Rock Dwarves

A subrace of Dwarves in the Nine-Lands of Goethe.

Also known as the Rockhome Clan, rock dwarves have been isolationists since their founding. They have limited contact with the outside world. Though the iron dwarves of Thenjade and the granite dwarves of Mica are welcome in the halls of Rockhome, they tend to have limited contact with them as well. Rock dwarves are self-sufficient and have little need for outsiders. Since rock dwarves have little use for others and as such they tend to be perceived as curt or brusque in their dealings with outsiders.

Rock dwarves are clan minded, and their main loyalties lie with family, clan, and king.

Rock dwarves inhabit the Thenjade Mountains of Northern Goethe. They are fiercely protective of their lands, though they tolerate the iron dwarves on the western borders of their lands, as well as the granite dwarves on their southern borders.

Most of the Rockhome Clan venerate their patron deity, Metallus, though Lord Justice, Salvenscence the Healer, Crystallis, and Sentinel the Guardian are also worshipped freely in their mountain halls as well.

Rock dwarves favor earth tones and functionality in their garb, though adornments, especially gold and precious stones are commonplace. Fair-skinned, their skin tones have rosy and ruddy complexions. They tan easily enough under the sun, though they are seldom outside long enough to be tan as much as their iron and forest dwarf cousins. Their hair colors run the gamut and are commonly blonde, red, brown, or gray. Their beards, worn long in intricate plaits, are their pride and joy. Their eyes are brown, hazel, and green.

Age. Rock dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 400 years, though some reach 500.

Ability Score Increase. Your Strength score increases by 2.

Dwarven Armor Training. You have proficiency with light and medium armor.

Languages. You can speak, read, and write Dwarvish (Rock).

ROCK DWARF ADVENTURERS

Rock dwarf adventurers are extremely rare and exiles make up the majority of them. The rare other rock dwarf adventurer sets out for specific purposes or because of deific inspiration. Clan and ancestry are most important to the traditionalist rock dwarf and sometimes they may take up adventuring to avenge wrongs committed against them or to regain lost honor. They may search for an important familial artifact long since lost.

Rock dwarves are free to adventure as they wish, but those who do without honorable motivation tend to be looked down upon.

Rock dwarves are drawn towards professions martial and divine, although the occasional bard or rogue can be found amongst them. In general rock dwarves are distrustful of the arcane and as such sorcerers, warlocks, or wizards are extremely rare in Rockhome.

RELATIONS

Forest dwarves. “Dwarves is dwarves. Even if they play with wood.”

Granite dwarves. “Spoiled children ran away from home. They’ll be back.”

Iron dwarves. “Dwarves is dwarves. Even if they cut their beards.”

Flight elves. “Who?” -spoken in a mocking, uncouth accent.

Forest elves. “Winter elves moved south. Are they summer elves, now?”

Noble elves. “Who?” -spoken in a mocking, posh accent.

Half-Elves. “Diluted elf. Better, I suppose.”

Copperfinger halflings. “Dwarf wannabes with no work ethic.”

Silverhand halflings. “Pretty much small northlanders. Suppose they deserve a bit o’ credit for surviving in dwarf country, though.”

Gnowhere gnomes. “Dwarves and magic don’t mix. Things resembling dwarves and magic shouldn’t mix either.”

Riddlearth gnomes. “At least these non-dwarves are handy with a spanner.”

Eastlanders. “Bronze-skinned, copper-haired, amber-eyed humans. Sounds like a waste of raw materials.”

Northlanders. “The granites, the irons, and the tree huggers call them, ‘our humans.’ Suppose that makes them ‘our humans’ by proxy.”

Southlanders. “Our mountains run that far south. The problem with the southlands is that it’s full of southlanders.”

Mongrelfolk. “And there are many who think fooling around with magic to be a good idea.”

Sierran Orks. “WHAT?”

Frost Orks. “Pasty-faced WHAT?”

Shadow Orks. “I couldn’t hear you over my axe on the grindstone.”

Half-Orks. “Giving an ork a bit more intelligence is just smart enough to be way more dangerous.”