Dwarves are a hardy race known for their sturdiness, strength and skill in mining. They have no need of magic to create powerful projectile weapons, preferring the simple, consistent power of black powder, blood, sweat, and tears. It was the dwarves that first managed to replicate the hero Amelia's mighty weapon and mass-produce it for use by the civilized races, though they have not done so in 20 years, and nearly all the replicas have been destroyed or lost to time.

Dwarves are driven by honor and tradition. While they are often stereotyped as standoffish, they have a strong sense of friendship and justice, and those who win their trust understand that while they work hard, they play even harder—especially when good ale is involved. 

The hardy, ingenious Dwarves dwell to this day in the mines of Monere, just outside of the ruins of the old, great city, though some have opened up forges and shops in the capitol city of The Consolidated Realm. Most dwarves consume their bodyweight in ale each day and tend to become morose, impotent and otherwise useless after only a few hours without alcohol in their bloodstream.

Stat Modifiers


Dwarves start the game with 3 free points to place in any stat below.

Strength 2
Dexterity 1
Constitution 2
Intellect 2
Charisma 1
Wisdom 2

Racial Features

Sturdy: If a Dwarf is above 25% health and suffers enough damage from one hit that they would be killed, they are instead reduced to 1 HP.

Dwarven Drinking Song: Dwarves do not suffer constitution penalties after consuming alcohol.

Foolhardy: Dwarves gain +1 to parry and block rolls and +1 to attack rolls for each enemy adjacent to them. These points may stack with other abilities.

Restrictions: Dwarves may play any class and equip any weapon they are trained in, within reason, regardless of how drunk they are.

Some exclusions apply. See GM for details.