Race - Dwarves

Dwarven races or Firmfolk are named after whatever they lived beneath;

Sail Dwarf - Sailors and explorers that roam the open waterways on their huge tall-ships.

Sky Dwarf - Hill Dwarves - new Wurld colonists long culturally departed from their northern and seafaring cousins.

Stone Dwarf - Mountain Dwarves - Northern, arctic Dwarves that live isolationist lives beneath the Wurld’s largest peaks

Sky Dwarves lived beneath the open sky in towns not unlike men and Halflings. They were the most welcoming of Firmfolk, valuing friendship, trade and carousing in equal measures. Master metalworkers, they were known to make the most reliable weapons and armour in the Wurld. Most are Lawful Good

Stone Dwarves lived beneath the stone of the mountains and feared the starlight of the night-sky as a dread omen of misfortune. Xenophobic and serious-minded, Stone Dwarves cared little for the Wurld beyond their mountains. Leaving others alone and wanting nothing more than the same from them. Master masons, none who ever lived could match the beauty and strength of a Stone Dwarf citadel. Most are Lawful Neutral.

Sail Dwarf

Born beneath the sails of their magnificent tall-ships, many Sail Dwarves spent their entire lives within sight of one sea or another. Most Sail Dwarves have been pushed from their watery-homes by the Legionnaire Navy. Many long to return.

Dexterity score increases by +2, Charisma +2, Constitution -2

Sail dwarves have learned how to live constantly and happily together aboard tall ships full of tightropes and high rigging. Unfortunately lack of extensive cardiovascular exercise and difficulties securing proper nutrition takes its toll on their bodies during the long years at sea.

Age. As dwarf

Alignment. Most Sail dwarves are happy to be a part of a community but generally long for self-expression. They are vigilant protectors of the weak and innocently foolhardy. Most are Neutral Good.

Size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Low-Light Vision 60’

Life at Sea - Acrobatics, Climbing, Crafting (Carpentry), Perform (Singing), Profession (Sailing) and Swim are always class skills

Fleet of foot - base movement 30

Endless Resolve - Sail Dwarf ingenuity and confidence is legendary. They gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, a Sail Dwarf may reroll and use the second result.

Riggers - Sail dwarves are always considered to have a running start when making Acrobatics checks to jump.