| Species | Larimar Dwarf |
| Over-race | Dwarf |
| Classification | Vaettir |
| Family | Natural Dwarf |
| Sphere | Nature |
| Origin | Arose from larimar |
| Lifespan | ~800 years |
| Habitat | Tropical islands |
| Food | Omnivore |
| Description | Larimar dwarves have light blue skin and hair, with soft white eyes. They stand 3.5' to 5' tall, with broad shoulders and stout bodies. Beards and braids are commonly worn close. |
| Procreation | With each other. Half-dwarves are not possibly without esoteric intervention. |
| Esoterica | Dwarves are aetherial beings, born from the earthpower imbuing the stones they are crafted from. Larimar dwarves are also beings of seasonal and viridian aether. They are capable of using any other supernatural energies, but msawhat is rare and often corrupts and destroys them. Divine energies, other forms of aether (especially white tiger), ethereal energy, Foundation, dumaqu, arnum, poioumenon, Damaskian power, and mashoaab are all very common. |
| Special Powers | Larimar dwarves' aetherial power allows them to shape stone, sense weather changes, and speak to animals. They also gain powers such as strengthening from rain, woodskin, and sensing precious and semi-precious stones. All dwarves are known for their steady feet, their inborn toughness, and their shrewdness. |
| Weaknesses | Msawhat can corrupt and destroy them. |
| Culture | Larimar dwarves live in small villages that usually center on a set of mounds that they build for ceremonial purposes. They hold seasonal festivals and engage directly with nature, and large ranches and farms are usually also part of their communities. Larimar dwarven families are sprawling, multi-generational, and suited for life in the tropics, with everyone taking on different tasks such as raising children and supporting community needs. Every community has many families, and they are led by elders, usually religious leaders, who in turn select the thane to lead the nation. The craftsfolk that are most important are the mound-builders, but furriers, sailors, and trappers are also major players, as well as the religious folk who are usually found as leaders of families and communities. |
| Crafts | Mound-builders work with and gain earthpower and viridian aether in their craft, and they build the religious mounds that are the center of every village. They are much revered. Furriers are important in making clothing and armors, but also in trading with other communities. They gain seasonal aether from the seasonal changes in animals' behavior and trapping, same as the trappers. Sailors and shipwrights are important members of the nations because they help them travel between islands. They gain much seasonal aetherial power from their work. |
| Notables | |
| Sample statistics | PRO 10 ATH 8 Balance 14 STR 14 Toughness 17 AWA 10 Cave Sense 16 Nightvision 12 WIL 10 Stubborness 13 ROG 10 Crafting 13 |
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