall), HD (1 + 1), and coloration
(typically lighter with
brown hair).
They employ fewer crossbows
(20% maximum) and more spears (30%).
Mountain dwarves with 16
strength can work up to 7th level, with 17 strength to 8th level, and with
18 strength to 9th level.
<note
that the level info seems to be redundant (exact same as PH, and could
be edited)> Mountain dwarves have a life span of 400 or more years.>
<correct?
: the only other difference between a hill dwarf and a mountain dwarf is
in terms of age categories, if one is only going by the MM+PH+DMG>
[this
all the info for mountain dwarves I could find in the core 3 books. for
PCs, maybe it is best that all dwarves play by the same rules, excepting
those for size and age]
DMG:
Dwarves
tend to be dour and taciturn.
They are given to hard work
and care little for most humor.
They are strong and brave,
but they also enjoy beer, ale, mead, and even stronger drink.
Their chief love, however,
is precious metal, particularly gold.
They also enjoy gems, of
course, particularly those of opaque nature (except pearls which they do
not like)
and diamonds.
They like the earth and
dislike the sea.
Considering that their women
tend to be bearded too,
it is
not surprising that some dwarves are somewhat forward in their behavior
towards females not so adorned.
If dwarves are a trifle
suspicious and avaricious,
they
generally make up for such faults by their courage and tenacity.
<>
racial defaults, affects
encounter reaction (ie. you TALK to a group of dwarves)
TRAIT
\ GENERAL TENDENCY: suspicious
TRAIT
\ MATERIALISM: avaricious
TRAIT
\ BRAVERY: brave
TRAIT \ PERSONALITY: 7-8 = introverted (use for named NPCs only)
note: in general, for a monster,
just make TEMPLATE entries for those characteristics that have a 1e source.
in other words, the TRAIT
statblock extension is always a 'partial statblock'
in general, NPCs, in the
sense of named NPCs, are the only ones who get a 'full statblock'
for TRAITS
<>
DWARVES AND THE SHARDS OF THE DWARVEN KINGDOMS
AT A GLANCE: The Dwarves of the FR
are a short, stocky people
who seem to be a part of the earth
itself, ranging in shade && hue
from a
rich earth-red to a granite-stone grey.
Dour and with a strong distrust
towards magic beyond that which a
magical axe can lend, they tend to be
a
withdrawn, sullen people.
ELMINSTER'S NOTES: Like the elves,
the Dwarves are a people whose numbers
have been dwindling. In their case,
the overall population has been declining
since the days when the dragons
controlled the lands of Cormyr,
and the
Sunrise Mountains still spouted flames
and steam.
The reason for this decline is twofold;
Shield Dwarf
Gold Dwarf
Dwarven tombs of the Realms (Dragon
#224)
01-04 | Bissel |
05-06 | Dyvers |
07-08 | Furydondy |
09-12 | Geoff |
13-16 | Gran March |
17-18 | Great Kingdom |
19-20 | Greyhawk |
21-24 | Highfolk |
25-26 | Ideee |
27-28 | Irongate |
29-34 | Onnwal |
35-38 | Theocracy of the Pale |
39-42 | Perrenland |
43-46 | Ratik |
47-48 | Spindrift Isles |
49-54 | Sterich |
55-59 | Sunndi |
60-63 | Tenh |
64-66 | County of Ulek |
67-78 | Principality of Ulek |
79-80 | County of Urnst |
81-83 | Duchy of Urnst |
84-90 | Wild Coast |
91-94 | Yeomanry |
95 | Gnarley Forest |
96 | Grandwood Forest |
97-00 | Welkwood |
The Dwarven
Point of View
by Roger Moore
As AD&D™
players
know, the dwarves are a
human-like race, standing
about 4 feet high but weighing as
much as 150 pounds or so
due to their broad build and
musculature. Most people
also know that dwarves pre-
fer living underground in cav-
erns
and mines, they value
gold highly,
and they have
beards (female dwarves are
also said to be bearded).
Their use of axes and ham-
mers as weapons and their
hatred of orcs
and giants is also familiar.
However, this limited amount of informa-
tion is the extent of most people’s aware-
ness and knowledge of dwarves.
Scattered throughout the AD&D
books
and a number of other sources are other
bits of information regarding this poorly
understood race — information that may
mean little in itself, but when put togeth-
er presents in some detail an interesting
portrait of a distinctly different race,
one
that does not share our human values
and feelings on the topics of life and
liv-
ing. Much of the difficulty in getting
to
understand dwarves is due directly to
their habit of separation from the affairs
of other races. The dwarves are very
much a race apart.
One of the most striking features of
dwarven society is the inequality in num-
bers of males vs. females. Two out of
three dwarves are male at birth, and this
ratio continues to hold true as dwarves
get older. The effect this has upon them
reaches into nearly every aspect of their
lives. Most male dwarves do not marry,
but instead devote their lives to careers
as craftsmen, miners, adventurers, and
so forth.
<that is not a dwarf>
<maybe a gnome from the
Kron Hills>
<dwarven women have beards>
Dwarves who do enter into marriage
become exceedingly jealous and pos-
sessive of their partners, restricting
the
freedom each has in exchange for a life
of devotion to each other and their child-
ren. Yet, though roughly half of all male
dwarves are destined to go through life
as bachelors, they do not appear overly
sad or frustrated. Their careers fill
their
daily lives as completely as would the
presence of a wife, and appear to give
them much the same satisfaction (par-
ticularly in the metal-working and jewel-
er crafts, for reasons to be given later).
How would a human society cope with
an excess of males such as this? History
reveals that at times such as this, human
societies turn to warfare or extreme vio-
lence in order to bring the sexual imbal-
ance back to normal. For dwarvenkind,
however, a male-to-female ratio of 20
to
1 is normal.
Some dwarves, male and female alike,
would not marry even if they had the
chance, so immersed are they in their
work. The greatest heroes and heroines
of dwarvenkind have almost always been
single, as marriage means the end of any
outside occupations, especially adven-
turing. For a married dwarf to adventure
or otherwise spend a lot of time out of
the
home is seen as a shirking of responsibil-
ities and a disgraceful insult to the
other
partner of the lowest order, in effect
say-
ing that the partner (be it he or she)
is not
worthy of the other’s affections. Much
of
this feeling is caused and reinforced
by
the basically lawful good nature of the
dwarven fold.
By and large, dwarves are seen as pos-
sessive, single-minded, perhaps having
a narrow range of interests, yet throwing
all their energies into the seeking of
their
goals. Dwarves are clannish,
more so than most other rac-
es, and few make a habit of
spending a lot of time
among
the company of non-dwarves
for long periods of time.
<that is not a dwarf>
<maybe a gnome from the
Kron Hills>
<dwarven women have beards>
A strong streak of material-
ism is present in the dwarven <materialism:
not average>
character, and they are some-
times notoriously jealous of
what the own. Dwarves tend
to hoard their wealth, spending money
only to make more money,
and are very
watchful of thieves, real and suspected.
In dwarven society, there is but one pe-
nalty for pickpockets and burglars, and
that is death — unless, of course, the
thief is working for the dwarves against
someone else.
Many dwarves are rather vengeful, and <nature:
vengeful, -d4>
remember slights or insults long after
they have ceased to matter to anyone
else. They may well take opportunities
to
redress the situation when their enemies
have been lulled into complacency. Lit-
tle wonder that other races sometimes
distrust dwarves more than they do goblins.
Who knows, they ask, what a dwarf
is really thinking of you?
To other intelligent races, dwarves are
humorless, “dour
and taciturn” (as the <personality.introverted.taciturn, -d8>
DMG puts it), and loveless except
for a
lust for more and more gold.
Such is not
true; there is much joy in a dwarf’s life
in
such things as the birth of a child, the
crafting of a beautiful jewel, or the
forg-
ing and finishing of a great suit of armor
or a matchless weapon.
Yet, it is true that for the most part,
the
life of a typical dwarf is fraught with
ceaseless toil and labor; the dwarves’
work ethic makes the human
conception
of the same concept appear lackadaisi-
cal. They pay a price for this drive,
in
terms of the many lines that fill their
fac-
es as they age. This price, however, is
seen as a badge of honor among dwarves,
and adds in some sense to their satisfac-
tion with themselves. Other races don’t
always see it this way (especially the
elves, who would be sorely distressed
to
have to live such serious and hard-
working lives). Those few who do admire
the dwarves and uphold their achieve-
ments publicly will come to win their
cautious gratitude, and in time may be
counted in some manner as an “honor-
ary dwarf” if they continue to actively
support and champion dwarven causes.
Interestingly enough, there is some
element of humor in the dwarven charac-
ter, of a nature particular to themselves.
Whenever dwarves have been responsi-
ble for the rescuing of persons of other
races, there is inevitably some jesting
and joshing to the effect that the victims
wouldn’t have had to be rescued if they’d
been dwarves, or that the dwarves fail
to
understand what was so awful about the
situation (regardless of how bad it was).
Though two demons,
a dragon, and an
entire tribe or orcs
be slain in the con-
quest, and the dwarves be immensely
proud among themselves, they may put
on a casual front to other races, and
would appear to treat the whole episode
as a light romp in the afternoon
sun.
With all this in mind, one understands
how dwarves on the whole have such low
charismas when interacting with other
races. Yet, on the positive side, dwarves
possess a powerful tenacity, driving on
when others have given up and left the
race. Lejends and tales abound of
dwarves who dared the greatest obsta-
cles and dangers in reaching for their
goals, either to emerge victorious or
end
up utterly destroyed. A thing is either
done or it is not, and there is no halfway
about it. Dedication like this can often
make the difference between success
and failure for adventuring parties. Such
an attitude can prove to be a great mo-
<+5, or +10 morale?>
rale boost for groups of adventurers,
particularly LG ones. How could
one avoid winning, with a dwarf on one’s
side?
The natural tendency to suspicious- <general
tendency: suspicious, -d8>
ness in the dwarven nature has saved
enterprises from disaster, much more
often than it has led to the missing of
a
good opportunity. Dwarves take a great
interest in seeing that the party and
its
valuables are secure from loss — a great-
er interest than most other peoples can
willingly muster.
Dwarves abhor slavery and all forms of
<exception: duergar>
involuntary servitude; they never prac-
tice it among their own kind or against
other races. Foes are either made to
leave the AREA, coexist peacefully if
they
elect to stay, or else are slain. Those
who
make a practice of enslaving dwarves
run the gravest risks; other dwarves who
find this out will lay aside all differences
to unite and destroy them, in a fairly
short time, if at all possible.
Dwarves are one of the toughest of
races, perhaps the most so. Poisonous
substances don’t affect them as much as
they do other races. Dwarves do not use
any magical spells, but this has proved
to
be a saving grace at times — such as
when cursed rings fail to function when
worn, giving them a chance of recogniz-
ing the cursed enchantments. Magical
spells and magical effects of other sorts
may be more strongly resisted by dwarves
because of their non-magical natures.
Their strength
is also considerable and
in battle serves to offset their short
height. Though dwarves are not as agile
<Method V: take this into consideration>
as other races, this doesn’t appear to
af-
fect them greatly in any way.
Earlier it was said that dwarves are a
race apart. Indeed, they were created
that way. The god Moradin,
the Father of
the Dwarves, is said to have fashioned
them secretly of iron
and mithral, in a
forge in the fires at the heart of the
world.
No other god suspected what was hap-
pening, it is told, and when dwarves ap-
peared upon the world the event
was
cause for great surprise among the other
deities. Being a solitary god himself,
it
may be guessed that Moradin preferred
it this way.
Moradin was able, through his skills,
to give souls to the dwarves when he
breathed upon them at their creation
(also cooling them as they were taken
from the furnace). This sets the dwarves
in a group with only humans, gnomes,
and halflings for company, of beings
with souls instead of spirits (see the
DDG™ Cyclopedia for
clarification
of these terms).
Because they are built from the sub-
stance of the earth itself, dwarves feel
a
strong affinity for the lands that lie
under
the ground, and they base their lives
on
working with the earth’s resources.
One is struck, in the study of dwarven
theology, by the relationship between
procreation and metalcraft; perhaps
more than one dwarven smith has looked
upon a finished piece of work and felt
as
if he’d breathed life into the metal and
given it a soul of sorts, as Moradin did
so
long ago. Some of the most popular
dwarven-told tales concern an ancient
smith who was able to do exactly that,
somehow investing his creations with a
life of their own. The story ends similarly
to the Greek tale of Pygmalion
and Galatea,
with the smith fashioning a female
dwarf from the most precious of metals
and having her come to life. Thereafter,
of course, they were married and he
ceased to bother with his crafts, being
now content.
Moradin is a proud and possessive
god, who owns a hammer and armor that
cannot be stolen or used by any other
deity in the universe. It is clear that
a part
of him lives on in all dwarves. The em-
phasis on materialism is difficult for
dwarves to rid themselves of. They feel
that if they want a thing they must have
it
before them, be it a person, object, or
experience. Fond memories do not suf-
fice, and sometimes only serve to psy-
chologically torture the dwarf, because
he or she may be physically unable to
obtain the thing again. Either a dwarf
has
something or he/she does not.
Lust for treasure motivates dwarven
thieves more so
than it does thieves of
other races; little do dwarves care what
was done to get the item. Because of the
unequivocal penalties for stealing from
other dwarves, dwarven thieves base
most of their livelihood on stealing from
other races (thereby worsening already
touchy relationships). The knowledge
that dwarves go through life only once
(souls cannot be “recycled” as spirits
can be) may also fuel the desire to get
all
one can out of life before one goes. (Or,
as an infamous dwarven thief once put
it,
“Ya gotta reach for all the gusto ya can.”)
When a dwarf dies, it is considered a
dishonor for the body to go unburied.
Dwarven communities bury their dead in
great stone vaults after ceremonial
cremation,
symbolically returning the body
to the Forge of Moradin and then to the
earth, while the soul is freed to make
its
journey to the Outer
Planes. The burial of
weapons, armor, and magical items with
the ashes, as well as gold and jewelry,
is
not common and is done only for dwarves
of great importance.
The long-standing rivalry between
dwarves and orcs, goblins, and giants,
reflected in the combat skills dwarves
have against these types and races of
creatures, doubtless points to older ri-
valries between Moradin and the gods of
those non-human creatures.
An investigation of
theology reveals
that hill
giants are probably the greatest
traditional dwarven enemies. For use
against these huge folk,
the clerics of Moradin may manufacture
+3
Dwarven Thrower war hammers,
something no other race can make.
In the DMG (p. 16) there is a comment
to the effect that dwarves are more “for-
ward” in
their behavior toward females
without beards, since dwarven women
tend to be bearded too. This author
would like to suggest that this statement
be disregarded. It was not clear whether
dwarven females or females of other ra-
ces are being referred to, and in any
case
dwarves are not at all prone to mate with
others outside their race. Those persons
who have had the audacity to ask dwarves
whether they like bearded or unbearded
women best have usually been given
stony stares
— or, if the pollster is per-
sistent and obnoxious enough, a first-
hand demonstration of the high quality
of the dwarven-made battleaxe
and the
skill with which one can be wielded.
Such information was not meant to be
spread about indiscriminately. It may
be
conjectured that such matters are left
to
the personal preferences of each dwarf.
Dwarf Warrior
Two discrepancies appear in the var-
ious AD&D
volumes concerning dwarves.
Though dwarves may become psionic,
Moradin is not; this may be accepted as
Moradin’s way of keeping his thoughts
to himself, however.
There is also the
question of whether dwarven clerics
(who must be fighters as well) can reach
7th or 8th level; this author strongly
fa-
vors the idea that truly exceptional dwar-
ven clerics may reach the 8th level if
they
have an 18 wisdom. Otherwise they can
only become 7th-level clerics.
(Correction: Dwarven clerics with
a Wisdom of 18 can become 11th level clerics. See Table II.A.)
Information for this article was taken
from the PH,
the MM, the DMG,
and the DDG.
Paul H. Kocher’s book, Master of
Middle-Earth (Ballantine Books,
paper-
back), was also helpful, though it con-
cerns J.R.R. Tolkien’s version of dwarves
and not the conception of them given in
the AD&D
rules.
Dungeon Masters may use this article
to standardize the roles and personali-
ties of dwarven NPCs
in his or her cam-
paign, and players may use this informa-
tion in role-playing their characters
if
they like. This article is a set of guide-
lines for playing dwarven characters,
and not a set of rules.
Dwarven Clothing
(Greyhawk):
Dwarven folk love shades of brown,
red
and gray
contrasted with a bright splash of color
and picked
out with as much precious metal as they
can possibly
wear. Leather is a favorite material,
with wool being
popular also. Dwarves wear clothing similar
to that of
the Oeridians.
Well Great!
Funny that you should ask
that question, as I just posted to that topic on the EN World boards a
ccouple of weeks back. Read all about it at:
http://www.enworld.org/forums/showthread.php?t=132744
The short answer is YES.
All female dwarves have
beards
Cheers,
Gary
FWIW, I envisage dwarves
with shell-like ears ala humans, only proportionately larger. - Gary
DMPrata wrote:
On a related note, what
do you think it would take to get one of those pokey, curmudgeony, bearded
types onto a horse to keep up with the rest of his party?
As for mounts, would you
believe pony horses or ponies?
Cheers,
Gary
PapersAndPaychecks
wrote:
I've never understood the
thing about dwarfs not wanting to ride horses. Did that start with Dragonlance?
Short, burley people with
short legs do not make good horsemen
A small horse or a pony makes the task easier.
Cheers,
Gary
<that does not look like
a dwarf!>
<is he a gnome from the
Kron Hills?>
Fid wrote:
Well that changes things
after 20+ years of play!
Not really though. On most
of our dungeon delves the party (which always seemed to include a Dwarf
ot two) was always at a 6" anyway because there were humans in plate mail.
The faster bases only played a part when the human mage and elven thief
had to run a way!!!!
How many dwarves do NOT
clank around in armor and encumbered with shield and weapon in addition
to their dungeon gear?
:lol:
Gary
Gary, one more if I may,
and then I promise to leave you be for a few days.
In an earlier discussion of movement rates, you mentioned that you felt
9" was a good base movement rate for an unarmored dwarf, gnome, or halfling
(and someone recently brought to my attention that this was done with a
pre-generated dwarven PC in S4 The Lost Caverns of Tsojcanth). Human
PCs have their movement cut in 3" increments as their encumbrance increases
-- 12", 9", 6", 3-4" (per
Players Handbook). How would you suggest
reducing the dwarf's movement rate? A few ideas that I've seen bounced
around:
9", 6", 3", 1"
or
9", 6", 4", 2"
or
9", 7", 5", 3"
or
9", 9", 6", 3"
How have you handled this?
The movement rate deduction
is in 25% streps, so for a dtyrdy dward I'd
say the steps are as follows
(one of the options you suggest):
9", 7", 5" 3"
Cheers,
Gary
Originally posted by MerricB
Thanks muchly for the answers,
Gary.
Another question for you:
Do female beards have dwarves?
The other thing I should
say is to thank you very much for the gaming anecdotes you've been giving
us in the "On a Soapbox" column in Dragon. (I can seem to remember wishing
for stuff like that back when you first revealed yourself to us on these
boards, and lo! it appeared!)
Cheers!
Damn! I tried trolling this
board a while back to see if I could get any anti-female-bearded-dwarf
folks all het up. Lackaday! Seems that those folks have finally coped wise
to the fact I was jesting.
Glad to learn you enjoy those little tales of the old days of D&Ding. Thank Dave Gross for getting me started. I have only a few left, though. Likely I should be writing more now, but as nobody from DRAGON is hollering at me, I'll not worry... :rolleyes:
Gary
Quote:
Originally posted by
ranix65
How about it Gary, if I ever
get it made, wanna play a dwarf lord?
Heh, and why not? Of course
I'd want to mug the camera like the guy in the D&D movie did
Gary
Quote:
Originally posted by
Cias the Noble
2. The Monster Manual seems
to indicate that dwarves, gnomes, and halflings have a lower base movement
rate than their human counterparts (even after armor considerations) but
the PHB and DMG say nothing of this. Was this the original intent?
Base movement rate for demi-humans
is that shown for the race in the MM, and it was always used for such PCs
in all the game material I did--my own campaign and in modules printed.
Quote:
Originally Posted by Gray
Mouser
I agree. Can't recall any
mythologies that have elves, dwarves, etc. as having the upper hand against
humans.
Nor any fantasy literature,
although I don't read as much of it as I used to.
Just so.
The Norse dwarves were like
giants in their powers, and the French fey were as potent as fairies in
some fairy tales.
Neither is suitable for
inclusion as a character race in a FRPG.
Quote:
Originally Posted by Barak
While I fully agree with
The
Man's description of elves, obviously dwarves should be unlimited in
levels. I can accept typos that deny that, including those forthcoming.
BTW, I always thought elves level limitations were a bit high, myself.
What? You think stubby rock-chewers
should be more potent than the flighty ones of the forest? I am appaled!
Gary
Quote:
Originally Posted by Barak
But big axes, which is why
they hld their own, all things considered.
You misspelled a**es
Quote:
Originally Posted by Storm
Raven
And justified based upon
their internal consistency. To my knowledge, no one has ever argued, for
example, that Dwarves should not gain a Constitution bonus, because the
reason they do is consistent with the background given for the race, and
consistent with the mythological and literary background that the game
draws upon. Level limits don't.
As I said before, get a
life and forget about all this silly quibbling. After all is siad and done,
dwarves are so unbelievable as to be completely irrational. They live underground
in caves and drink ale and eat meat. Where do their supplies come from?
Where, outside of my assertion if D&D that they have a strong constitution,
does that "logical" assumption come from. After all, they might be as fraail
as vampires when it comes to sunlight, and that's why they live underground.
Many a fairy tale portrays dwarves as wholly evil, as are the svartalves
of Norse mythology.
Quote:
Originally Posted by Storm
Raven
Or, I guess I could just
use game systems designed by people who put some thought behind their decisions.
Since the level limit rule doesn't fit logically, and has all the earmarks
of a pasted on quick-fix. If your reasoning as to why you did one thing
rather than another is simply an arbitrary assertion, then you aren't nearly
as astute an individual as many have taken you for.
You might try putting your
intellect to work right here for a change I am sure you have a keen one
or you wouldn't be a gamer...
cheers,
Gary
Quote:
Originally Posted by haakon1
Last night after our game
we went out to dinner . . . one of my friends told me in the computer gaming
magazine "Penny Arcade", they had a cartoon about a computer gamer telling
his friend: "This new D&D Online is like totally stealing ideas from
World of Warcraft Online. How can they get away with copying elves and
dwarves and all?"
I had a young female editor from a major NY publisher that was on the same panel as I at a con ask me how I could steal dwarves from Tolkien. I said:
"Young lady, I'll have you know that I stole my dwarves from the same source the professor did, Norse mythology!"
Tha audience laughed heartily, and she was basically silent thereafter.
Cheers,
Gary
Quote:
Originally Posted by SuStel
Don't be silly! The offspring
of a human and a halfling would obviously be a three-quarterling.
Hmmm...
A half-halfling should be
a quartling as surely as all female dwarves have luxuriant beards!
Gary
Comments
I wonder which sex among
halflings has the hairiest feet.
That's the ticket!
Aha! At last. Now I will
mark this place forever... or at least long enough for me to find it.
+18 now
A dwarven defender.
Absolutely!
As I have pointed out often in the past, has anyone ever seen a mythological or folklore depiction of a female dwarf that lacked chin whiskers?
Yours for factual dwarven Physiognomy,
Gary
Comments
His final post, still
promoting the hirstuteness of female dwarves. What more is there to say?
I love your game,
Gary. Thank you.
You are still missed
Gary.
Because he still
isn't high enough level - and I realized I asked the next to the last question...
Good bye, and thank
you.
13, 14, 15 thus far
Final post :(
Final post +
Gary rocks from beyond
the grave!
twas the last post
by Mr E. Gary Gygax.
Thanks!
Missed but never
Forgotten in any Realm. - Thank you Gary.
HILL DWARF
ABILITY SCORE MODIFIERS: +1 CON, -1 CHA
(not to dwarves), -1 COM (not to dwarves)
RACIAL LIMITATIONS:
STRENGTH: 8/18
INTELLIGENCE: 3/18
WISDOM: 3/18
DEXTERITY: 3/17
CONSTITUTION: 12/19
CHARISMA: 3/16
RACIAL PREFERENCES:
Preferred: Hill Dwarves
Goodwill: Mountain
Dwarves, Surface Gnomes, Stout Hobbits, Tallfellow Hobbits
Tolerance: Hairfoot
Hobbits
Neutrality: Deep Gnomes,
Half Elves, Humans
Antipathy: Grey Dwarves,
Grey Elves, High Elves, Valley Elves, Wild Elves, Wood Elves
Hatred: Dark Elves,
Half-Orcs
STARTING AGE: Cleric (250+2d20), Fighter
(40+5d4), Thief (75+3d6)
AGE CATEGORIES:
Teenager (35-50): -1
WIS, +1 CON, +1 COM
Mature (51-150): +1
STR, +1 CON, +2 COM
Middle Aged (151-250):
+1 INT, +1 WIS, -1 COM
Old (251-350): -2 STR,
+1 INT, +2 WIS, -2 DEX, -1 CON, -3 COM
RACIAL TENDENCIES:
HEIGHT, MALE:
WEIGHT, MALE:
HEIGHT, FEMALE:
HEIGHT, MALE::
NPC ABILITY SCORE MODIFIERS: