Dwarf

As if recognizing a distant cousin, clouds of flies tend to fill the air of dwarfin settlements with their buzzing.

## Physical and Mental Traits

### Senses

Dwarfs have a keen sense of taste, which is reflected in their food. They favor sour dishes with satisfying texture and complex, layered flavors.  The dining experience is as much a matter of mouthfeel as of spice and accents.  Depth and complexity of flavor is also an essential characteristic of dwarfin brews, the undertones of which are rarely appreciated by any save dwarfs and gnomes. As a consequence, dwarfs are often dismissive of other cuisine, particularly non-dwarfin libations. Dwarf cooks who have mastered pleasing foreign palates garner high demand as chefs.

### Diet

Almost as renowned as dwarf-crafted arms and armor are their potent and deep-flavored ales.  As a race, dwarfs seem to share a universal love of fine beer. Dwarfs prefer their ales strong, with a hearty bite; some non-dwarves find even the mildest dwarfin ale to be potent to the point of distaste.  Dwarfs brew beers that both accentuate the flavors of their favorite meals and, for those dwarfs who travel far from the citadels of their births, remind them of home.  Many drinks possess a rustic flavor, reminiscent of low-burning hearths, well-fermented meat, and soot-stained ceilings.

Almost all dwarfs begin drinking at an early age, and it is not uncommon within feasting halls to see young dwarfs sitting at the table of their clanmates, greedily drinking from mugs larger than their heads.  Within the citadels, the love of ale has become almost as integral a facet of dwarfin life as the forge, and many dwarfs lessen their pre-combat jitters by drinking several pints of their favorite ale before wading into battle.

Every dwarfin fortress worthy of the name contains at least one brewery.  Dwarfin beer, like dwarfin society, changes slowly over time.  When the first citadels were first raised millennia ago, however, each fortress developed a signature celebratory ale that has remained unchanged throughout the centuries.  The recipes for these ales remain closely guarded secrets, and although widely sought, one rarely finds the delicious brews beyond the confines of the citadel in which they were created.  To this day, brewmasters continue to search for the recipes of the lost citadels, hoping to recreate them through studious research or descriptions of their taste.

As a whole, dwarfs favor strong, sour, and bitter drinks such as lambics, saisons, sour ales, and oatmeal stouts (and complex hybrids thereof).  Expert brewmasters craft beers both for their flavor and for the benefits they impart.

### Longevity and Life Cycles

**Pregnancy and Childbirth:**  Dwarfs have long, and relatively painful (some would say “stubborn”) pregnancies.  However, as befitting the stoic nature of most dwarfs, pregnant females do their best to mask this pain, seeing it as a sign of weakness to be overcome.  Although already noted for their protective nature, a dwarf community becomes extremely, almost obsessively, concerned with the safety and comfort of a pregnant female.  During this time, a pregnant mother retreats from the main part of society, to be looked after by the matriarchs of the clan, who sing neverending chants to help the children come into the world.

**Rites of Passage:**  The rite of passage, called gladeenggargun /glɑdiːŋgargʌn/ for boys and gladeenggardam /glɑdiːŋgardɑm/ for girls, is a serious matter for traditional dwarfs. Less traditional families do not require this rite of passage, but even so, many youths choose to complete it. A dwarf seeking adulthood must locate a family member’s deepest gladeenggar /glɑdiːŋgar/ (a name-rune carved into a deep mountain cavern) and chisel his or her name directly to the right of it. The older dwarf whose gladeenggar is chosen is greatly honored by this, and often the child becomes the relative’s favorite in adulthood. Families see this as the dwarf’s promise to equal or surpass his relative’s contribution to society, and many young risk their lives to locate very difficult gladeenggar.

### Resilience

The more brazen members of this race sometimes wager with their fortitude in contest with their fellows, matching one another bite for bite as they dine on fungal purgatives and noxious plants.

### Social Organizations

Dwarf clans are family groups which are all related to one another.  All the members of a clan trace their lineage back to a common ancestor.  This could be the founder of a stronghold, but it may go back only as far as the previous generation.

Each clan specializes in a particular craft or skill ~ blacksmithing, mining, and weaponsmithing are examples.

Different clans usually live close to each other so that they can trade skills among themselves.  The relationships between clans are complicated and interdependent.  The blacksmith clan needs to eat, so they trade with bakers and butchers.

Most clans are concerned with the manufacture of goods and services, but there are clans which specialize in military and political activities.  Military clans include specialists, such as hearthguards, animal masters, and sharpshooters.  A political clan is usually responsible for governing the stronghold and comprises the king's or ruler's own family, plus other high born dwarfs.  These dwarfs have undergone long apprenticeships in their chosen trade and are experts.

In major strongholds, each clan practices its own craft.  In smaller ones, a clan may practice a number of crafts.  Out of preference, dwarfs practice one craft only, and that one skill may be honed to a higher level than would be possible if two, three or four skills were practiced.

Dwarf priests are drawn from all the clans in a stronghold and may be the only dwarves who are not tied closely to their clans.  Many priesthoods, like those concerned with arts and crafts, are, however closely tied and intertwined with relevant clans. The priests who serve the blacksmith god, for example, may not have been born into or raised in that clan, but nonetheless serve as its spiritual leaders.

The clans are regulated by guilds which legislate all matters of trade.  Guilds specify weights and measures, quality, and the pricing of items.  For example, the Guild of Bakers establishes the weight, price, and ingredients of loaves of bread.  All clans in the same stronghold conform to these strictures.

Note, however, that this does not mean that dwarfs slavishly adhere to narrow production standards.  Within the limits established by the guilds is tremendous room for individual expression.  In fact, two loaves of bread which conform to the same guidelines may appear completely different to the uninitiated.  And each guild typically has a bewildering array of accepted standards to choose from for any specific type of item.

Even though the guilds control the business of the clans, they may not control the clan politically.  This is left to elders who handle marriage arrangements, housing, and political dealings with other clans.  The elders are the oldest dwarfs in the clan. They are frequently also the richest, having amassed large fortunes over the centuries.  Some may be guild masters, but this is not a requirement.  When this does occur, differences between clan and guild become even more blurred.

New clans are formed when a dwarf decides to take up a different profession from that of his own clan.  He may learn a new profession by apprenticing himself to another clan with the understanding that he will either become a member of the clan through marriage, or that he will practice his new trade at a different site.  In both cases, he relinquishes membership in his original clan and swears never to reveal the secrets of its guild to others.

If he has served his apprenticeship and does not marry into the new clan, he is obliged to move to a different stronghold or found a new one.  His descendants follow his profession.  Although still related by blood to his original clan, he is no longer considered to be part of that clan.  Ties to his immediate family remain strong, and he may call upon them for aid if he needs assistance.  If he is attacked or insulted, his brothers and sisters will quickly come to his aid, as will others of their clan, but he cannot expect their help in matters of trade and daily life.

A sick or injured dwarf will be fed and cared for by his clan.  Those in good health are expected to work in order to maintain the welfare and reputation of the clan.

Someone who cheats or doesn't pull his own weight earns the disapproval of his fellow clansmen.  He will be warned and pressure will be brought to bear to ensure that he does not bring the name of the clan into disrepute.  If he does not heed the warnings, he will be ostracized.  An ostracized dwarf loses all benefits provided by the clan.  The clan's guild will prevent him from working and confiscate his tools if it can.  If he shows a desire to mend his ways, he will be allowed back into the clan, and the guild will lift the ban.  If not, he will be left to himself and even his family will shun him.

### Relations with Other Races

Dwarfin personality is molded by many factors.  They see themselves as a proud and noble race, maintaining their own ways.  Believing that there is a time and place for everything, dwarfs approach work seriously, with an attitude of commitment.  Dealing with other races is always seen as work and dwarfs always work solemnly.  While this has led to false portrayals, dwarfs don't care.  They are content to leave others alone, unless they are in direct conflict or competition for living space or resources.  When attacked, the entire stronghold will fight.

### Dwarfin Cultures

**Engineering and Craftsmanship:**  During their centuries toiling in the mountains ~ where the slightest mistake could result in disaster ~ dwarfs became adept at engineering. Here they learned to design and build aqueducts to transport rivers of water, and modern dwarfs still rely on cisterns and waterways created thousands of years ago.  Dwarfs also invented crude but functional pumps, and engineered large, heated baths by diverting underground streams, with the unclean water from the baths pumped out and used to flush waste from homes and public areas. Over time, these baths became important sites for social networking and politicking.

In the centuries of warfare dwarfs endured during their Quest for Food, necessity drove them to perfect the art of blacksmithing.  Their weapons and armor are unparalleled throughout the world, and dwarf-crafted goods are widely sought by those with the means to do so.  For their part, dwarfs have developed a seemingly religious devotion to the art of craft, each artisan pursuing weaponsmithing, armorsmithing, or stonemasonry with the fervor that a cleric prays to their deity.  Dwarfin blacksmiths are also often perfectionists, unwilling to part with their work until they have hammered it into a flawless combination of form and function.  Indeed, some dwarfs will occasionally forgo payment for completed items, refusing to relinquish their work because of some perceived flaw.

Dwarfs tend to decorate their armor and weapons with mythological and religious motifs.  Warhammers and greataxes frequently depict dwarfin warriors hewing down undead, aberrations, and the other enemies of the dwarfin race.  The legendary sword Uthurlang, given to Twolgy Goltlati by the dwarfin craftsmen of Mahetow as a symbol of their support of the Holbytlan Republic he founded, bears the image of the ancient red dragon Tharularg as it was slain atop the highest peak of the Kapathan Mountains in the long-ago past.

Just as dwarfin weapons and armor are unmatched elsewhere in the world, dwarfs have perfected the tools of their trade.  Many of their finest weapons were created to serve as crafting tools as well as instruments of war.  Dwarfin warhammers, so ubiquitous among dwarfin warriors today, were first used as weapons after craftsmen employed their tools to deadly effect while defending their workshops against incursions by undead and other monsters.  Master craftsmen frequently use these tools to forge their finest weapons and armor.

Dwarfs are expert craftsmen not out of some god-given ability, but because they serve long, exacting apprenticeships.  Dwarfs traditionally serve a 25-year apprenticeship, which begins at the age of 25.  To dwarfs this is part of life.  ”A job worth doing, is worth doing well.”  This attitude is deeply ingrained and explains why dwarfs love to create beautiful objects and lavish so much time on them.  They have difficulty comprehending why other races consider work a chore rather than an act of artistic expression to be savored and enjoyed, worshipers of Toil excepted (though they savor and enjoy the chore as much as the rest of their race does the art).

It’s common knowledge that while a gnome is a great asset when you have a problem that needs solving, a dwarf is better when you have a specific solution in mind.

**Families:**  Marriage is respected by dwarfin communities and held as a sacred vow.  The clan elders arrange most marriages.  Love is an emotion dutifully cultivated within marriage.  It does not come easily and requires much skill and shaping.  When two dwarfs divorce, all their property, assets, and even children are spread out amongst the other dwarfs in their clan.  There are no social consequences to divorce ~ sometimes, all dwarfs know, it just needs to happen ~ but the prospect of ending up penniless has encouraged many dwarfs to resist divorce and remain in difficult marriages.

**Sex:**  Dwarfs are energetic lovers, known for their prolonged sexual sessions, which can last for a full day or more.  Still, dwarfs are not very sexually adventurous, sticking with “tried and true” methods.  Like everything else in the dwarfin community, dwarfs are taught the basics of sex in the same way that they would learn about how to handle a hammer and tongs at a forge ~ some things are done just so, as that is the way it's always been.  Humans, elfs, and halflings are often amused that many dwarf communities provide their young dwarfs who reach sexual maturity (typically around 40 years) a “manual” of acceptable sexual positions, often written out in a dry, clinical prose.  Dwarfs see homosexuality as a true bonding of kindred souls, particularly among warriors who come to love their fellows, showing remarkable loyalty as siblings-in-arms.

Dwarfs have a 1% chance of becoming pregnant per appropriate encounter, and dwarfin gestation lasts for 12 months.

**Trade and Resources:**  Dwarfin settlements maintain a healthy trade with their neighbors, mainly in armor, weapons, cut gems, fine jewelry, and quality beer.  Trade in metal ore is not uncommon, but most prospective buyers would rather simply purchase the finished product itself since dwarfin craftsmanship is so superior.  Dwarfs also have a robust industry refining seal, whale, goose, and fish oil. They trade for the raw material, refine it into lamp oil and candle wax, then sell at a high markup. The processed oil burns finer and with less smoke than any other.

Dwarfs import grains to subsidize their own meager farming. Because they believe all burrowing animals are sacred due to their poetic similarity to their maggot ancestors and therefore inappropriate for eating (except for a few sacrificed each year as an offering to the gods), they tend to rely on imported livestock for their protein. Sheep, goats, pigs, and cows are put out to pasture on various mountainside plateaus, and harvested for food and milk by dwarves who live near the surface; some settlements house pigs and goats underground, fatting them on mushrooms and garbage, though dwarfs and gnomes find other races rarely enjoy the smell as much as they do. Chickens raised underground provide easy access to meat and eggs.

Most food waste is composted and used to fertilize great caverns of mushroom farms.  The mushrooms dwarfs enjoy most are ironbloom mushrooms, which only grow near iron veins but are readily available because dwarfin society revolves around mining.  Adept at utilizing their living areas, dwarves have many cool, dry caverns that they use to store cheeses, pickled meats and vegetables, and butter.  Cheese is as much a staple of the dwarfin diet as beer and mushrooms; milk spoils rather easily, even in the cool underground environs, and freshness is less important to a race descended from decomposers than it is to other races.  Similarly, vegetables are often said to be inedible before they are fermented, or at least pickled.

Dwarfs are renowned brewers for much the same reason, using both subterranean mushrooms and imported grains.  Dwarfin settlements typically have limited access to fresh fruit for making wines, and so they focus on beer and, to a lesser extent, whiskey and vodka.  An entire industry has developed around beer, mead, ale, and liquor.  New Year festivities usually include a beer-tasting contest, where the best local beers are rated against each other.  The winning brewer is assured good sales for years, and will stamp or emboss his kegs and bottles with a seal indicating his status as victor.

**Attire and Fashion:**  Dwarfs of all genders both can and prefer to wear long beards, and to keep their hair long as well. Dwarfs often braid their hair and beards to keep them out of the way of their labors, adorning them with small tokens and ornaments.  These trophies often signify personal achievements and reminders of important events such as births, marriages, and battles won or lost.  It is not unusual for a dwarf to wear a token representing a promise made by that dwarf, or a promise made to that dwarf by another.  Such tokens may also signify dedication to a particular god or goddess.  Wealthier dwarfs often take to bedecking their beards and hair with gemstones.

Dwarfs are a proud people who take pride in few things more than their beards.  Within the confines of many settlements and dwarfin fortresses, the length of an individual’s beard serves as an indication of their standing in society.  The great thanes and dwarfin nobility grow their beards to extravagant lengths, while shorter beards indicate a dwarf’s rank as a warrior or craftsman whose work makes having a long beard dangerous (long hair that could be grabbed by an enemy or singed in a forge would hamper dwarven soldiers and smiths).  The elaborateness of braids may indicate station, or at least the dwarf’s sense of self-importance; wealthy or noble dwarfs often have clan-slaves plait their beards into intricate patterns and adorn them with gold and silver, while dwarfs of low social standing keep their beards relatively simple or festoon them with decorations of tin, bronze, and iron.

Many ancient customs dictate that dwarfs wear their beards in a particular style on certain occasions.  A dwarf who lets their beard grow unkempt and unadorned is in mourning for a lost relative or close friend, for instance, while a beard that has been combed into a split and affixed with gold rings at both ends indicates that a dwarf has undertaken the ritual of courtship.

Dwarfs of every station enjoy decorating their beards with metal rings and other adornments, and among the most popular decorations are clasps designed to prevent beards from getting in the way.  Beyond their social significance, highly decorative beard clasps are often representative of an individual’s accomplishments, and can announce the presence of a revered or reviled dwarf long before proper introductions are given, especially if the clasp is made of exotic materials or decorated with gems.

**Crime and Punishment:**  A dwarf who commits a serious crime may be banished from their homeland.  The guilty party may beseech the gods for atonement, but if they do not intervene, the dwarf is forced to cut their beard and hair and is escorted to the border.  Because of this practice, a dwarfin immigrant with short hair and/or lacking a beard is viewed by their new neighbors with much skepticism and distrust.  Tradition dictates that the family of a disgraced dwarf must append -slag to its surname, and children have the surname -slagsun or -slagdam.  These relatives are able to restore their family honor by accomplishing a great or important deed; at that time the -slag suffix is removed from their names, and children can once again use their normal surnames.

## History

### The Beheaded Feast

Long ago, before the foundations of Ḥabittaḥ were laid, the great goddess Snake-Skirted Lady Wind was living peacefully at Silent Snake Hill.  One day, she was sweeping her home as she always did, when a peculiar sight greeted her.  A little ball of beautiful feathers was drifting down from the sky towards her.

“What a lovely bunch of feathers!” Snake-Skirted Lady Wind said as she stopped her sweeping to pick them up.  “Perhaps they are a gift from another god. Either way, I will keep them.”  She tucked them into her clothes for safekeeping and resumed her sweeping.  Later, once she had finished sweeping, she reached for the feathers to take them and put them away, but they were gone.  “Where are my beautiful feathers?  Did I drop them?”  She looked around for the feathers, but they were nowhere to be found.

Snake-Skirted Lady Wind suddenly stopped her search and placed a hand against her belly.  “What’s this?  I’m pregnant!”  She wondered at this miracle.  “The beautiful feathers have become a baby ~ how can this be?”  Excited and amazed, she shared this incredible news with the other gods and goddesses.

Face Painted with Bells was not happy for their mother.  Later that night, they gathered their brothers, the Four Hundred Southerners.  “Our mother has no sense of shame!  She’s pregnant, and who is the father?  We don’t know!  She claims it’s a miracle, but I don’t believe her.  No, she’s let herself be overcome by lust and is acting like a common whore.  We’re going to have to kill her to remove the stain of shame from our family.  Who’s with Me?” they cried out, raising their shield and shaking their warrior’s bells.

The Four Hundred Southerners all shouted back to them in agreement.  “We’re all with you!  For her disgusting behavior, we will help you kill our mother!”  Then they all began to prepare for war.  All of them except one, that is.  A single star, Upright Tree, crept away from the secret meeting and ran for Silent Snake Hill.

“Mother!” he cried out.  “Mother, your child and sons are planning to kill you!”

Snake-Skirted Lady Wind wept in terror and heartache at the news.  “So I will be murdered at the hands of my own children, even though I’m innocent of any immorality!”

Then a strange voice was heard.  “Don’t be afraid, Mother.  I won’t let them lay a hand on you.  I’m here, and will protect you, no matter what the danger.”  It was Snake-Skirted Lady Wind’s unborn son, the Left-Handed Hummingbird, speaking to her from within her womb.  Upright Tree and his mother were amazed.  “I’ve already got a plan for dealing with these murderous kinslayers.  Just tell me when the army gets to the top of Silent Snake Hill, and I’ll do the rest.”

So, Snake-Skirted Lady Wind waited with trepidation in her home atop Silent Snake Hill as the only loyal Southerner watched Face Painted with Bells’s army march slowly towards them.  Even from his vantage point on the peak, he could hear the terrifying war-shouts, jingling of bells, and clashing of spears against shields.  Face Painted with Bells marched their army higher and higher up the slopes, calling out “Snake-Skirted Lady Wind!  Prepare to die for your shameful deeds!  We come to avenge our family’s honor!”

At that time, Upright Tree called out to the Left-Handed Hummingbird, “They’re here!  And Face Painted with Bells herself is leading them!”

In an instant, the Left-Handed Hummingbird was born.  In the blink of an eye, he was a full-grown man, painted for war in blue and yellow.  He straightened his warrior’s array and picked up His shield and javelin.  “See, Mother?  I am here to protect you!”  He took up the Fire Serpent, a blazing thunderbolt that flared to life in his hand, and with an echoing shout he raced like a comet towards the very startled Face Painted with Bells.  They fought like two fierce lions, but in the end, the Left-Handed Hummingbird struck off his sibling’s head and threw their lifeless body tumbling down the side of Silent Snake Hill.  He then threw their severed head into the sky, where it still is to this day as the moon, their golden bells shining in the night.

Before the Four Hundred Southerners could react, he was in their midst like a raging fire.

They fought back, but nothing they did could drive him away.  They tried to frighten him, but he just kept attacking.  Finally, the Southerners pleaded with him to spare them.  “No!” the Left-Handed Hummingbird snarled.  “You will all die for betraying your mother so cruelly!”  The enraged god chased them, killing them mercilessly.  Only a very few Southerners escaped to hide in the farthest reaches of the southern sky.

With the army crushed, the Left-Handed Hummingbird proudly walked the battlefield and picked up the regalia of one of the Southerners.  He took it as a trophy, wearing part of it as his own and absorbing the might of the Southerners.  This great battle at Silent Snake Hill was the Left-Handed Hummingbird’s first victory, his first steps on the long road through the maelstrom of war.

## Dwarfin Lands

### The Bloody Coast

Zvornik, Mweva Dosgus Esbelasna in Tlymallos County, one short-lived colony (Montoya Barony), Duchy of Avernos in Robrenn, County of Harstal in Eusdria, Cimarron miners in Penwick in Bellayne

## Pathfinder, 1st edition, Racial Traits

* **Ability Score Racial Traits:** Dwarfs are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
* **Type:** Dwarfs are Humanoid creatures with the dwarf subtypes.
* **Size:** Dwarfs are Medium creatures and thus receive no bonuses or penalties due to their size.
* **Type:** Dwarfs are humanoids with the dwarf subtype.
* **Base Speed:** *(Slow and Steady)* Dwarfs have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
* **Languages:**
* **Pupation:** Dwarfs who manage to reach the end of their lifespan do not actually die of old age, but instead pupate and emerge in what is their actual adult stage, the interplanetary carrion insect known as a byakhee.

### Defense Racial Traits

* **Barrow Warden:** Instinctual memories of a carrion diet give dwarfs a +1 bonus on attack rolls and a +1 dodge bonus to their AC against undead.
* **Healthy:**  Dwarfs gain a +2 racial bonus on saves against disease and poison, and they need one fewer consecutive successful save (minimum 1) to be cured of diseases and poisons.
* **Stability:** Dwarfs gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

### Feat & Skills Racial Traits

* **Craftsman:** Dwarfs are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarfs receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.

### Offense Racial Traits

* **Weapon Familiarity:** Dwarfs are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarfin” in its name as a martial weapon.

### Senses Racial Traits

* **Sense Aberration:** Dwarfs gain a +2 racial bonus on Knowledge (dungeoneering) checks and on Perception checks to notice disguised or hidden aberrations.
* **Minesight:** Dwarfs can see perfectly in the dark up to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor.

## Dwarfin Trait Options (Pathfinder, 1st edition)

### Race Traits

Only dwarfs may select one of these traits (and certain races descended from dwarfs, for a couple of them).

* **Deep Marker:**  You’ve dared uncharted tunnels in pursuit of the gladeenggargun /glɑdiːŋgargʌn/ or gladeenggardam /glɑdiːŋgardɑm/ (the chiseling of name-runes in subterranean depths as a rite of passage).  You gain a +1 trait bonus on Survival checks, and a +1 trait bonus on saving throws against fear effects.
* **Grounded:**  You are well balanced, both physically and mentally. You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
* **Ruthless:**  You never hesitate to strike a killing blow.  You gain a +1 trait bonus on attack rolls to confirm critical hits.
* **Tunnel Fighter:**  Caves and tunnels are a second home to you.  While underground, you receive a +2 trait bonus to initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).
* **Verminfriend:**  Vermin regard the character better than they would normally, recognizing a distant cousin.  If a vermin is about to attack the character, she may make a Charisma check (DC 20; gnomes suffer a -1 penalty, gnolls a -2, humans and hyenas -3).  If the check succeeds, that vermin refuses to attack her for 24 hours.

### Magic Traits

* **Eldritch Smith:**  You are learned in the secret lore of the forge, rituals handed down for generations that some say come from Bender of Metal himself.  Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of making the item by 5%.  This includes metal-headed weapons with nonmetal parts, such as axes and spears.

## Common Archetypes (Pathfinder, first edition)

* Druid
	+ Death Druid (*Horror Adventures*)
* Investigator
	+ Gravedigger (*Horror Adventures*)

## Common Class Options (Pathfinder, first edition)

* Barbarian Rage Powers
	+ Maggot Spirit (*Horror Adventures*; reskinned Daemon Totem)
	+ Maggot Spirit, Greater (*Horror Adventures*; reskinned Daemon Totem, Greater)
	+ Maggot Spirit, Lesser (*Horror Adventures*; reskinned Daemon Totem, Lesser)
* Medium Legendary Spirits
	+ Terminator (Guardian) (*Horror Adventures*)

## Common Feats (Pathfinder, first edition)

### General Feats

* Fear Eater (*Horror Adventures*)
* Incorporeal Intuition (*Horror Adventures*)
* Purging Emesis (*Horror Adventures*)
* Putrid Summons (*Horror Adventures*)

## Common Spells (Dungeons & Dragons, 3.x edition)

* Absorb mind (*Book of Vile Darkness*)
* Absorb strength (*Book of Vile Darkness*)
* Consume likeness (*Book of Vile Darkness*)
* Curse of the putrid husk (*Book of Vile Darkness*)
* Rotting curse of Urfestra (*Book of Vile Darkness*)

## Common Spells (Pathfinder, 1st edition)

* Hunger for flesh (*Horror Adventures*)
* Mass hunger for flesh (*Horror Adventures*)
* Phantasmal putrefaction (*Horror Adventures*)
* See through stone (*Dwarves of Golarion*)
* Verminous transformation (*Dwarves of Golarion*)

## Common Prestige Classes (Dungeons & Dragons, 3.x edition)

* Cancer mage (*Book of Vile Darkness*)
* Vermin lord (*Book of Vile Darkness*)

## Common Magic Items (Dungeons & Dragons, 3.x edition)

### Rings

* Ring of disease detection (*Book of Erotic Fantasy*)

### Wondrous Items

* Dwarfin offal bag (re-named Vasharan offal bag; *Book of Vile Darkness*)
* Dwarfin worm pod (re-named Vasharan worm pod; *Book of Vile Darkness*)
* Maggot harvester (*Book of Vile Darkness*)
* Slime pot (*Book of Vile Darkness*)
* Symbol of dwarfin ancestry (re-skinned symbol of Demogorgon; *Book of Vile Darkness*)