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Stronghollow Dwarves

by Joaquin Menchaca

Dwarves of Mystara trace their origins to their homeland of Rockhome on the continent of Brun. Legend has it that dwarves were molded out of the Earth in BC 1800, by the Immortal patron Kagyar. Overtime there were many migrations of dwarves throughout the Brun continent, including the formation of the Stronghollow Clan in Karameikos. The Stronghollow dwarves reside in the reclusive Gnomish town of Highforge. Physical Description: Dwarves are short and stocky and stand between 4 and 4 feet tall, with light tan to deep brown skin color, and hair that ranges from black to gray to shades of brown.

Society: Stronghollow Dwarves are enterprising and cooperate amongst themselves for the benefit of the entire clan. Their society is stratified by their role and work contribution toward the benefit of the clan. Stronghollow pride themselves on efficiency and order, and organize themselves into collective groups, based on their role, and later into smaller divisions if needed. Adventuring is discouraged and frowned upon, but there is some recognition for the broad experience in the world can bring innovation and opportunity back to the clan. As Stronghollow collectively share and have equal access to wealth, no one dwarf will be penniless and without food. The greater role of the family can however direct funds of the clan's resources toward a promising adventurer. (Author's Note: This diverges from GAZ1 canon, in that dwarves command no wealth until the player gives up adventuring and returns to the clan). Players elect to roll for their social standing within the Stronghollow clan or choose to be from a crafter's family or comfortable with no adjustment to starting funds. Roll d20:

d20 Role (Equiv. Human Class) Adjustment
1-6 Worker (Struggling) starting funds
7-12 Crafter (Comfortable) Normal starting funds
13-18 Craft Master (Wealthy) 1 x starting funds
19 Craft Leader (Very Wealthy) 2 x starting funds
20 The Council (Ruling) 3 x starting funds

Relations: To many Stronghollow dwarves seem dour, depressing, taciturn, and unimaginative when dealing with tasks beyond mining, metal smithing, and warfare. In regards toward humans, Stronghollow dwarves tend to favor the company of Thyatians, whom they consider practical unlike the superstitious Traladarans. Stronghollow dwarves in living closely with gnomes in Highforge, have a strong bond and sense of brotherhood shared with gnomes.

Alignment and Religion: Most dwarves are Lawful good, given their sacrifice for the greater good and hardworking, structured society lends dwarves to be more orderly. Dwarves worship their Immortal patron Kagyar.

Adventurers: Dwarven adventurers are raere compared to humans, especially as adventuring is discouraged by the Stronghollow clan. Nevertheless, Stronghollow dwarves can be found many parts of Karameikos and in the greater Known World. They leave their confines to seek glory for the clan and use wealth defenses against racial enemies. Dwarves tend toward classes as fighters or barbarians. A rare few dwarven rogues are known for trap making and locksmithing, but in general dwarves abstain from outright theft, and a dwarf that is does this is considered insane, and either killed or banished from dwarven society.

Male Names: Thoric, Boldar

Females Names: Fiya, Brunna

Dwarf Racial Traits

+2 Constitution, +2 Wisdom, -2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

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 Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Common (Thyatian), and Traladaran.