Dwarves of Tuetonia

When the Tuetonians came to the new lands of the encountered what they called dwarves. The dwarves were familiar to them from coming from Hykoria and dealing with dwarves from the far north. Their infrequent dealings with them was mostly for trading grain, beef and other foodstuffs for metal and worked goods that the dwarves crafted.

With the coming to Tuetonia they found that the dwarves of Tuetonia were not united into one kingdom like in the far north, but several warring city-states called “citadels”. Each citadel had it’s own attitude towards outsiders. The Tuetonians also encountered other subraces which are outlined below.

Hill Dwarf – As per PFRPG Core Rule Book for Dwarf
  • Languages: Hill Dwarves begin play speaking Tuetonian or Curvaki and Voss. Hill Dwarves with high INT scores can choose from the following: Aklo, Curvaki (if not chosen as starting language), Jeblin, Gigan, Handspeak, Kimian, Tuetonian (if not chosen as starting language).

Mountain Dwarf – These dwarves do not live deep in mountains, rather high up on mountains (no less then 6,000 feet) and build immense stone fortresses rather than homes that are dug deep into a mountain. They are known for being able to survive in the cold, high altitude weather. They tend to use magic more freely then other dwarven races. Their skin is usually a light brow or deep tan with brown or hazel eyes. They also tend to groom their beards and mustaches into less intricate styles, preferring a more utilitarian styles then hill dwarves. They do not gain Greed or Hardy abilities and are treated as Hill Dwarves from above except as follows:

  • Racial Adjustments: Mountain dwarves are different than Hill Dwarves in that they receive a +2 CON, +2 WIS, -2 DEX – Mountain dwarves are more enduring then other dwarves but are less dexterous then other dwarves.
  • Acclimated: Mountain Dwarves are automatically acclimated to life at high altitudes. Unlike other denizens of the mountains, Mountain Dwarves don’t lose their acclimation to high altitude even if they spend months or years at lower elevations.
  • Cold Adapted: Mountain dwarves treat coldweather dangers as one less severity then normal.
  • Languages: Hill Dwarves begin play speaking Tuetonian or Curvaki and Voss. Hill Dwarves with high INT scores can choose from the following: Aklo, Curvaki (if not chosen as starting language), Jeblin, Gigan, Handspeak, Kimian, Tuetonian (if not chosen as starting language).

Sundered Dwarf – Unlike most dwarves, sundered dwarves live on the surface. They were cut off from their kin and traditional ways of life. Where deep dwarves went downward, mountain dwarves went upward, sundered dwarves were forced onto the surface. They were driven there by volcanoes and earthquakes of the Breaking of the World and it shattered their subterranean homes. Later orcs and other unhumans forced the rest of the sundered dwarves from their homes. Finding no safe haven underground, they were forced above. Over the centuries sundered dwarves adapted as best they could, but abandoning their natural habitat has taken its toll. They have lost much of their racial pride and have developed an irrational phobia of dark places, yet are uncomfortable under the open sky, in rain, and with most surface conditions. Although their traditional homes are gone, sundered dwarves continue to follow the crafts, especially smithing and often work for Tuetonians and Elves.

  • Racial Adjustments:+2 STR, +2 DEX, -2 INT. Life on the surface has strengthened the Sundered Dwarf and they tend to be taller, skinnier and less stout then other dwarves. They focus more on practical knowledge rather then scholarly pursuits.
  • Claustrophobia: Sundered Dwarves are claustrophobic. They must roll a successful Will save in order to overcome their fear of the underground before entering dungeons, caves, and tombs. If the check fails, the PC is considered shaken. The PC can make another saving throw every hour to overcome this fear temporarily. Once underground the character must make save each day. If fails then the character becomes shaken. If underground and already shaken from a failed saving throw and the saving throw fails by more then five points the character upgrades to frightened or panicked if already frightened. These fear related penalties cannot be removed until the character has spend as much time away from the situation equal to half the time spent underground.
  • Natural Marksman: Sundered dwarves receive a +1 attack bonus to all ranged attacks. They also treat all firearms as martial weapons.
  • Movement: Sundered dwarves move swifter then other subraces at 30 ft.
  • Languages: Hill Dwarves begin play speaking Tuetonian or Curvaki and Voss. Hill Dwarves with high INT scores can choose from the following: Aklo, Curvaki (if not chosen as starting language), Jeblin, Gigan, Handspeak, Kimian, Tuetonian (if not chosen as starting language).

Dwarves of Tuetonia

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