Sand Dwarves (4e Race)
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Sand Dwarves
Inhabitants of the desert, these enduring dwarves have honed their skills at working the sand to suit their lives.
Racial Traits |
Average Height: 4'4" - 4'11" |
Average Weight: 130 - 200 lb. |
Ability Scores: +2 Constitution, +2 Wisdom |
Size: Medium |
Speed: 5 squares squares |
Vision: Low-light |
Languages: Common, Dwarven |
Skill Bonuses: +2 Dungeoneering, +2 Endurance |
Sand Dwarven Weapon Proficiency: You gain proficiency with the Spear and Javelin. |
Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally. |
Burrow Down: You can use burrow down as an at-will power. |
Cool Body: Your ability to keep cool in the desert heat gives you a +5 racial bonus to saving throws against ongoing fire damage. |
Calm Mind: You gain a +2 racial bonus to your Will defense. |
Dwarven Heritage: You can take feats that have dwarf as a prerequisite (as well as those specifically for sand dwarves), as long as you meet any other requirements. |
Sand dwarves are a people of former slaves to Zakharan peoples. They come from the Genie's Anvil in the Land of Fate, where they band together to survive in the harsh environment.
Play a sand dwarf if you want...
- To be part of a large and organized civilization.
- To be a legal conscious adventurer.
- To be a born spear fighter.
- To be a member of a race that favours the Paladin, Cleric, and Fighter classes.
Physical Qualities
Sand dwarves resemble normal dwarves, though they are leaner and taller. Their skin tone is more tanned than normal dwarves. Their hair is usually either black or a light, sandy color. Their clothes are acclimated usually for the heat, and they are comfortable walking barefoot.
Attitudes and Beliefs
Sand dwarves are a close-knit bunch that see outsiders as possible thieves of their ancient ways. Thus, they regard other races often with suspicion. this cold shoulder wears off after some time usually, though they can be slow to warm up to anyone. But unlike the normal dwarves who dwell in mines and caves, the sand dwarves are usually forced to resort to teamwork to survive in the harsh deserts. Therefore they are a little more open to working with others. But like normal dwarves, they are slow to forget wrongs committed against them.
Sand dwarves believe in the Zakharan pantheon, though they put emphasis on different deities within the eight great gods. Najm (adventure), Haku (freedom) and Selan (beauty) were largely neglected in their worship. Thus, Selan supposedly made it so the sand dwarves had ugly, squat faces, and Haku and Najm cursed their ancestors to be slaves to many generations of Zakharan caliphs. Sand dwarves worship Jisan especially, as goddess of productivity.
Sand Dwarves Communities
Sand dwarves originate from Yarrat, in the High Desert of Zakhara. Family units lived in pits covered by ironwood leaves which connect to tunnel systems and subterranean cities. Keeping their pits underground also provides each family with a naturally cool home. Large buildings that would typically be situated in expansive caverns are now placed in may tiered underground facilities. These 'towers' can extend hundreds of feet underground and often perform many duties, such as government facilities, large scale housing, and markets all under one roof. Water was a precious resource which these dwarves had a good nose for, and they dug many caches throughout the desert. Female sand dwarves practiced a form of mysticism called sahar, which was geomancy. They commonly trade with the Zakharan peoples and are considered an autonomous group by the Great Caliphate of the continent.
Sand dwarf government is a very complex system, involving a large parliament of dwarves who have inherited their positions from their mothers or fathers and court system of elected judges. The 42 dwarves that make up the Grand Council are in place for life, and so if a bad decision is made, many more probably will be. To prevent this, the Judicial League, made up of 2 levels, a local and federal level, and 27 dwarves, may convene to call for the exile of a problem dwarf in council. When exiled a dwarf is sent out into the desert with a sack containing a knife and 5 dinner scorpions. These knives are often recovered along with the bodies of the exiled after a week in the desert. Those who survive are rarely seen again.
Sand Dwarves Adventurers
While close-knit, sand dwarves often go out on adventures at the behest of their chiefs to perform services for other peoples. Sometimes in criss, they are also sent to perform relief for those in suffering. They may be doing good, but they still expect some compensation though, usually in favors or things other than just money. Many strive to carve a place in the world for themselves so they will be remembered in the afterlife.
Paladin: Building on their mystic faith and powerful bodies, sand dwarf paladins usually conduct a small prayer before going on escort jobs to protect caravans through treacherous trade routes. They are noble warriors who see themselves as exemplars of their values.
Cleric: Cleric sand dwarves are call themselves Pahmet. They are dedicated to honoring the dead and healing afflicted in times of strife.
Fighter: Sand dwarves have earned a reputation for their fighting style based around the sphinx, where they specialize in the use of spears and javelins. Moves in this style are often named after different types of sphinx and their attacks, such as the charging Horn of the Criosphinx
Three sample Sand Dwarves adventurers are described below.
Garzukk is a sand dwarf paladin who used to stand guard day and night, watching over the tomb of an ancient pharaoh. However, one night, grave robbers knocked his balance out from under him and made away with precious relics. Facing disgrace and exile, Garzukk must find and retrieve the stolen goods to retain his good name.
Trelka is a sand dwarf cleric who travels about the checkpoints along caravan routes, treating the injured. This has earned her the title 'Angel of the Sands.'
Ankef is a sand dwarf fighter whose familial roots come from slavery. He has a belligerent outlook in life and was exiled for starting fights. He seeks to make a name for himself by entering a tourney of gladiators who fight to the death.
Roleplaying a Sand Dwarves
When creating a sand dwarves adventurer, here are a few points to consider.
Spiritual. Sand dwarves are monastic in lifestyle. They adhere to minimalism to enhance their spiritual senses over their material ones. Therefore even as a merchant, a sand dwarf rarely is depraved for money.
Dignity. Sand dwarves hold a great deal of pride in their history as servants of ancient pharaohs. They have long performed rituals in the necropolises of the deserts, and honor the dead. Sand dwarves see it as a sin to steal from the departed and defenseless. Loyalty is another point of pride for them, as they make courageous fighters for those who they pledge allegiance to.
Petty. Like all dwarves tend to be, sand dwarves are very finicky about mannerisms and judgemental. They do not trust those they see as flaky, like elves, and they only show respect to those who they feel capable of earning it.
Sand Dwarves Characteristics: Acquisitive, brave, hardworking, loyal, organized, stern, stubborn, tenacious, vengeful.
Sand Dwarves Male Names: Adricks, Berran, Darrik, Eberk, Fargrim, Gardain, Harbek, Kildrak, Morgran, Orsik, Rangrim, Thoradin, Thorfin, Tordek, Travok, Vondal
Sand Dwarves Female Names: Artin, Bardryn, Diesa, Eldeth, Falkrunn, Gurdis, Helja, Kathra, Kristryd, Mardred, Riswynn, Torbera, Vistra
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