Realmsmen
II. Dwarves (Realmsman)A) History:
All Dwarves are officially called Realmsmen. Ironforge Realmsmen claim the Capital city of Ironforge in Koz Modan as their homeland. However, there are quite a few townships and military bases that dot mountainous landscapes throughout the realm. Some of these include the stormpike barracks in the alderaac mountains. These townships were established for mining purposes, and to spread their culture. Ironforge Realmsmen are considered noble & good beings. Realmsmen also have a great sense of honor, and take pride in their craftsmanship abilities (there are exceptions, such as the gully clan).
There are also the Dark Iron Realmsmen, also known as the duergar. (At this time, Dark iron Realmsmen are not a playable race). Dark iron Realmsmen once hailed from the deepest reaches of ironforge, but were corrupted when they came in contact with underdark races such as the Mal-Dorei, also known as the Drow elves. Since their first contact in the mining shafts that lead to the underdark some 350 years ago, dark iron Realmsmen have been obsessed with the utter destruction of ironforge and its inhabitants.
B) Role Playing:
No deviation from standard D&D description. However, there are some organizational differences that describe how Realmsmen interact in this world. Realmsmen are divided into 2 major civilizations; The Ironforge Realmsmen , and the Dark Iron Realmsmen.
When Realmsmen interact with others, they always have the same hello and farewell greeting. These greetings are as follows:
1) when a Realmsmen responds to someone calling their name, they always say "Yo!" in a very
deep and strong voice.
2) When ever a Realmsmen wants someone to respond to them, or they are trying to get the
attention of someone else, they always say, "Yo-ho!".
3) Whenever a Realmsmen is acknowledging a trusted friend, they will always say, "Hoy!".
4) Whenever a dwarf bids farewell to a trusted friend, they always say, "Ah-Hoy!"
C) Racial features: (These are in addition to standard racial features).
1) The Chosen: Ironforge Realmsmen are noble of heart and mind. as such, they can become
paladins.
2) Proficiency: Ironforge Realmsmen always have their highly advanced civilizations in the
mountains. As such, they get the
mountaineering non weapon proficiency as a free slot.
3) Proficiency: All young Realmsmen are required to assist in the maintenance of their great
society. it is the law of ironforge. Based on their talents, for a short time, all Realmsmen
become miners, stonemasons, or blacksmiths. The player may choose 1 ofthese 3 as a free non
weapon proficiency slot.
4) Saving throws: All Realmsmen have naturally tough bodies, that are tuned to the natural
world. As such, all ironforge
Realmsmen gain a permanent +1 to saving throws vs paralysis, poison & death magic.
5) Combat: The warhammer is the favored weapon of Ironforge Realmsmen. they begin training
with warhammers at a very young age. as such, all iron forge Realmsmen receive a +1 to hit and
damage with warhammer weapons.
6) Blunderbus: The blunderbus is an exotic weapon, that only Realmsmen can learn. After getting
a little bit of technical guidance from their gnomish allies, the Realmsmen of ironforge
developed a weapon like the world has never seen. It is also
a Fiercely guarded secret, that no Realmsmen worth his weight in gold would ever share with
any non Realmsmen. Realmsmen rangers have an additional exception, in that they are the
only non warrior class/Race combo that can gain mastery in a weapon.
As such, Realmsmen rangers can achieve mastery level weapon proficiency with the blunderbus.
it is important to stress that at this time, no other race is able to learn the blunderbus weapon
proficiency.
7) Imposing Presence. Realmsmen have a strong and sturdy appearance. Their barrel chested forms
give them balance and the ability to deal with overwhelming blows. As such, realmsmen will
gain a +2 to Vitality.
D) Restrictions:
1) Realmsmen are somewhat distrusting of Arcane magic, and may never become wizards or
warlocks. They can however, become shamans and bards. They can also become Priests.
2) Alignment: Can be anything that is not evil. (lG, NG, LN, TN, CG, CN)
3) Allowable classes: warrior, paladin, ranger, Priest, thief, bard, shaman. (7 total)
E) Other:
1) Language: Dwarvish
2) Life span: due to the death of yggdrassil - the world tree, standard human years.
3) Height: Standard Realmsmen (dwarf) height.
4) Coloration and distinguishing marks: standard dwarf coloration.
5) Racial Specific: No deviation from standard D&D description.
All Dwarves are officially called Realmsmen. Ironforge Realmsmen claim the Capital city of Ironforge in Koz Modan as their homeland. However, there are quite a few townships and military bases that dot mountainous landscapes throughout the realm. Some of these include the stormpike barracks in the alderaac mountains. These townships were established for mining purposes, and to spread their culture. Ironforge Realmsmen are considered noble & good beings. Realmsmen also have a great sense of honor, and take pride in their craftsmanship abilities (there are exceptions, such as the gully clan).
There are also the Dark Iron Realmsmen, also known as the duergar. (At this time, Dark iron Realmsmen are not a playable race). Dark iron Realmsmen once hailed from the deepest reaches of ironforge, but were corrupted when they came in contact with underdark races such as the Mal-Dorei, also known as the Drow elves. Since their first contact in the mining shafts that lead to the underdark some 350 years ago, dark iron Realmsmen have been obsessed with the utter destruction of ironforge and its inhabitants.
B) Role Playing:
No deviation from standard D&D description. However, there are some organizational differences that describe how Realmsmen interact in this world. Realmsmen are divided into 2 major civilizations; The Ironforge Realmsmen , and the Dark Iron Realmsmen.
When Realmsmen interact with others, they always have the same hello and farewell greeting. These greetings are as follows:
1) when a Realmsmen responds to someone calling their name, they always say "Yo!" in a very
deep and strong voice.
2) When ever a Realmsmen wants someone to respond to them, or they are trying to get the
attention of someone else, they always say, "Yo-ho!".
3) Whenever a Realmsmen is acknowledging a trusted friend, they will always say, "Hoy!".
4) Whenever a dwarf bids farewell to a trusted friend, they always say, "Ah-Hoy!"
C) Racial features: (These are in addition to standard racial features).
1) The Chosen: Ironforge Realmsmen are noble of heart and mind. as such, they can become
paladins.
2) Proficiency: Ironforge Realmsmen always have their highly advanced civilizations in the
mountains. As such, they get the
mountaineering non weapon proficiency as a free slot.
3) Proficiency: All young Realmsmen are required to assist in the maintenance of their great
society. it is the law of ironforge. Based on their talents, for a short time, all Realmsmen
become miners, stonemasons, or blacksmiths. The player may choose 1 ofthese 3 as a free non
weapon proficiency slot.
4) Saving throws: All Realmsmen have naturally tough bodies, that are tuned to the natural
world. As such, all ironforge
Realmsmen gain a permanent +1 to saving throws vs paralysis, poison & death magic.
5) Combat: The warhammer is the favored weapon of Ironforge Realmsmen. they begin training
with warhammers at a very young age. as such, all iron forge Realmsmen receive a +1 to hit and
damage with warhammer weapons.
6) Blunderbus: The blunderbus is an exotic weapon, that only Realmsmen can learn. After getting
a little bit of technical guidance from their gnomish allies, the Realmsmen of ironforge
developed a weapon like the world has never seen. It is also
a Fiercely guarded secret, that no Realmsmen worth his weight in gold would ever share with
any non Realmsmen. Realmsmen rangers have an additional exception, in that they are the
only non warrior class/Race combo that can gain mastery in a weapon.
As such, Realmsmen rangers can achieve mastery level weapon proficiency with the blunderbus.
it is important to stress that at this time, no other race is able to learn the blunderbus weapon
proficiency.
7) Imposing Presence. Realmsmen have a strong and sturdy appearance. Their barrel chested forms
give them balance and the ability to deal with overwhelming blows. As such, realmsmen will
gain a +2 to Vitality.
D) Restrictions:
1) Realmsmen are somewhat distrusting of Arcane magic, and may never become wizards or
warlocks. They can however, become shamans and bards. They can also become Priests.
2) Alignment: Can be anything that is not evil. (lG, NG, LN, TN, CG, CN)
3) Allowable classes: warrior, paladin, ranger, Priest, thief, bard, shaman. (7 total)
E) Other:
1) Language: Dwarvish
2) Life span: due to the death of yggdrassil - the world tree, standard human years.
3) Height: Standard Realmsmen (dwarf) height.
4) Coloration and distinguishing marks: standard dwarf coloration.
5) Racial Specific: No deviation from standard D&D description.