| Species | Sard Dwarf |
| Over-race | Dwarf |
| Classification | Vaettir |
| Family | Even Dwarf |
| Sphere | Neutrality |
| Origin | Arose from sard |
| Lifespan | ~800 years |
| Habitat | Mountains |
| Food | Omnivore |
| Description | Sard dwarves have reddish-brown hair and yellowish skin, and they stand 4' to 5' tall with broad shoulders and stout frames. Beards and braids are commonly worn. |
| 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. Sard dwarves are also beings of shebv heya. 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 | Sard dwarves' aetherial power allows them to climb mountains, shape stone, and understand the paths through the heights. Their shebvic energies give them the power to judge distances, measure things skillfully, and resist harsh forces. They gain these powers from working with stone, rope, and wood. All dwarves are known for their steady feet, their inborn toughness, and their shrewdness. |
| Weaknesses | Msawhat can corrupt and destroy them. |
| Culture | Sard dwarves live in mountain cities on terraced platforms, carved from the mountainside, connected to nearby peaks through rope-based tram systems. They have a rigid code of neutrality, not involving themselves in the affairs of the world around them unless their territory is threatened. Their nations are run by a thane and the thane's councils. Each council is set up by the thane and the thane's First Council, and each council handles districts of a city. Every city has four to 12 districts. Sard dwarves have strict laws that dictate and run the schools, professional organizations, and other groups. The ropemakers and masons are the largest professional organizations, and the cityguard is a major force. Religious organizations are all subject to specific rules as well. These rules are determined by the councils and checked and enforced by the thane, who is head of police and military. Dwarves outside the cities live by rules of the closest city and traveling judges and teachers stop by to support them. These traveling administrators are chosen by the councils. |
| Crafts | Ropemaking is an important craft, as it allows the sard dwarves to practice measures and judgments of strength and tension, which helps them gather shebv heya. Their masons also practice these to gain shebv heya and also take in earthpower from working with stone. Both of these crafts are central to sard dwarven society, but all craftsmen who measure and judge are honored by them. |
| 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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