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1. Quick Reference


Race Maximums


Weight Ranges

Height Ranges

Life Expectancy



Fortitude: 100
Speed: 40
Mental: 60
Strength: 90
Luck: 70
Will: 60


D-S: 70-100
D-M: 101-250

Male: 2'-4'
Female: 2'-4'

Male: 800
Female: 700



2. Basic History

Dwarfs were always treated as an inferior and harmless race by Zodo, and thus were never hunted down. Therefore, besides their fights with elves, dwarfs have lived a basically peaceful live.


3. Positives & Negatives

Dwarfs are kind and honorable. These short people have a lot of strength built up inside of them. And being

Quick List of Modifiers

+10 to Strength
+5 to Max Success Rate for crafting or offensive skills
+10 to Fortitude 
+1 to Battle Defense Actions
+10 to Melee
-2 to Initiative
Flat PR of 5

Saga of Ablution: -5 to Magic Stability

so short, they can fit into places that other races cannot. But being short does have it’s disadvantages. A dwarf is slow and clumsy. They tend to be the last one to move in battle, unless accompanied by an orc, and have a hard time doing normal tasks such as carrying multiple things in their arms and climbing.

Dwarfs benefit from bonuses of +10 to Strength, +5 to Max Success Rate for crafting or offensive skills, +10 to Fortitude, +1 to Battle Defense Actions, and +10 to Melee. They have a penalty of -2 from their Initiative. Dwarfs also have a natural Flat PR of 5 . Dwarves are immune to being knocked back or knocked down. Dwarfs make great traders, merchants, and warriors.

In the Saga of Ablution campaign, dwarves have a penalty of -5 to their chance for casting stable magic.


4. Lifespan

Dwarfs have two stages of life, childhood and adulthood. Childhood is a time of growth starts out at the same rate as human children but slows down by the age of 5 so that a dwarf stays considered a child until they are 20. The child is completely dependent of his/her parents for every need. This is the stage the dwarf learns to take care of himself.

During adulthood, which last from 20 until death, the dwarf leaves his parents and tries to make his own way in the world. Dwarfs can still depend on their parents, in fact dwarfs usually live very close to their parents. A dwarf usually doesn’t search for a wife until he is 128. Dwarfs reach their middle age when they are 200 years old, but don't become an elder until they are 600 years old.

Female dwarfs die 100 years before male dwarfs, basically because of the childbirth process that takes so much energy from them. If a female does not ever conceive a child, the female will live to be the same age as the male dwarf. When a dwarf reaches their max age, they die of a severe stroke.

5. Appearance

Dwarfs are short and chubby and have tanned, coarse skin. When a dwarf grows a beard, they never cut it off or shave it, whether they are male or female. A beard is a dwarf’s symbol of strength. They have either black, gray, or green eyes that are basically an oval shape. Their hair is usually gray, black, or red, and is long and matted. Dwarfs value bodily hair growth, so most have hair on their back, in their arm pits, on their legs and arms, and on their chest, whether they are male or female.

6. Living Habitat

They live in hilly or mountain regions, and rarely travel.

7. Food & Sleeping Requirements

Dwarfs must have 4 meals each day consisting of meat and fungus, and drink rum with each meal. They must sleep at least 1/2 a cycle or they will suffer from fatigue (-5 from endurance per missed sleep hour).


8. Culture

Dwarfs all appreciate the values and virtues of hard work. They cherish their crafts and handiwork, and the metals they work with. They tend to be a bit stingy though if they give you a gift, no matter how small or how grand, and you don’t accept it, they take that as a serious offense. They celebrate family and honor and trust above all others and are typically of a monotheistic belief.

Dwarfs make use of the family name as their surname now days, but this is a recent custom that only started during the Second Era. Their family names originally came from what craft they were a part of or something they were famously known for. First names are chosen much like with any other race, they pick a name they like and give it to their offspring. Typically it is the father that names the children, and this is done only when the child turns one. Before that time the child is simply known as “Baby Dwarf”.


9. Racial Relations

Dwarfs tend to relate well only to like-minded races. They have good relations with the Humans. Dwarfs are very distrustful of all elves, and have a very deep hatred for the Dark Elf.  They will work with to some extent with anthropoids, but are distrustful of the beast men. They are also distrustful of all other races.


10. Racial Skills & Abilities



Stat Cost

Range & Area


Success Rate

Damage Absorb
Tier 1

Using this skill allows you to absorb ½ of the physical damage, having only 1/3rd of it affect your EP. This is a free action.

1 /3 rddamage to EP; Free action




Damage Redirect
Tier 1

Allows you to redirect 25%, 50%, 75%, or all of your stored damage into your melee strike, increasing your damage dealt by that amount. This is a free action.


weapon range affecting 1 target



Damage Store
Support Ability
Tier 1
This ability allows you to store your absorbed physical damage so that you can release it later with the Damage Redirect skill. Using this ability to store absorbed damage costs 25% of the stored damage to EP per round. 25% of stored damage to EP per round self until stored damage is released 100

Tier 1
Racial Bonuses Applied

This skill allows you to negotiate for 30% off of the asking price of an item or service, if you are the customer. If you are trying to sell the item or service, you can use this skill to negotiate for a 25% increase of the asking price. This is a free action.

5 SA; Free Action

1 item or service



Basic Weapons Proficiency - Axes

Offensive Ability
Tier 1

This ability increases the damage that you can do with your weapon because you are now more proficient with that weapon. It does so by increasing the weapon's attack value by 1d10. These effects are permanent. You must choose a weapon type to be proficient in when acquiring the ability and must repurchase the ability per weapon type. The weapon types are: swords, scythes, knives & daggers, thrusting weapons, axes, bashing weapons, whips, bows & crossbows, guns, rune cannons, thrown weapons, and unarmed combat.  N/A self permanent 100
Quick Endurance
Racial Ability
Tier 1
Occasionally the Dwarf will need a boost of extra EP. The Dwarf can get that by using this ability. Using this ability the Dwarf can exchange SA for EP at a cost of 2 SA per 1 EP. SA spent; 1 support per 20 EP self instant 100
Low Light Vision
Racial Ability
Tier 1
Dwarves are used to working and living in areas of limited light, so while they can't fully see in the dark, they can see better than most. Their eyes quickly pick up the slightest light sources allowing them to make out basic details in shades of gray. N/A self permanent 100
Armor Hardening
Racial Ability
Tier 2
Dwarfs can use their great knowledge of armor and metals to temporarily increase the protective ability of their armor. By using this ability, the Dwarf can exchange SA into a Flat PR or MR rate of their choosing at a cost of 5 SA per 1 Flat PR or MR point. The effect lasts for 6 rounds and this ability cannot be used again until the effect wears off. Also this ability can only provide a max Flat PR or MR of 100. SA spent; 1 support per 20 PR or MR self 6 rounds 50
Master Crafter
Racial Ability
Tier 3
When crafting you may spend skill points to increase the effectiveness of the weapon or armor. Every 5 skill points you spend can increase an item's Durability by 5 or an armor's PR or MR by 1. You can increase a weapon's damage power by 1 for every 10 skill points spent as well. These increases are permanent. N/A self permanent 100
Axe Berserk
Racial Ability
Tier 2
Dwarfs are masters of the axe, and can use the axe better than most other races. As long as the Dwarf wields an axe, he or she can use this ability. When using this ability you need to spend 5 EP and make a Speed Check with a 10 point bonus. If you spend 10 EP you will get a 20 point bonus, but no higher. If successful, your character will be able to make 2 normal attacks with the axe using only 1 attack. If you make a critical success on the Speed Check ( roll a 001), your character will make 4 normal attacks with the axe using only 1 attack. N/A self permanent, as long as wielding an axe 100
Dwarven Prospector
Racial Ability
Tier 1
Dwarves are naturals at prospecting for new mines. They can easily sense the mineral or ore that they are looking for if they are nearby it. The dwarf simply needs to think on the type of ore he or she is looking for and if the dwarf is within 50 feet the dwarf will have a distinct ringing in the ears sensation, which will get louder as the dwarf gets closer. If the dwarf is a geomancer, multiply the range by the tier level of the dwarf's highest tier spell, with tier 1 being x 1.5. N/A self permanent 100