Language: Dwarvic

Description: Short and stocky, the Dwarves of Europa come from many different ethnic stocks. Originally descending from the peaceful shepherd clans of Mesopotamia on the eastern shores of the Inner Ocean, the Dwarvic clans have spread along the northern coast of Africa and into Iberia, on the eastern end of Europa. Their skills are many and varied, but many of the dwarves of Europa come from the nomadic desert tribes of Marac and the Atlas Mountains. They are more at home in wide open spaces then confined tunnels and are renowned for their horsemanship.

Personality: Dwarves are stoic and hard pressed to laugh, but are intrigued by philosophical conversations, especially ones that skew towards religious talk. They view themselves as the civilized saviors of a continent fallen to barbarism, and in a sense they are right. As the old empires of Europa fell to corruption and internal politicking, many of their greatest academic works languished in forgotten libraries. When the Dwarvic armies moved east across the ruins of north Africa, they found these insightful treatises on math and sciences and put them to use in art, engineering, and city-building at a time when Europa was falling deep into the throes of a dark age.

Dwarvic Society: The word of the Prophet is the center of any dwarf’s life, and their society reflects this. At the top of any Dwarvic social hierarchy are the clerics and paladins of Al’Akir. Below them are the caliphs and emirs who are the political leaders responsible for creating a just and moral society based on the Prophet’s words. Below them are the merchant classes, the artisans, and the larger society of workers and farmers. Dwarves are highly social by nature, and tend to congregate in large cities, but some do strike out on a ritual wandering called the wanderjahr where they seek to find their place in Al’Akir’s plan.

Relations: Dwarves are newcomers to Europa. Their merchants are second only to the gnomish cartels in their wares, and in many places they are welcomed. Yet, Dwarves are often subject to mob violence, incited by xenophobic clerics of the Catholic Church, or turned away by Catholic feudal lords. In general, Dwarvic goods are welcome, but their religious practices are frowned upon by even the most liberal populations.

Religion: All Dwarves follow Al’Akir and his Prophet and consider themselves members of the Sunn’a, the brotherhood of Al’Akir’s faithful. Daily, a dwarf must perform the Salat, or the five-fold daily prayer to Al’Akir. Dwarves will not eat pork or imbibe alcohol, and must make a will save (DC 15+Wis bonus) to do so.

Racial Traits (Variant):
  1. +2 Wisdom, -2 Charisma
  2. Medium
  3. Land Speed: 20 Feet
  4. Darkvision
  5. Stonecunning
  6. Weapon Familiarity: Muskets and Rifles may be treated as martial weapons rather than exotic weapons.
  7. Horsemanship: All dwarves start with Riding 1, and receive a +2 bonus on Ride checks
  8. +2 on Appraise checks that deal with devices that involve mechanical parts or contain precious metals.
  9. +2 on Craft checks on items that have mechanical parts or contain precious metals.
  10. Blessing of Al’Akir: As long as the Dwarf regularly performs salat, which requires them to pray towards the East five times a day, which they must do above ground, they will receive the following bonuses:
    1. +2 save bonus on spells and spelling-like abilities.
    2. +2 on Saving throws against poisons
    3. +1 racial on attack rolls against dragons or draconic races like kobolds.
    4. -1 DC on cleric/paladin spells cast by the character.
  1. Automatic Languages: Dwarvic and Gallic
  2. Preferred Class: Cleric
  3. Cultural Influences: The obvious major influence for dwarvic culture is Arabic, but since they’re living in an analogue of Spain, Spanish names will work as well. ##. First Names: Nadir, Hassan, Faroukh, Alberto
    1. Surnames: Amir, Hadad, Vargas


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