Races of Stone - 3.5e

Page 27

DWARVES

CHAPTER 1

Before a dwarf city can be founded, a sufficient number of dwarves must be searching for a new home. No dwarf city is infi nitely expandable, and since dwarves do not have an agricultural society, they rarely choose to live on their own. Under the earth’s surface, safety is found only in numbers. In addition, the natural resources must be sufficient to support a dwarf settlement. Water is certainly a concern—no dwarf city can long survive very far from a water source, and underground wells are rarely an option. Aside from water, the dwarves have many other concerns. They rely on underground f lora and fauna for their food supply, so the type of earth available must be able to support these crops. The area must be composed primarily of stone or exceptionally dense earth, because only these regions can support

the excavation that a dwarf settlement entails. Preferably, nearby caverns are available in which to build and expand, since excavating by hand considerably limits the eventual size of the settlement. Additionally, the dwarves must have raw materials nearby to extract and craft. They must have something on which to base the city’s economy, or it will wither and die as its children leave to pursue occupations that aren’t available locally. Stone will suffice as a resource, if no others are available, but the city will have little in the way of exports other than craftsmanship, usually resulting in a relatively poor city. Veins of metals are preferred, although precious stones work nearly as well. A typical dwarf city is described in this chapter as both a reference for DMs looking to design their own and as a location for use in a dwarf-based campaign.

THE DWARVEN ECONOMY Within dwarf society, the economy is driven by barter, not coin. While most surface kingdoms measure wealth in gold or silver because of its rarity, dwarves typically have as much gold and silver as they could want—and the best chance of finding more. They value these substances because of their beauty, not their desirability to surface-dwellers. The esteem that surface cultures place on gold and other precious metals serves the dwarves in good stead, however, and they are not unaware of the lure their possessions hold for other cultures. When a dwarf trades with another dwarf, he is not usually interested in increasing his personal wealth. He is far more interested in increasing his personal comfort and ensuring the survival of his family, clan, and city. With a deep sense of social responsibility ingrained in dwarves from birth, it is the rare dwarf indeed who puts his personal fortune above that of his brothers or sisters. As a result, most dwarves trade in raw materials or fi nished goods, not money. Taxes are paid in animals, furs, food, or weapons, not money or gems (unless the dwarf paying taxes is a gem miner, of course). Given this predilection for useful (and hard-won) daily goods over monetary concerns, it is a given that any dwarf in a dwarf city would rather trade in barter for surface goods or services rather than gold. Most dwarf cities do mint some coins in gold, silver, and copper for use with surfacedwellers, but they have no central treasury, and no government-sponsored control over how many coins are minted or what the coinage is worth. The dwarves

Illus. by S. Roller

Table 1–4: Dwarf Stronghold Name Suffixes d% Suffix Definition 01–04 -ack Bridge 05–08 -arr/-aln Tower 09–12 -bek Pass/Ford 13–16 -cral Hall 17–19 -dar/-dann Hearthplace 20–22 -dukr Wall 23–25 -duum Home/Manor 26–28 -eft Castle 29–31 -erg Town 32–34 -est Cavern 35–37 -fik Temple 38–40 -gak Homeland 41–43 -girn Mountainhold 44–46 -gyth Mine 47–49 -hak Bulwark 50–52 -hig Garrison 53–55 -jak Hold 56–58 -jyr/-jynd Camp 59–61 -kak Hamlet 62–64 -krak Fortress 65–67 -lagg Lair 68–70 -lode Citadel 71–73 -lyr/-lynd Grange 74–76 -malk Village 77–79 -mek Outpost 80–82 -nore/-noe Point 83–85 -rak Bastion 86–88 -ral Birthplace 89–91 -sten Rampart 92–94 -tek Cradle 95–97 -vir/-vin Barrier 98–100 -zak Anvil

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Thrum Worm

3min
page 190

Stone Drake

4min
page 189

Earth Whisper

3min
page 187

Hammer Archon

3min
page 188

Dire Eagle

2min
page 186

Holidays

9min
pages 183-184

in a Campaign

5min
page 170

Magic Forges

2min
page 166

Racial Substitution Levels

34min
pages 145-152

Armor and Shields

12min
pages 155-158

Feats

46min
pages 133-144

Stonespeaker Guardian

9min
pages 127-128

Stonedeath Assassin

14min
pages 124-126

Runesmith

9min
pages 118-119

Stoneblessed

9min
pages 122-123

Goliath Liberator

8min
pages 112-113

Shadowcraft Mage

8min
pages 120-121

Iron Mind

9min
pages 114-115

Peregrine Runner

8min
pages 116-117

Divine Prankster

14min
pages 107-109

Earth Dreamer

8min
pages 110-111

Deepwarden

8min
pages 105-106

Dawncaller

8min
pages 103-104

Cragtop Archer

8min
pages 101-102

Blade Bravo

9min
pages 99-100

Stonechild

8min
pages 92-93

Dream Dwarf

3min
page 88

Whisper Gnome

10min
pages 94-96

Feral Gargun

11min
pages 89-91

The Stonespeakers

7min
pages 82-83

History and Folklore

12min
pages 69-71

Important Kathaal Members

20min
pages 76-79

Naki-Uthai, the Brave Climber

2min
page 67

Laws and Justice

6min
pages 63-64

Tribal Structure

5min
pages 61-62

Arts and Crafts

5min
page 59

Gnome Names

4min
page 49

History and Folklore

11min
pages 46-47

Religion

5min
page 42

The Glutton

3min
page 44

Description

7min
pages 32-33

Psychology

2min
page 34

Gnomes and Other Races

2min
page 41

Creating Dwarf Characters

5min
page 29

The Dwarven Economy Example Settlement:

3min
page 27

Technology and Magic

2min
page 9

Description

5min
page 6

Dwarves and Other Races

5min
page 16

Cities and Settlements

2min
page 26

Psychology

2min
page 7

Thautam

2min
page 20

Clan Structure

7min
pages 13-14

Family Units

2min
page 15
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