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Races of Middle earth: DWARVES.

Posted by Eru IlluvatarFor group 0
Eru Illuvatar
GM, 15 posts
The One Alone
Creator of Arda
Mon 24 Apr 2017
at 01:25
  • msg #1

Races of Middle earth: Dwarves

DWARVES: (Pl Khazâd sing Khuzd) Naugrim (S), Nogothrim (S) Gonhirrim (S), Hadhodrim (S), Casari (Q) The Dwarves, or Khazâd in their own tongue, were beings of short stature, often friendly with Hobbits although long suspicious of Elves. They were typically blacksmiths and stone workers by profession, unrivaled in some of their arts even by the Elves.

While there were several tribes (Houses) of the Dwarves, the most prominent was that of the Longbeards.

ORIGINS

Unlike Elves and Men, the Dwarves are not counted among the Children of Ilúvatar. Their creator was Mahal, known as Aulë the Smith. Aulë created the Seven Fathers of the Dwarves, from whom all other Dwarves are descended, deep beneath an unknown mountain somewhere in Middle-earth. However, Aulë did not have the divine power to grant independent life to any creation, and the dwarves were bound to his will. Ilúvatar came and reprimanded Aulë, who confessed his desire to create more living things, but in repentance lifted his hammer to destroy the dwarves. Even as the blow was about to land, the dwarves cowered and begged for mercy, as Ilúvatar had taken pity and given true life to the creations of his child, including them in His plan for Arda. However, Ilúvatar did not wish them to wake before the Elves, whom he intended to be the first-born. Ilúvatar granted the Dwarves life, and therefore they are known as the Adopted Children of Ilúvatar, but he bade Aulë lay them to sleep in their chamber deep beneath the mountain, and they were to awake after the Awakening of the Elves.

The Seven Fathers awoke in their places in pairs with their wives, though Durin I had awoken alone. The seven different groups of Dwarf-folk originated in the locations where the Seven Fathers of the Dwarves first awoke.

The seven clans of the Dwarves were:

    Longbeards, Durin's Folk, originally from Gundabad.
    Firebeards and Broadbeams, originally from Ered Luin.
    Ironfists and Stiffbeards, originated in the East.
    Blacklocks and Stonefoots, originated in the East.

Durin settled in the caves above Kheled-zâram which later became the greatest of Dwarf realms, Khazad-dûm. Therefore the halls of the Longbeards were not located near the halls of another Dwarf-kingdom.

There was also an eighth group of Dwarves that was not a separate member from these seven kindreds, but composed of exiles from each: the Petty-dwarves(Nibin-naugrim or Noegyth-nibin), who were hunted like animals to the point of extinction by the Elves in the First Age.

Physical Character

Build:
Short, stocky, strong, with exceptionally strong limbs.  Males average 150lbs, females 135lbs.

Colouring:
Black, red, or brown hair.  Fair to ruddy complexion.

Endurance:
Tremendous.  They can carry great burdens over long distances with little rest.

Height: Males average 4'9", females 4'5"

Lifespan: 200-400 years.

Resistance: Dwarves have 20% resistance to fire or cold attacks..  Dwarves also gain the CON bonuses to saves verses Rod/Stave/Wands and Magic, as well as poison as per the PHB.

Special Abilities: Dwarves see well in extreme darkness.  In the dimmest light, the can see 50' perfectly, and fairly well up to 100'.  They can see 10' in total darkness (non-magical).

Dwarves gain a +1 to hit orcs, half orcs, and trolls, while giants of all kinds have a -4 penalty when attempting to hit dwarves.

Being exceptional miners, dwarves may detect various properties of underground passages and stone work, as per the PHB.


Culture


Clothing and Decoration:
Beards are a symbol of status, often braided or forked, sometimes elaborately decorated.  Hair can be long or short.  Durin's Folk wear solid dwarven boots, broad belts and also employ caps and cloaks or a hood, often in lieu of a cowled cloak. Of all Dwarves, Longbeards wear the most exquisite attire and clothes and weapons are often rich in ornaments and decoration. Most dwarves choose a personal colour they wear til the end of their life. Flaps or a mask are often sewn into the hood, so that the face can be covered or protected, or scarves are employed. ("Dwarf-women make widespread use of these coverings.)

Dwarves wear their hoods over traditional Dwarven garb: a leather jerkin or wool tunic, a wool or linen shirt, tight-fitting trousers, and one piece shoes or inner-boots. When active or about in the world, the female Naugrim wear heavy leather boots and a cloak or shawl fastened with a decorated brooch. Given their fondness for crafts, all of their clothing is well made and generously accented with refined borders and crenelated trim-work. Dwarf-lords wear even finer garments, and often add gold or silver tassels to the peaks of their hoods.

Fears and Inabilities:  Open water and the Vala Ulmo (Lord of Waters).  They do not normally swim (-1 to swimming proficiency).

Lifestyle:  Dwarves are superb miners and craftsmen and unsurpassed stone workers.  They live in tightly knit groups and favour underground cities which are usually carved deep into hills or mountains.

Marriage Pattern:
  Monogamous and for life.  Only a third of the race is female and not all dwarf women desire marriage, or desire one who they cannot have and so do not marry.  Children are few, and multiple births are extraordinarily rare.  Families are precious and defended fiercely.  Descent is traced through the male.

Religion:  Dwarves believe each of the Seven Houses has a common spirit, which permeates them all and binds them together.  They revere their ancestors among all other things, save Aule, their Maker, whom they call Mahal.  They believe that their Kings (and perhaps other dwarves) are reincarnated into their descendants.

Other Factors

Demeanor:  Sober, quiet, possessive, suspicious, pugnacious, introspective and often very greedy.  Tenacious warriors, they fight without quarter and almost never retreat.  Each dwarf treats his own kind as a brother, and non dwarves with suspicion unless they get to know them.  Their blood is thick and their bonds are deep.  They enter into agreements with great care, but once his word is given a dwarf will honour it to the letter.  The old adage is true: "No friend ever did a dwarf a favour, no enemy a wrong, without being repaid in full."

Language: Among themselves, dwarves speak Khuzdul, a guarded tongue known by virtually no one but themselves.  Dwarves also learn Iglishmek, a sign language which they often use to speak secretly when in the presence of others (again taught almost exclusively to dwarves).  When in public, or out in the wild, they speak Westron, or one of the Elvish tongues, Bethteur or Sindarin.  They also learn other Mannish tongues, including: Atliduk, Nahaiduk, Logathig, or Dunael.

Prejudices:
Orcs, Trolls, Wargs, and Dragons are the sworn enemies of all dwarf kind.  Above all other peoples, they despise these the most, although they have had reason to distrust Elves in the past, and remain guarded in their company, even in the Fourth Age.
This message was last edited by the GM at 03:18, Mon 03 July 2017.
Eru Illuvatar
GM, 16 posts
The One Alone
Creator of Arda
Mon 15 May 2017
at 03:31
  • msg #2

Races of Middle earth: Dwarves

UMLI: The Umli live in the far North of North central Middle earth, east of the Lossoth.  They are a race of short, hardy folk, who apparently came from an ancient union of Men and Dwarves.  Legends call them Half-dwarves (Sind Perenaugrim)

Physical Character

Build:
Strong and compact, with broad features and considerable facial hair.  Males average about 150lbs, females 135lbs.

Colouring: Ruddy complexion usually with red hair.  Penetrating eyes of blue are most common.

Endurance: Exceptional in cold climes; average in temperate climes; poor in warm or hot climes.

Height: Males average about 4'9", females 4'5".

Lifespan: 100 to 200 years.

Resistance:
Umli have a +3 to save verses cold/ice attacks; and a -2 to saves verses fire/heat attacks.

Special Abilities: Umli need sleep but three hours a day.  In the cold (below 35 degrees F) they half encumbrance penalties; in the heat (above 90 degrees F) they suffer double penalties.  Umli can see well in low light.  Even in the dimmest light, they can still see 50 feet fairly well.  In complete darkness, however, they fair no better than any other mortal being.  Umli are very perceptive, and are not easily surprised.  Umli are only surprised on a roll of one in all but the most extraordinary circumstances.

Culture


Clothing/Decoration: Fur lined skin coats, pants, shirts, boots and hoods.

Fears and Inabilites:
None

Lifestyle: Hunters, gatherers, and fishermen, they move from site to site, depending on the season.  Most reside in caves or underground settlements.  Many mine, and the Umli are accomplished smiths and artisans.

Marriage Pattern: Monogamous, the line is traced through the male.

Religion:
Somewhat formal.  They worship Eru and the Valar, and revere Aule (whom they call Mahlic)above all others.

Other Factors

Demeanor: Possessive, persevering, stubborn, fierce, and yet quiet.

Languages:
  Umli speak Umitic, as well as Westron.  They may also have learned Labba, or Khuzdul.  Rare individuals may also have learned some Logathig, or Bethteur.

Prejudices:
They hate Dragons, Wargs, and Trolls above all others.
This message was last edited by the GM at 02:59, Tue 09 Apr 2019.
Eru Illuvatar
GM, 17 posts
The One Alone
Creator of Arda
Sat 20 May 2017
at 23:45
  • msg #3

Races of Middle earth: Dwarves

DWARVES: All the Naugrim have the following abilities:
*CON +1, Chr -1
*Resistant to Fire and Cold 20%
*CON bonuses verses Rod/Stave/Wands and Magic, and POISON as per the PHB.
*Detect various properties of underground passages and stone work, as per the PHB.
*In the dimmest light, the can see 50' perfectly, and fairly well up to 100'.  They can see 10' in total darkness (non-magical).
*Half Encumbrance penalties.
*Gain a +1 to hit orcs, half orcs, and trolls.
*Giants of all kinds have a -4 penalty when attempting to hit dwarves.
*May not be Rangers, Paladins, Mages or Druids.  May be Artificers or Rune-casters.
*Heritage.  Each dwarf character may roll 1d12 and accept the following results:

1. Heirloom: Could be a minor magic item, ancient map, item of exceptional quality or something else of value.  The heirloom is considered a great treasure of their family and woe to the dwarf who is careless with it.
2. Feud: Character's family has an old feud with another.  Plus 1 to hit/enemy clan and gains twice XP for encounters with enemy clan.  Character also receives a +1 bonus to any attempt to surprise him.
3. Burned Dwarf: Character's ancestor died in War of Dwarves/Orcs.  Perhaps the ancestor guards their descendants: this character may re roll ANY one roll once per day!  They must accept the second roll result.
4. Noble: Character comes from a royal or noble family.  He has +3 to all reaction rolls when dealing with dwarves of his House and may make one (reasonable) request per day of any dwarf (of their House) who is equal to their level or below.
5. Wealthy: Character is of a rich family.  Character begins with pack animal or servant, as well as armour, weapons and equipment up to 150gp.
6. Master Artisan: Bonus craft proficiency.  Starts out with one Quality craft item of the same type as his bonus proficiency. Can easily find employment in any town or settlement that requires craftsmen of his type.
7. Raven friend: Knows Raven-speak and begins with intelligent Raven companion.
8. Dragon bane: Ancestor was dispossessed or otherwise attacked by a Dragon.  Character gains the same bonus to fight Dragons as he does for orcs, half orcs, and trolls, and begins with one item saved from the tragic event.
9. Rune-wise: As a gift from Mahal, the character knows how to cast a single magic RUNE, chosen by the DM.  They may cast it at will, in accordance with the normal runic shaping rules.
10. True Love: This dwarf is inspired by love, whether they are married, engaged, or merely amorous.  So long as the character is inspired by his love he has a bonus of one to his AC.  This functions in all circumstances, even if he is surprised.
11. Clanless. This character has no idea who his family or clan may be.  Raised by a surrogate parent, he is heir to any item that might be a clue to his parentage. Character inherits money and/or item relating to his origins plus at least one clue to begin his quest.
12. DM's choice.


UMLI:
All Half-dwarves have the following abilities

*STR+2 CON+1 CHR-2
*Umli have a +3 to save verses cold/ice attacks; and a -2 to saves verses fire/heat attacks.
*In the cold (below 35 degrees F) they half encumbrance penalties; in the heat (above 90 degrees F) they suffer double penalties.
*Umli need sleep but three hours a day.
*Umli can see well in low light.  Even in the dimmest light, they can still see 50 feet fairly well.
*Umli are only surprised on a roll of one in all but the most extraordinary circumstances.
*Tend to make other races uneasy. Minus two to encounter reactions from non dwarves.
*Cannot be paladins or mages.  May be specialist clerics and barbarians.

Umli characters may also roll on the Umli Heritage Table as seen below:

TO BE CONT.
This message was last edited by the GM at 15:23, Mon 15 Apr.
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