Species Spinel Dwarf
Over-race Dwarf
Classification Vaettir
Family Natural Dwarf
Sphere Weather
Origin Arose from spinel
Lifespan ~800 years
Habitat Storm-swept shores
Food Omnivore
Description Spinel dwarves stand about 4' to 5' tall and have blue-green hair. Their skin is often yellowish in hue, though there is a broad range in tone. They have wild hair that is usually long and unkempt, with dreadlocks or matting. They have steely eyes and are known for their boisterious voices. They are stout and broad-shouldered.
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. Spinel dwarves are also beings of pattern 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

Spinel dwarves' aetherial power allows them to craft stone and climb cliffs. They also have the power to navigate storms, manage ships in bad weather, and predict weather. They gain aetherial power from crafting ships of stone and wood, and from sailing in any kind of weather. The pattern aether can overwhelm them, so they often have to have a release for it.

All dwarves are known for their steady feet, their inborn toughness, and their shrewdness.

Weaknesses Msawhat can corrupt and destroy them. Spinel dwarves are also in need of great amounts of water to drink.
Culture

Spinel dwarves are sailors and shipwrights. They live along the coast and revel in storms and fog. They are master navigators and talented meteorologists. They live in great coastal cities centered on fishing and industry.

Spinel dwarven have large clans made up of many families, though families sometimes opt out and join another clan that better suits them. Clans are led by elders, who choose three members of the clan to attend the city councils. The councils answer to a thane, who comes from a hereditary line of thanes. The family of the thane has blood of every clan and is thus considered neutral. If as thane dies without heirs, a new thane is chosen from one of the clans that has blood from every clan by the city councils.

There are many guilds among spinel dwarf society, and these guilds answer to and fight with the city councils. They are keen on contracts, and if someone breaks a contract with them, they never work with them again. However, they often break their own contracts. The shipwright guild is the most powerful and the only guild that spans multiple cities. Most are locally focused.

Every city has a school system that is run by the city councils and paid for by clan taxes. Every school system teaches children until they reach maturity. Universities are run by clans, guilds, or the religious orders. The religious orders are usually locally focused institutions.

Crafts

Shipmaking is the most revered craft among spinel dwarves. They are masters of shaping stone, metal, wood, and cloth to make incredible vessels of all kinds and purposes. Master shipwrights are aetherially the most powerful in the clans.

Netmakers, sailmakers, carpenters, masons, barrel-makers, and smiths are also very common among spinel dwarves, as are miners and civic engineers.

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
Topic revision: r4 - 28 Jun 2021, SallyJaneBlack
This site is powered by FoswikiCopyright © by the contributing authors. All material on this collaboration platform is the property of the contributing authors.
Ideas, requests, problems regarding Foswiki? Send feedback