The Dwarves of the Peacock Sky are a tired people who long ago reached the peak of their civilization and have since lost many of the ancient ways. In those olden days, when they were at their strongest, a war broke out with the ancient and vicious monster Mjornabog and his vast hoards of troglodyte minions. The Dwarves triumphed with the help of a mysterious people called the Twilight Children, but were savagely betrayed as they celebrated their victory. The Twilight Children lulled the Dwarves to sleep and took many of the young and healthy, departing over the treacherous Crimson Sea from which they had appeared.
It was in this weakened state that the Builders discovered the Dwarves, and abducted many of the survivors into slavery with promises of aid or threats of force. Though many went with them to Barev, others still live in hidden cities below Nomina’s surface. Since the Sundering, free Dwarves have found their way up to many new lands through the now untrustworthy tunnels.
Dwarf Racial Traits
Racial Ability Bonuses: +2 Con, +2 Str, -2 Chr and a +2 to one of the remaining ability scores decided at character creation.
Small: Dwarves are Small creatures and gain a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defence, and a +4 size bonus on Stealth checks.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision, See in Darkness: Dwarves see perfectly in darkness of any kind, including that created by spells such as deeper darkness.
Craftsman: Dwarves have a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.
Gatecrasher: Dwarves have a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder.
Kneecapper: Dwarves have a +4 racial bonus on combat maneuver checks to trip an opponent.
Larger than Life: Dwarves act as one size category larger for all CMB and CMD checks. This ability works with magical size change effects.
Natural Armor: Dwarves’ thick skin gives them a +2 Natural Armor Bonus to AC.
Relentless: Dwarves have a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.
Shadow Resistance: Dwarves have a +2 racial bonus on saves against spells of the shadow subschool.
Stubborn: Dwarves have a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) sub-schools. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round
if the first re-roll ability fails.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Barev or Nomina and Dwarven. Dwarves with high Intelligence scores can pick up to six other starting languages usually in line with the Shard they come from.