-R. A. Salvatore, The Crystal Shard
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains,
the echoing of picks and hammers in deep mines and blazing forges, a commitment
to clan and tradition, and a burning hatred of goblins and orcs?these common
threads unite all dwarves.
Bold and hardy, dwarves are
known as skilled warriors, miners, and workers of stone and metal. Though they
stand well under 5 feet tall, dwarves are so broad and compact that they can
weigh as much as a human standing nearly two feet taller. Their courage and
endurance are also easily a match for any of the larger folk.
Dwarven skin ranges from deep brown to a paler
hue tinged with red, but the most common shades are light brown or deep tan,
like certain tones of earth. Their hair, worn long but in simple styles, is
usually black, gray, or brown, though paler dwarves often have red hair. Male
dwarves value their beards highly and groom them carefully.
The chief unit of dwarven society is the clan, and dwarves highly value
social standing. Even dwarves who live far from their own kingdoms cherish
their clan identities and affiliations, recognize related dwarves, and invoke
their ancestors’ names in oaths and curses. To be clanless is the worst fate
that can befall a dwarf.
Dwarves in other lands are typically artisans, especially weaponsmiths,
armorers, and jewelers. Some become mercenaries or bodyguards, highly sought
after for their courage and loyalty.
Dwarves who take up the adventuring life might be motivated by a desire for
treasure?for its own sake, for a specific purpose, or even out of an altruistic
desire to help others. Other dwarves are driven by the command or inspiration
of a deity, a direct calling or simply a desire to bring glory to one of the
dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek
to restore a clan’s lost honor, avenge an ancient wrong the clan suffered, or
earn a new place within the clan after having been exiled. Or a dwarf might
search for the axe wielded by a mighty ancestor, lost on the field of battle
centuries ago.
Dwarves get along passably well with most other races. “The difference
between an acquaintance and a friend is about a hundred years,” is a dwarf
saying that might be hyperbole, but certainly points to how difficult it can be
for a member of a short-lived race like humans to earn a dwarf’s trust.
Elves. “It’s not wise to depend on the elves. No telling what an elf will do
next; when the hammer meets the orc’s head, they’re as apt to start singing as
to pull out a sword. They’re
flighty and frivolous. Two things to be said for them, though: They don’t have
many smiths, but the ones they have do very fine work. And when orcs or goblins
come streaming down out of the mountains, an elf’s good to have at your back.
Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we
do.”
Halflings. “Sure, they’re pleasant folk. But show me a halfling hero. An
empire, a triumphant army. Even a treasure for the ages made by halfling hands.
Nothing. How can you take them seriously?” Humans. “You take the time to get to
know a human, and by then the human’s on her deathbed. If you’re lucky, she’s
got kin -a daughter or granddaughter, maybe- who’s got hands and heart as good
as hers. That’s when you can make a human friend. And watch them go! They set
their hearts on something, they’ll get it, whether it’s a dragon’s hoard or an
empire’s throne. You have to admire that kind of dedication, even if it gets
them in trouble more often than not.”
A dwarf’s name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf’s name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.
Male Names: Adrik, Alberich, Baern, Barendd,
Brottor,Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim,Flint, Gardain,
Harbek, Kildrak, Morgran, Orsik,Oskar, Rangrim, Rurik, Taklinn, Thoradin,
Thorin,Tordek, Traubon, Travok, Ulfgar, Veit, Vondal
Female Names: Amber, Artin, Audhild, Bardryn,Dagnal, Diesa,
Eldeth, Falkrunn, Finellen, Gunnloda,Gurdis, Helja, Hlin, Kathra, Kristryd,
Ilde, Liftrasa,Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra
Clan Names: Balderk, Battlehammer, Brawnanvil,Dankil, Fireforge, Frostbeard, Gorunn, Holderhek,Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln,Torunn, Ungart
君のドワーフのキャラクターは、ドワーフの生まれや出自に基づく生まれつきの能力を取り合わせて持っている。
能力値の上昇:君の【耐】は2上昇する。
年齢:ドワーフは人間同様に成熟するが、50歳になるまでは若造とみなされる。平均的に、彼らは350歳まで生きる。
属性:ドワーフの大半は秩序属性を持ち、秩序だった社会こそが大きな利益をもたらすと考えている。善属性に傾く傾向に加え、フェアプレイに対する強いこだわりと、命令に従うものこそが利益を分け合うにふさわしいという信念を持つ。
サイズ:ドワーフは身長4~5ftで、体重はおよそ150ポンド程度である。サイズは中型となる。
移動速度:基礎移動速度は25ftである。重い鎧を着ていても移動速度が低下することはない。
暗視
Darkvision:地下で生活を送ることから、君は暗闇や薄明かりの中でよりよい視覚を得る。60ft以内であれば、薄明かりの中なら明るい、暗闇であれば薄明かりであるかのように視ることができる。その際、色を見分けることはできず、白黒として見える。
ドワーフの耐性 Dwarven
Resilience:毒に対し優位であるものとしてセーヴを行う。また、毒ダメージへの耐性を持つ(第9章参照)
ドワーフ流戦闘訓練 Dwarven Combat
Training:君はバトルアックス、ハンドアックス、スローイングハンマー、ウォーハンマーに習熟を得る。
器具習熟 Tool
Proficiency:君は以下から選択した職人の器具の習熟を得る:鍛冶の器具、醸造用器具、石工の器具
石工の勘
Stonecunning:石造物の起源に関する【知】(歴史)チェックの際、<歴史>に習熟するとともに、習熟ボーナスを通常の2倍にすることができる。
言語:共通語とドワーフ語を話し、読み書きできる。ドワーフ語は固い子音と喉音が多く、他の言語を話すときにもその訛りが表れる。
副種族
Subrace:D&D世界には主としてヒルドワーフとマウンテンドワーフの2つの副種族が存在し、どちらかを選択する。
ヒルドワーフは感覚が鋭く、深い洞察力を有し、回復力に優れる。フェイルーンの南方に強大な王国を築いたゴールドドワーフたちや、ドラゴンランスのクリンで逃散したナイダーNeidarや没落したクラーKlarはヒルドワーフである。
能力値の上昇:君の【判】は1上昇する。
ドワーフの頑健さ:君のhpの最大値は1上昇する。さらに、レベルが上がるたびに、1ポイントずつ増加する。
マウンテンドワーフは力が強く、頑健な体を持ち、岩だらけのところで厳しい生活を送っている。君はおそらくドワーフにしては背が高く、体色は淡いだろう。フェイルーンの北方のシールドドワーフや、ドラゴンランスにおけるハイラーHylar族や貴族であるダイワーDaewar族はマウンテンドワーフである。
能力値の上昇:君の【筋】は2上昇する。
ドワーフ流鎧訓練:君は軽装鎧並びに中装鎧に習熟している。