The Dwarves of Edath are a resilient and hardy race, hailing from the majestic mountains to the south of the continent. Their ancestral capital city, Agem Orshen, stands as a testament to their enduring craftsmanship and cultural heritage, having stood proudly for thousands of years. Dwarves are known for their strong sense of tradition, honor, and dedication to their crafts. While Dwarves have a reputation for being insular and reserved, they possess a deep-rooted sense of justice and order. They tend to align with lawful good tendencies, valuing the principles of honesty, fairness, and the protection of their kin and lands. Despite their reservations towards other races, Dwarves understand the potential for friendship and alliances. They allow other races to prove themselves worthy, forging strong bonds with those who earn their trust.
The Dwarves' history is marked by the War of Coffers, a conflict that took place in the past. The details of this war, such as its causes and consequences, can be explored further within the context of your campaign, offering opportunities for rich storytelling and character development.
Dwarves tend to lean towards lawful good alignment, valuing order, justice, and protecting their own. However, individuals may deviate from this general trend, exhibiting different alignments based on their personal beliefs, experiences, and cultural influences.

The Dwarves' history is marked by the War of Coffers, a conflict that took place in the past. The details of this war, such as its causes and consequences, can be explored further within the context of your campaign, offering opportunities for rich storytelling and character development.
Statistics
- +2 Constitution, -2 Charisma.
- Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
- Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
- Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
- Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
- Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
- Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
- +2 racial bonus on saving throws against poison.
- +2 racial bonus on saving throws against spells and spell-like effects.
- +1 racial bonus on attack rolls against orcs and goblinoids.
- +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
- +2 racial bonus on Appraise checks that are related to stone or metal items.
- +2 racial bonus on Craft checks that are related to stone or metal.
- Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
- Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing
Alignments
Dwarves tend to lean towards lawful good alignment, valuing order, justice, and protecting their own. However, individuals may deviate from this general trend, exhibiting different alignments based on their personal beliefs, experiences, and cultural influences.

