The seven ancestors of the Dwarves (Kh. Khazâd, sing. Khazad) were created by Aulë, the Smith in the early First Age. Aulë defied Eru in his desire to create, but a merciful Lord merely placed the seven into a deep slumber, to awake sometime after the Firstborn of Eru (his favoured children, the Elves) rather than destroy them.
The craftsmanship of the Dwarves is proverbial, and many are the tales of heroism and villany told by, and of, them. Their history is almost as long as that of the Elves, with as many tragedies as victories. But where the Elves never lost their otherworldly serenity, the Dwarves are a dour folk by nature.
In the north-west of Middle-Earth, during the Third Age, Dwarves are probably a more common sight than Elves, but this underlies the losses, both of people and of their homes, that the y had suffered.
Dwarves average about five feet tall, and are solidly built. Although hair and eyes vary between individuals and lineages, all Khazad wear long beards, often braided. Indeed, length of beard is a reflection of age, and seen as an indicator of wisdom and prestige.
Dwarves see well in extreme darkness. In the dimmest light they can see 50' perfectly, and fairly well up to 100'. They can see 10' in total darkness.
Attributes: | | Khuzdul, the Secret Tongue The speech of the Dwarves is a closely guarded secret, but it was not always so. The ancestors of the Edain met the Dwarves during their migration west in the First Age, and borrowed some of the Dwarven language. But history has taught the Khazâd the value of discretion. Like the secrets of their deep mountain homes, the secrets of the language are kept close to the chest.
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| Roll | Avg.
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STR | 2d4+10 | 15
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CON | 2d6+12 | 19
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DEX | 2d6+5 | 12
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SIZ | 2d3+3 | 7
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INT | 2d6+6 | 13
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POW | 2d4+12 | 17
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CHA | 2d6+6 | 13
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Age | 20+8d10 | 64 years old
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Skills
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Agility Skills = POW+DEX
Communication Skills = INT+CHA
Knowledge Skills = INT
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Manipulation Skills = STR+DEX
Perception Skills = INT+POW
Stealth Skills = INT+DEX-SIZ
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one Craft = Knowledge x3
Dwarf Lore = Knowledge x3
Human Lore = Knowledge x2
Mechanical Lore = Knowledge x3
Mineral Lore = Knowledge x3
Swimming = 0%
World Lore = Knowledge x2
one melee attack = Manipulation x2
one melee parry = Agility x2
one missile attack = Agility x2
Khuzdul (spkn) = Communication x3
Khuzdul (r/w) = Knowledge x5
Westron (spkn) = Communication x2
Westron (r/w) = Knowledge x3
Sindarin (spkn) = Communication x1
Sindarin (r/w) = Knowledge x2
one other language (spkn) = Communication x2
one other language (r/w) = Knowledge x3
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Background Options
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Languages (1 point)
Literacy (1 point)
Stat Boost (1 point per increase)
Skill Boost (1 point per increase)
Status - Notable Lineage (1 point)
Status - Master Craftsmen (2 points)
Status - Royal Lineage (3 points)
Wealth (1 point per roll)
High Quality Items (1-3 points each)
Minor Magical Item (3-5 points)
Crafting (2 points)
Healing (2 points)
Foresight (1 point)
Sense (2 points)
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Outfitting Dwarven Characters
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Due to the reclusive nature of Dwarven women, the only Dwarves seen abroad are men, and they are invariably fighting men. A Dwarf characters starts with two weapons (or a weapon and a shield), one set of armour (frequently of mixed type), two sets of clothing, and 2 gold pieces in various coins.
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Clothing Outer garb: detachable hood with flaps sewn into it, permitting the face to be covered; tall boots of heavy leather; these garments are ususally in bright, solid colours - scarlet, forest green, indigo blue, golden yellow, or royal purple. Inner garb: a leather jerkin or woolen tunic of a deep hue (maroon, pine green, navy blue, brownish black); a wool or linen shirt (usually a deep hue, sometimes white); close-fitting trousers of deep-hued leather or wool; shoes or inner boots of soft leather.
| Weapons Composite bow, dagger, handaxe, shortsword, club, warhammer, mace, crossbow, battleaxe, or spear.
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Armour Scale, mail, and lamellar are all popular amongst Dwarves. Plate exists, but is rarer, and not available to starting characters. Medium or large shields are also popular choices.
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