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Creating Dwarf Characters
whole. If the miners stumble onto a dangerous creature they cannot deal with, a notice will be posted here, advertising for someone to look into it. The local guildmaster is nearly always here during the day, and journeymen serve as staff throughout all shifts. Temple of Moradin: The temple of Moradin is an impressive building. The roof is little more than decorative panels hung from the beams that stretch overhead, and the walls are covered with bas-relief sculptures portraying the legends of Moradin and his wife Mya. The interior is open except for a door in the back, leading to living quarters and offices below. At the back of the large, open space is a giant, elaborate forge that never goes dark. This forge is the altar of Moradin, where all rituals and religious celebrations are held.
Lugh Forgesmith, Merchant: In a comparatively small building west of the temple, the largest merchant in Uruz has his shop. Lugh Forgesmith specializes in goods from across the surface world, as well as imported dwarven works in metal and gems. His prices are a bit high, but there is little he doesn’t carry or cannot get. He is naturally willing to take barter in payment as well— especially if a character is willing to run a few simple errands for him.
The Forge
The middle section, aptly named The Forge, is the industrial area, where smiths, stonecarvers, gemcutters, miners, and foragers all ply their trades. What animals the dwarves can keep belowground are kept here, and the crops are accessed through this section as well. Any trade the dwarves can practice is found here, away from the daily needs of the government and the residences of the city’s inhabitants. Ena Hammerstone, Blacksmith: Ena is a competent blacksmith who specializes in items for daily use. While she can make an axe or a breastplate, she’s more likely to work on a hammer, a grill, cooking pots, or a sturdy chain. She keeps a few apprentices and can repair goods as well as make them from scratch. Some of her decorative ironwork graces the front of Lord Durthane’s Manor (see below). Bethor Ruby-Eye, Gemcutter: Bethor is a gemcutter, and quite a skilled one at that. His kind is something of a rarity in Uruz, since the city rarely fi nds more than quartz deposits for gemcutters to work with. Originally, he came from the city of Degaz, Uruz’s closest neighbor. He married a woman from Uruz, however, and moved here to be with her. He works mostly with imported stones, traveling between the two cities once every six months to personally select the gems he wants to refi ne.
The Burrows
The lower section, called the Burrows, is the residential section of the city. While a few business owners prefer to live near (or above, below, or in) their shops, most people live with their clans. Despite its unassuming name, the dwarven homes ensconced in this section of the city have little in common with any other burrow one is likely to encounter. The most expensive and largest homes in this section are built as freestanding structures in the center of the area. While impressive on the surface, they also extend deep into the earth, rivaling the size of some of the largest manors in surface cities. Dug deep into the earth and stone of the cavern walls are the clan homes— large, extended dwellings with smaller family dwellings branching off from the larger group hall. Only married couples with children are allotted one of the family dwellings, and the clan chieftain and his family are given the largest of these.
Silveraxe Clan Hall: This clan hall is set into the cavern wall, with only a pair of large metal doors to note its location. Above the door hangs the clan symbol: a large, silver axe decorated with rubies. The doors open onto an extremely large room, decorated with rough slabs of granite. A large cooking hearth is built into one wall, and rows of stepped benches follow the walls. From there, tunnels lead back to kitchens, washrooms, and private sleeping areas. Members of the clan from other cities are offered accommodations in the hall, with free room and board for the extent of their stay. Lord Durthane’s Manor: Located in the center of the Burrows, Lord Durthane’s manor is the largest freestanding structure in this part of the city. It is the home of the ruler of Uruz, where he lives with his family and immediate advisors. The house itself is a marvel of engineering, built of granite blocks in varying colors and shades. The door is made of ornamental iron grills over sheets of gold. The house has no windows, but balconies on the second and third stories overlook the city. Visiting dignitaries from the High King or other dwarf rulers stay here during their time in Uruz.
Dwarves are one of the easiest races in D&D to roleplay. They have well-defi ned personalities, and it’s easy to imagine a dwarf character in your mind as you play. Everybody knows how dwarves are supposed to look and act. Accordingly, making a dwarf character is often a matter of deciding how much you want to play against type. You can be a doughty dwarf fi ghter, a sneaky dwarf archer/rogue, or even the vanishingly rare dwarf sorcerer. No matter what class you choose, consider spending some skill points on Search and Appraise, even if they’re cross-class skills for you. Because of your stonecunning racial trait, you’ll be able to make Search checks whenever you come within 10 feet of unusual stonework. Over the course of your adventuring career, it’s a good bet that the unusual stonework you find will save your life—because it’s often a trap you can avoid or a hidden passage that leads away from danger. Appraise is likewise a useful way to spend skill points, since adventurers often encounter unusual gems or items made of unearthly metals.