Dwarf
Halflings of Trinity follow the same mechanics as those found in the SRD, located here.
Dwarves
Gruff, tough, and stoic, the dwarves are a somewhat rare sight in Trinity, choosing to stay relatively hidden in their mountainous homes. While dwarves can be found in a variety of places, the majority are found in the mountains of Sarteri, Ashkar, and Molandum.
It is thought that dwarves are the origin of most modern technology. While other races have adapted their knowledge to a wide variety of uses, dwarves were the first race to value technological principles over others. This has given their race a reputation for good crafstmanship and solid engineering skills: their measurement systems are the basis for most mechanical devices, even airships, which other races designed.
Personality: Dwarves pace themselves, taking everything in stride. They are slow to anger, slow to act, and slow to respond to rapid changes in their situation. They fight neither recklessly nor timidly, but with a careful courage and tenacity. Their sense of justice is strong, but at its worst it can turn into a thirst for vengeance. Dwarves trust in their weapons, tools, and skills, and are often distrustful of things like magic or psionics, whose explanation they cannot see or touch with their hands.
Physical Description: Dwarves stand only 4 to 4 1/2 feet tall, but they are so broad and compant that they are, on average, almost as heavy as humans. Dwarven men are slightly taller and noticeably heavier than dwarven women. Dwarves' skin is typically deep tan or light brown, and their eyes are dark. Their hair is usually black, gray, or brown, and worn long. Dwarven men value their beards highly and groom them very carefully. Dwarves favor simple styles for their hair,k beards, and clothes. Dwarves are considered adults at about age 50, and they can live to be over 400 years old.
Relations: Dwarves tend to get along well enough with other technologically-minded races, though this is not always the case - they are often irritated by moogles and gremlins, who are much shorter-lived than dwarves. They are slightly uneasy around orcs and half-orcs, given that dwarves and orcs warred against each other in the time of the Woodland League, though these differences have mostly been reconciled. Dwarves get along reasonably well with gnomes and halflings - gnomes, due to their veneration of knowledge in all its forms, and halflings, as the short folk tend to respect dwarven innovation.
Dwarves do not normally get along well at all with elves, primarily due to the elves' interest in magic that is diametrically opposed to the dwarven spirit of invention; however, there are several instances in which dwarves and elves manage to get along. They oftentimes find clavats to simply be too nosy, preferring that others stay out of their business.
Alignment: Dwarves have an affinity for technology, a lawful practice; their societies tend to be rigidly structured into a clan system, which is rather lawful. They are not overly generous or helpful towards others, and take the idea of minding their own business to an art-form; however, they rarely go out of their way to harm others. In general, dwarves tend towards lawful neutral.
Dwarven Lands:
Religion:
Language:
Names: A dw
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Female Names:
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Adventurers:
Dwarf Racial Traits
Dwarve racial traits can be found at the link above. What follows is how dwarves in Trinity differ from those mechanics.
- Techcraft is always a class skill for dwarves. Dwarves have an instinctive understanding of how technology works, and even those with no training can comprehend even the most complex of devices.
- No bonuses to attack rolls against orcs and goblinoids.
- No dodge bonus to AC against giants.
- Automatic Languages: One Common language, one Trade language, Runic. Bonus Languages: Any.
- Favored Class: Choose one - defender, technologist.