Stone Dwarf

Dwarves are a strong and stout people forged from the stone itself, they are gifted with an innate connection to the works of metal and stone. The dwarven people are so attuned to the earth that they are able to feel the rhythmic pulse of the stone they stand upon, with many dwarves taking to this skill as an art form, or even a magic of its own, known as Stonesinging, and it is from these individuals that the true fury of the of earth itself can be drawn upon to defend the clan. Dwarves themselves when they were formed, separated into two different species, twins in a way, these two different peoples are one and the same, and yet different. The Azardun or Magma Dwarves, born of volcanic rock and magma, and the Gharadun or Stone Dwarves, born of the earth and soil, these two peoples are kin, by blood, and by the stone.   The Gharadun or stone dwarves as they are called by the surface folk, are a race of stout scholars, and craftsman, attuned to earth and stone the gharadun sense the rhythmic pulses of the planet enabling them to decipher the planets call, those that specialize in this are known as stone singers, and through their gift are able to bring the fury of the earth itself. Gharadun are lovers of history and tradition, and their long lifespan leads to far less in the way of generational shifts in attitudes, styles, fashions, and trends than shorter-lived races exhibit. If a thing is not broken, they do not fix it or change it; and if it is broken, they fix it rather than replace it. Thrifty as a rule, gharadun are loath to discard anything unless it is truly ruined and unable to be fixed. At the same time, gharadun’s meticulous, near-obsessive attention to detail and durability in their craftsmanship makes that a rare occurrence, as the things they make are built to last. As a result, buildings, artwork, tools, housewares, garments, weapons, and virtually everything else made by gharadun still sees regular use at an age when such items would be relegated to museum pieces, dusty antique shelves, or junkyard fodder by other races. Taken together, these traits create the impression that gharadun are a race frozen in time.   Nothing could be further from the truth, however, as gharadun are both thoughtful and imaginative, willing to experiment, if always keen to refine and perfect a new technique or product before moving on to the next one. Gharadun have achieved feats of metallurgy, stonework, and engineering that have consistently outpaced the technological advances of other races, though some non-dwarven races have used magic to supplement and perfect their own creations to achieve the same ends through mystical rather than mundane means. They are also a race typified by stubborn courage and dedication to seeing tasks through to completion, whatever the risks. These traits have led gharadun to explore and settle in extreme environments that would cause other races to quail and retreat. From the darkest depths of the underworld to the highest mountain peaks, from rusting iron citadels along desolate rocky coasts to squat jungle ziggurats, gharadun have established their enclaves and redoubts, holding them against all comers or perishing to the last and leaving only their enduring monuments to stand as their legacy. While it is said that gharadun are not venturesome or inventive, it would be more accurate to say that they maintain a focus on and dedication to each task they undertake and every change they adopt, vetting such changes thoroughly before adopting them wholeheartedly. When faced with new circumstances and new needs, they react by applying tried and true tools and techniques systematically, using existing methods whenever possible rather than trying to invent novel solutions for every situation. If necessity requires, however, they throw themselves with equal vigor into developing the next perfect procedure for demolishing the obstacles that get in their way. Once their desired goal is obtained, they focus on consolidating each new piece of territory or conceptual advance. Gharadun thus rarely overextend themselves, but they also may miss opportunities to seize the initiative and maximize the advantages they create.

Physical Description

Dwarves are a short and stocky people, standing on average a foot shorter than the average human, while weighing about the same as a fully grown human. They have broad chests and thickset limbs often giving them a burly appearance, with fast growing hair and beards. With a dwarves hair being thicker and stronger than most, it is from a dwarves hair or beard, that they can truly feel the vibrations of the earth, and can interpret these vibrations into meaning. Dwarves grow muscle in much the same way as a human would, but it is more pronounced, like a finely carved statue, unlike humans though, dwarves stores of fat, is less obvious, simply making them appear larger than normal, except for the truly rotund of their kind. Dwarves skin, is like the earth itself, strong, and course, often coming in varied shades similar to actual pieces of stone depending on whether they are Azardun, or Gharadun.   Gharadun's skin tones are akin to the ranges produced by humans from dark ebony, to pale white; however, all are often taken by the stone, transforming their skin to rocky tone and texture of the earth that they walk, it is said that the more a gharadun uses their connection to the earth, the sooner they return to the stone. Gharadun have hair ranging from black, brown, orange, blonde, and white, and their eyes are pupilless and entirely black, brown, yellow, or white.

Alignment and Religion

Gharadun 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.

5e Racial Stats

  • Ability Score Racial Traits: A gharadun increases their Constitution score by 2, and one other ability score of their choice by 1.
  • Type: Gharadun are humanoids with the dwarf subtype.
  • Size: Gharadun are medium.
  • Speed: Gharadun have a base speed of 25ft. Your speed is not reduced by wearing heavy armor.
  • Languages: You can speak, read, and write Common and Dwarven.

Artificer’s Skill (2)

You gain proficiency with the artisan’s tools of your choice: brewer’s supplies, smith’s tools, or tinker’s tools. Additionally, whenever you make a check related to crafting using your chosen tool proficiency, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Darkvision (x)

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Dwarven Resilience (2)

You have advantage on saving throws against poison, and you have resistance against poison damage.

Earth Touched (1)

Whenever you would be subject to an attack roll, you can as a reaction increase your AC by 2 until the end of your next turn. You can use this feature a number of times equal to one-half of your Proficiency bonus, regaining spent uses after you complete a short or long rest.

Lorekeeper (1)

You gain proficiency in the History skill and have advantage on History checks that pertain to dwarves or their enemies.

Rock Stepper (1)

You ignore difficult terrain created from rubble, broken ground, and steep stairs.

Stonecunning (1)

Whenever you make an Intelligence (History) or Intelligence (Enginneer's Tools) check related to the origin or make of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Basic Information

Anatomy

Gharadun are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the long length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. Clean-shavenness on a male dwarf is a sure sign of madness, or worse—no one familiar with their race trusts a beardless dwarven man. Gharadun's skin tones are akin to the ranges produced by humans from dark ebony, to pale white; however, all are often taken by the stone, transforming their skin to rocky tone and texture of the earth that they walk, it is said that the more a gharadun uses their connection to the earth, the sooner they return to the stone. Gharadun have hair ranging from black, brown, orange, blonde, and white, and their eyes are pupilless and entirely black, brown, yellow, or white.

Growth Rate & Stages

Base Intuitive Self-Taught Trained
20 years +3d6 years (23 - 38 years) +5d6 years (25 - 50 years) +7d6 years (27 - 62 years)
 
 
Young Middle Age Old Venerable Maximum Age
under 12 years 125 years 188 years 250 years 250 + 2d100 years

Additional Information

Social Structure

Gharadun highly valued the ties between family members and friends, weaving tightly knit clans. Gharadun particularly respected elders, from whom they expected sound leadership and the wisdom of experience, as well as ancestral heroes or clan founders. This idea carried on to relations with other races with the gharadun being deferential even to the elders of another, non-dwarven race.   Likewise, gharadun, perhaps moreso than most other races, turned to their gods for guidance and protection. Non-evil dwarves looked to the divine for comfort and inspiration, while the wicked looked to their divine overlords for methods through which to obtain power over others. Individual gharadun might be faithless, but the race as a whole, had a strong inclination for religion and almost every community maintained at least one temple or ancestral shrine.   Most gharadun societies were divided into clans built along family ties and political allegiances. These clans were usually led by hereditary rulers, often monarchs of a sort and descended from the founder of the clan. Gharadun strongly valued loyalty to these rulers and to the clan as a whole and even objective dwarves tended to side primarily with their kin over other races or communities.   These clan structures promoted a tradition of inbreeding. This was so excessive that it was considered one of the reasons for the dwarves' low birth rate.   Most gharadun clans focused on one or two kinds of crafting, such as blacksmithing, jewelry, engineering, or masonry. Gharadun strove to avoid overspecialization by sending some of their youths to other clans to serve as apprentices, which also helped to foster racial unity. Because of their longevity, exhibited these apprenticeships might last decades.   Most gharadun preferred living in underground cities near the surface and above the Underworld, built around mines that provided much of their livelihood. Carved into stone, these cities might take centuries to complete but were practically ageless once finished. Though gharadun were typically a martial race by nature, these cities had civilian populations that made up about one fourth of the total population and which were made up primarily of the young, the elderly, or a few regular adults. Females typically composed as large a portion of the military as male gharadun did.

Civilization and Culture

Naming Traditions

A dwarf’s name is granted to him by his clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf’s name is not his own. It belongs to his clan. If he misuses it or brings shame to it, his clan will strip him of it. A dwarf stripped of his name is forbidden by dwarven law to use any dwarven name in its place.  
  • Male Names: Alaric, Algrimm, Alric, Baragor, Bardin, Belegar, Bel(e)gol, Borgin, Borm, Bradni, Brogar, Brokk, Brond(i), Bronn, Burlok, Cranneg, Darbli, Dargo, Dern, Dimrond, Dimzad, Dorin, Drong, Drumin, Durak, Duregar, Durgin, Dwinbar, Elmador, Enlag, Fenni, Fimbur, Finn, Furgil, Garil, Goddi, Gomrund, Gorazin, Gorim, Gorn, Gotrek, Gottri, Grim, Grimli, Grindol, Grom, Grond, Groth, Grum, Grumdin, Grundi, Grung, Grunni, Guttri, Haakon, Hadra, Harek, Hargin, Hargrim, Harok, Heganbor, Hergar, Hugnir, Hurgar, Kadri, Kadrin, Kallon, Kargun, Katalin, Kazadar, Kazgar, Kazran, Kazrik, Ketil, Kettri, Kragg, Krudd, Kurgan, Largs, Logan, Logazor, Lunn, Mendri, Mordin, Morek, Morgrim, Mundri, Norgrim, Okri, Oldor, Ragni, Rogni, Rorek, Rungni, Skag, Skaldor, Skalf, Skalli, Skorri, Sindri, Snorri, Stromni, Storri, Sundrim, Sven, Thingrim, Thori, Thrund, Thungni, Thurgrom, Thyk, Ulfar, Ulther, Vikram, Vragni, Yadri, Yanni, Yorri, Zamnil
  • Female Names: Alrika, Askima, Astrid, Berta, Boria, Bredna, Brondra, Derna, Dorbi, Duree, Fenna, Freda, Friga, Gerta, Gottra, Grondi, Grunna, Harga, Helga, Helgar, Hunni, Kalea, Karelia, Karga, Karstin, Katrin, Kettra, Lakin, Lenka, Magda, Menni, Modra, Morga, Olka, Sifna, Sigrid, Sigrun, Skorina, Solveig, Sunni, Tarni, Tharma, Thindra, Thoda, Throlin, Trunni, Ulla, Vala, Valma, Vanyra, Zylra
  • Clan Names: Angrund, Angrulok, Badrikk, Barruk, Bronzebeard, Bronzefist, Copperback, Cragbrow, Donarkhun, Dragonback, Drakebeard, Dunrakin, Firebreath, Firehelm, Flintbeard, Forgehand, Grimhelm, Grimstone, Gunnisson, Halgakrin, Helhein, Ironbeard, Kaznagar, Silverscar, Steelheart, Stonebreaker, Thunderheart, Ullek, Vorgrund, Yinlinsson
  • Stronghold Names: Bharaz Kholdur, Dhaz Brokkur, Fuldron, Hernbulost, Kherndol Drun, Mag Khaza, Truimkhaz, Yrndulvost
  Simplistic Name Examples Example Royal Name: Hai'Thrund ul Kaznagar, King of Mag Khaza Example Smith Name: Kaz'Skorina ul Angrund vas Fuldron Example Warrior Name: Zan'Harek ul Trunni vos Grundal vas Hernbulost.   Caste (in order of power)   High Caste Royal – Hai’ Noble – Za’ Priest – Dol’ Bastard – Those born a bastard either receive the prefix Khor’, or the prefix of the caste of their illegitimate parent.   Middle Caste Warrior – Zan’ Smith – Kaz’ Artisan – Okri’ Miner – Grun’ Merchant – Ril’ Mariner – Varr’   Lower Caste Servant – Ori’   Casteless Surfacer – Surfacer's retain their previous caste’s prefix, but while on the surface hold the prefix of Got’. Depending on the time period, a surface dwarf may lose their previous caste, and not retain it. Slave – Ek’ Exile – Ghull’ Traiter – Thag’  

"Human" Dwarf names

Gharadun names are often long and filled with the many occupation and feats the individual has achieved, ever changing as the dwarf grows in age. The Gharadun that are frequent visitors to, or live in human cities often adopt their human-tongue nick name. It's often the easiest translation from the actual name in Dwarven. For example, a gharadun nick named Hargrim Goldfist. Would translate to: Stone breaker Hargrim of considerable craft, wealth and means, whose clan elder once hammered through rock with his bare fists to save his clan from drowning, whilst simultaneously discovering a new, rich seam of gold.
Origin/Ancestry
Dwarf
Average Physique
Gender Base Height Height Modifier Weight Weight Modifier
Female 3' 7" +2d4" (3’ 9" – 4’ 3") 120lb. +2d4 x 7lb. (134 – 176lb.)
Male 3' 9" +2d4" (3’ 11" – 4’ 5") 150lb. +2d4 x 7lb. (164 – 206lb.)

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