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Rising Legends: Dwarf
Dwarf
When chosen as your Primary Species, gain each of these features.
If Full-Blooded: Treat Encumbered as 1 Tier lower.
Darksight: You can see in Tier 0 light as if it is Tier 3.
Sturdy: Gain +2 on Balance rolls, Strength rolls, and defense against Poisons.
Short Stride: Have a starting Movement Pool of 4.
Movement Types: Primary - Land / Secondary - Swim
Language: Dwarven
SizeHeightWeightAdventure AgeOld AgeSage Age
0 3'8" - 4'10"140 - 210 pounds40 years120 years210 years
Stout. Resolute. Stoic. Dwarves are as stubborn as they are sturdy with most having terse mannerisms and cutting senses of humor.
History
Dwarves arose during the age of learning within the hard stone beneath the surface. Throughout history, they have maintained distance from other species, occasionally having positive relations with humans, goblins, and orcs. They maintain simple government structures, with the clan leader directly involved in all affairs. As a clan would grow too large for a single leader, it would split and add a new leader from among the elders based on merits. Clans with leaders based on blood lineage have occurred but were quite rare.
Culture
Dwarves live in expansive underground cavern networks of finely worked stone. These networks contain a central cavern where the clan leader rules surrounded by the finest stonework the clan can muster inspired by the natural structures of stone and gem. Tall, vaulted ceilings, wide pillars, statues, wall carvings, and dais for speeches are all common. As well as architecture with good acoustics, to allow a clan leader to be heard by many people at once and their fabled choirs to perform for large audiences. Other chambers such as living quarters, forges, training quarters, and farm chambers have thier own purposes and are cut with more practical designs. Other species often find these tunnels uncomfortably small and difficult to navigate. Many of the larger chambers have bioluminescent flora. In smaller chambers and tunnels, they rely on their natural ability to see in pure darkness.
Dwarven clans are tight knit and keep their caverns closed off to most outsiders, even other dwarven clans. Still, even hostile clans will quickly band together against non-Dwarven foes. As adversaries, Dwarves can be ruthless and crafty. Their cities often have dead end tunnels and pits of giant spiders to throw off invaders. In a clash of armies, their lines are nearly unmovable as they rely on their bulk to hold the line while smashing opponents with heavy weapons. The bonds of dwarfhood are strong. A dwarf will often throw themselves into the fray to support another Dwarf even if they are perfect strangers. After all, if a Dwarf is in a fight, the other species must be at fault.
Convincing a Dwarf is like convincing stone. Their unflappable resolve and stubbornness making them difficult for most to get along with. They are a stern people, slow to anger unless their Dwarven pride is attacked. They despise false flattery and indirect conversation, respecting honesty and blunt truth. The ire of a Dwarf is long lived, and their friendship arduous to earn, especially for one who is not their kinsmen. However, that friendship is steadfast. A Dwarven ally is one that can be relied upon more than the rising of the sun.
Beyond the dwarves natural aversion to other species, they dislike Elves and Kobold the most. Finding those species to be naturally untrustworthy. Many Dwarves worship the same gods as the humans. Particularly heroic or influential Dwarves make their way into Dwarven legend and attain semi-divine status through their noble actions and may be prayed to for assistance in upcoming battle or hard times. Dwarven art often depicts deities in militaristic settings wearing armor and holding weapons of war.
Physicality
Dwarves are broad framed with exceedingly fair features and lighter skin tones. The most notable feature of Dwarves is their eyes. Their pupils are large with vivid pigmentation. The average Dwarven voice is deep and resonating. Hair is a Dwarf's vanity. It grows long and thick, often in lighter shades of blonde, tan, or red. Dwarves keep their hair and beards well-groomed and often have complicated braids or decorations intwined. Their bloodlines are slow to be influenced by other species blood, but also slower to ween out as well.
Common Names
Aird, Brandor, Ghem, Havor, Dain, Jurl, Lark, Yuun, Thun, Tairn, Aina, Bree, Cinda, Klair, Maiva, Nair
Physical Heritage
Having Dwarven blood often causes fairer features, sturdier frames, and a stubborn attitude. Those with strong Dwarven blood may have the vibrant eyes of a Dwarf.
"Come drink with us. Tonight, you're as Dwarven as the rest of us."
-Mallor the Dwarven clan leader, to Jadon after a taxing battle
Root Abilities - If Dwarf is your Primary Species, you may learn 1 of these during character creation by assigning AP.
Naturalist Spiritual Umbral
Aspect
Lock 1 non-Root Aspect Species ability of an Ancient Species. Treat it as a Dwarf Species ability. Gain +1 on defense against Suppression effects.
Even their blood is too stubborn to let go.
Body Senses Shadow
Aspect
Darksight lets you see as if light is Tier 4. Treat Poor Breathability as 2 Tiers lower.
Lineages that spend their entire lives in the deepest caverns where fire is dangerous and light is scarce. They are much paler than other Dwarves from generations without sun exposure.
Hope Leader Mind
Aspect
Gain +2 on Perform rolls. Treat Resolve Reduction against you as 2 lower.
Leaders among those that don't listen, they become exceptional at what they do through never submitting to rejection.
Body Hero Order
Aspect
Reduce your penalty from Fatigued by 1.
Often perceived as outlanders, pioneers, or roughnecks that live on the outskirts of society, these dwarves are exceptionally tight knit and have adapted darker skin and smaller eyes from regular trips to the surface.
Species Abilities - If Dwarf is your Primary or Secondary Species, you may learn these by assigning AP.
Hero Mind Order
Talent
Gain +1 physical damage. At the end of your turn, use 1 Energy.
Duration 3 + TT rounds
Boost: Req: Trained 2 Times - After you suffer Grit Injury, gain +1 damage for 1 round.
Leader Mind Order
Aspect
Gain +1 + TT on defense against Demoralize.
Boost: While Resisting in a Social Encounter, gain 1 + TT/2 Resolve Reduction.
Body Hero Hope
Response
As you would become Unconscious from Grit injury, roll Endure to stay Conscious, DL 9 - TT + prior successes.
Boost: Req: Trained 4 Times - Prevent effects other than damage from the attack.
Earth Senses Tinker
Aspect
Gain a sense Enchantsense. This sense has -1 range and DL 3. It can sense gems as having Magnitude equal to their quality Tier. If you exceed the DL by 3, know if it is mineral or crystal. Exceeding the DL by 6 knows the type of gem, such as ruby or diamond. Exceeding the DL by 9 identifies a specific gem, even if it has been altered.
Boost: Gain +1 + TT on rolls with Gemsense.
Body Environmental Mobile
Aspect
Treat obstructions as 1 + TT Tiers lower.
Boost: Req: Trained 2 Times - Gain +3 on Balance rolls.
Construction Earth Tinker
Aspect
If you would fail a Craft roll by less than 3, you still make 1 + TT progress.
Boost: You can Craft all non-magical Craft Tier 1 objects. You cannot Repair objects you can only craft in this way.
Athlete Body Order
Aspect
Gain +1 + TT on defense against Reposition.
Boost: Gain +1 + TT on defense against Trip.
Body Hero Order
Aspect
After you Triumph an Endure roll, reduce Trauma and Weak afflicting you by 1 + TT Tiers and heal 1 Grit.
Boost: Gain +TT Severe Threshold against Called Shots.



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