||Dwarves: 4' - 5', resistant to disease; superior sight underground and in near total darkness; suggested professional limitations: arcane spell users; average life-span: 250 years with many individuals reaching 400 years.
Legend and song assert the Dwarves to have been borne of stone, naming them as Sons and Daughters of Earth. They are a stalwart, people, comfortable below ground, where they delve labyrinthine mines and palatial dwellings. Dwarves are masters of metalcraft; but unlike those unsavoury cave dwellers, they design their works to exhibit beauty as well as strength and utility. Full of ridicule for the ways of conjurers, they employ such magic only to enhance the powers of the weapons and artefacts reluctantly released from their forges. Dwarves are short and stocky with ruddy complexions; their dark eyes are deep set, generating the illusion of great wisdom, and their hair is brown or black, occasionally flame-coloured. Dwarves favour colourful clothing and hand arms. Many are proficient with standard bows, but a liking for mechanical devices prompts them to employ crossbows when a need for missile weapons arises.
Craftsmanship: The Dwarves practice their crafts obsessively and possess many secrets of making that are unknown to other races, even the Elves. As such they receive an additional 20 skill points to allocate to any Craft skills during character development.
Darkvision: Dwarves have excellent low light vision. In most darkness outdoors and in dimly lit tunnels Dwarves can see 15 meters (50 foot) perfectly and fairly well up to 30 meters (100 foot). In absolute darkness, they can see up to 3 meters (10 foot).
Firestarting: Dwarves have great skill at starting fires, even in the most adverse of weather conditions (such as heavy rain and wind). As such, they receive a bonus of +20% to their skill when undertaking any roll that involves attempting to get a fire started. Gamemasters and players should always use common sense; however, as soaked kindling in heavy rain is just not going to ignite no matter how skilled the Dwarf is.
Hardness of Body: Dwarves rarely fall ill. And are also highly resistant to poison, with Endurance Rolls that relate to poisoning and disease being 1 grade easier.
Magic Resistance: Dwarves are highly resistant to Arcane magic; their Willpower Checks 1 grade easier when used to resist. This resistance has no effect on Divine magic. They may not use certain magic items not specifically designed for dwarves or their class. This resistance to magic items applies to all Arcane items, including wands, staves, rods, rings, amulets, potions, horns, and jewels. Only magic weapons such as shields, armour, gauntlets, and girdles can be used without restriction, as can magic items of a divine nature, such as potions of healing. Because of this arcane resistance, dwarves may not be magic-users.
Healthy: Dwarves receive a bonus of +20% to their skill when undertaking any rolls to resist weariness for any reason.
Endurance: Tremendous, see the Healthy racial trait above. They can carry great burdens over long distances with little rest. Dwarves are able to carry +1 to the STR x multiplier (i.e. STR X 3 unburdened, as opposed to STR X 2)
Resistance: All Dwarves gain +30% to their skill and characteristic rolls made when enduring against either flame or ice attacks. Fire and ice attacks will do damage normally however, with the Dwarves worn armour protecting against this damage.
Tunnel Sense: Due to their subterranean nature, dwarves can detect certain underground phenomena by succeeding at an Easy Perception skill roll. This Perception test may be further augmented by Lore (Mineral) if possessed by the character. Augmenting is detailed in Mythras. Tunnel Sense may be used to detect stonework pits, deadfalls, and traps; a slope or grade; approximate depth underground; new tunnel or passage construction; and shifting or sliding walls or rooms. The range of this detection is limited to 3 metres (10 feet).
Ralik is one of the middle children in a large family (more than five children) who are refugees forced to flee their home due to war. During his early life, Ralik was exposed to many different races and creatures. As a result, he treats everyone with an equality that sometimes makes others uneasy. Due to his displacement, and that of others he decided to join the temple of Cay as a field medic, helping any that needed it, as long as the cause was good. It was during these early wanders that he was presented with a very difficult puzzle (a Dessi thought box) which required a great deal of thought to solve. Since that time, he has been fascinated with all manner of puzzles, enigmas, and riddles. He shows glee when presented with a new puzzle.
A valiant stranger saved him from a nearly fatal incident, when he was attacked by a gang looking to blame someone for a poor grain harvest, Ralik was in the wrong place at the wrong time. He lost his left hand in the attack. The strangers act of kindness forever endeared the Sommerlundian people to him. However, the circumstances of the attack have left a strong impression on him, causing him to fear the recurrence of these circumstances. Ralik approaches certain situations with overwhelming caution, at times causing another problem to crop up. This is in conflict with his earlier ethos. Because of the injury, Ralik had to deal with a condition that took him away from his front-line duties As a result, he has a sense of compassion for others in the same situation.