
Dwarf

Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves.
Since the beginning of time, Dwarves were well known for their handiness in architecture and blade craft. Many of the Altmer Elves have turned to the Dwarves for their craftsmanship, their unique cities constructed by their ancient wisdom and the Elves modern touch. As the Circle of Mages consisted mostly of Elven casters, the Dwarves stayed true to their companionship and defy the book of shadows and those who embrace it. While it is widespread that Dwarves isolate in nature, a particular fondness is found amongst themselves and their Altmer allies, a mutual understanding for the greater good.
Physical Appearance
Stout! Or many of them come out to be, but it isn't uncommon for the Dwarf to fashion some rather willowy limbs from time to time, especially those that are but half breeds. It is said the longer the man's beard is, the wiser he is! Thus the Dwarf often fashions their hair and beard (if they have one!) lengthily in braids or knots. Proud of their craft, they will also ornament their fingers with intricate rings, the collars with pendants and their tools of trade always upon their backs- one never knows when trouble might strike, aye?
Their lass stand a whopping 4 feet tall and lads about 5 inches above it. Give or take in the margins, who needs height when he has long, silvery tresses and a city of gold?
Lifespan
Dwarves will vary in their lifespan but it is not unheard of one reaching three centuries of age.
Common Locations
Reproduction
Dwarves are able to reproduce within their own blood, Kender and human's and they all produce about the same outcome. Be sure to refer to the link below if your Dwarf is at chance of a successful pregnancy.
http://rolldicewithfriends.com/rooms/elsgadir
To determine the outcome, please place one player name in the name box, followed by '- reproduction'.
In the case of Dwarven reproduction, roll a D20, Success =15 or <.
In the case of Dwarf/Other pairings, roll a D20. Success = 15 or <. (If successful, roll D4 for a chance of a dwarven child outcome or other race outcome. 1-2 = dwarven, 3-4= other.)
You may only have the chance to roll for this every month in succession of your characters stories.
Starting Factors
Alignment: Loyal Neutral to Good.
Personality: Varies between reserved and quiet to quite the drinking companion. Sturdy in their beliefs, stubborn to a fault.
Recommended Classes: Barbarian, Fighter, Paladin (Any player to start with a recommended class will receive an additional +1 modifier on listed abilities)
Unique Abilities
1. Dodge Giants- Against beasts greater in height and stature than the Dwarf, they can potentially evade incoming attacks with a +2 additional armor in combat.
2. Intimidate - They might be stout but their anger is greater than the force of a thousand elven armies! With this ability, the dwarf will always get his mead, even if his pockets are empty or additionally, flee any creature with an armor class of 8 or lesser in the other direction for a round of combat.
3. Dwarven Weaponry - When a dwarf uses his own creation, they will have an additional +2 attack modifier to their damage rolls. (Speak with an admin/owner regarding your weapon.)
4. Ice Resistance - Against Ice magic, the Dwarf will have an armor class of 12.
5. Dwarven Chant- With the ancient song of the North, a light is cast upon himself or another, regaining half of the lost HP or mana or themselves or a player. (Can only be used once a day)
6. Guiding Light - In Darkness, the Olden Dwarves gain the knowledge to create a false light for an hour. (Mana Cost: 15)
Starting HP: 18
Damage: D6 (+ potential modifier's based on class)
Armor Class: 8
Dexterity: 4 + D4 (Roll and add to character sheet)
Mana: 10 + D10 (Roll and add to character sheet)