Dwarves

Dwarves have been around since their ancestors forged the world from a block of stone, or at least thats what they might tell you over a good mug of strong ale.

All Dwarves are hardy and technologically advanced but Urutan Dwarves are viewed as being greedy and completely mercantile while Calak Dwarves are viewed positively at least in Avehnian terretories, mainly due to their close knit history stemming from them sallying forth from their holds and throwing their armouries open when the First Orc Invasion took place.

Dwarf magic users experience will differ depending on the nation into which they are born, old city dwarfs will likely see them as an abomination and kill them, Urutan dwarfs test at birth for magic affinity; children who show such affinity are taken by the magic institute and trained (and indoctrinated) from the age of 3. Calak-Mar dwarf magic users may become full mages in their own right (training with the human mages of Aveh) or join the Aesirgaard Monks (magic users who specialise in self enhancing with magic) to train

Hold Dwarf Race Profile:
Hold dwarves those who are born and raised in the underground holds of the dwarven nations tend to be quite hard and capable of seeing in the darker environs.

Racial Abilities:
 * Wound Threshold: 11+Brawn
 * Strain Threshold: 10+Willpower
 * Starting Experience: 90 XP
 * Special Abilities: Hold Dwarves begin with one rank in Resilience. You still cannot train their Resilience above rank 2 during character creation.
 * Dark Vision: When making skill checks, dwarves remove upto [Setback][Setback] imposed due to darkness.
 * Tough as Nails: Once per session, a Dwarf character may spend a Story Point as an out-of-turn incidental immediately after suffering a Critical Injury and determining the result, if they do so, they count the result rolled as “01”.

City Dwarf Race Profile:
City dwarves, either those who were born or raised in a human city or simply only ever lived in an above ground city of a dwarven nation tend to be more capable at trading (often the focus of an above ground dwarven settlement) and navigating social situations.

Racial Abilities:
 * Wound Threshold: 11+Brawn
 * Strain Threshold: 10+Willpower
 * Starting Experience: 90 XP
 * Special Abilities: City Dwarves begin with one rank in Negotiation. You still cannot train their Negotiation above rank 2 during character creation.
 * Stubborn: Forge Dwarves add [Setback] to social skill checks targeting them.
 * Tough as Nails: Once per session, a Dwarf character may spend a Story Point as an out-of-turn incidental immediately after suffering a Critical Injury and determining the result, if they do so, they count the result rolled as “01”.