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In [[Dungeons & Dragons]], the [[dwarf]] and the [[gnome]] traditionally look and act in many ways a lot alike. Which is justified, since D&D gnomes are mostly an attempt to distinguish the "mythological" dwarf, which tended to be very adept at magic, from the "Tolkein" dwarf, a distinctly non-magical tough little fighter. But, regardless of the reasons for the split, many wonder: doesn't it make sense that these similarities would lead to interspecies romance? As a matter of fact, the traditional D&D answer is ''"Yes"''! Back in [[Advanced Dungeons & Dragons]], particularly in the [[Forgotten Realms]], it was said that dwarves and gnomes mated all the time, it's just that such offspring tended to be indistinguishable from one parent - usually the dwarf. But, in [[Dungeons & Dragons 3rd edition]], there was a campaign setting that gave us an alternate answer. And that setting was [[Midnight]], which gave us the '''Dwarrow'''. In the world of Eredane, gnomes are a dwarven offshoot who eventually migrated from the mountains to the rivers and coasts, becoming as adept at trading and sailing as dwarves are at mining and crafting. Despite this, the two races share close ties, and dwarrow have been around for a long, long time. Since the rise of Izrador and the withdrawal of the dwarves to their mountain fortresses, dwarrow "first generations" are becoming a rarity. Of course... one would argue that, by this point, dwarrow should probably be common enough to have their own clans and cultures, but such logic is never mentioned. Most dwarrow are raised by gnomes, as they typically lack the fortitude needed to survive in the dwarven mountains. Despite this, dwarf-raised dwarrow do still exist, although how is never really explained. Appearance-wise, dwarrow favor their gnomish parents, but are stouter and more strongly built - of course, as gnomes are frail enough to get a -2 Strength penalty, that manifests as a lack of penalty rather than a strength bonus, which can throw you off if you're not paying attention. They don't have the same level of personal grace as a pureblood gnome, though, and tend to inherit a more dwarfish temper. '''Core Dwarrow Racial Traits:''' ::+2 Charisma ::Small size ::Base land speed 20 feet ::Darkvision 60 feet ::Dwarven Kin: +1 natural armor, +2 racial bonus on saves vs. poison ::Spell Resistant: +2 racial bonus on saves against spells and spell-like effects :: Dwarf & Gnome Blood: Dwarrow count as both Dwarves and Gnomes for effects that check race ::Family Background: Choose either the Gnome-Raised or Dwarf-Raised background, and gain racial features dependent on that origin ''Gnome-Raised Dwarrow Racial Traits:'' ::Weapon Familiarity: Hand-crossbows and Inuteks are Martial weapons for this dwarrow ::Favored Region: Central Erenland ::Natural Riverfolk: +2 racial bonus on Perform, Profession (Boater and Sailor), Swim and Use Rope checks, swim 10ft per round as a move action, swim 20ft per round as a full-round action, can hold breath for (3 * Constitution score) rounds ::Skilled Trader: +2 racial bonus on Appraise, Bluff, Diplomacy, Forgery, Gather Information and Profession (Merchant) checks ::[[Favored Class]]: [[Rogue]] ''Dwarf-Raised Dwarrow Racial Traits:'' ::Weapon Familiarity: Choose either the Dwarven Waraxe, Dwarven Urgosh or Urutuk Hatchet; the chosen weapon is a Martial Weapon for this dwarrow ::Favored Region: Kaladrun Mountains ::Kurgun or Clan: Choose either the Clan Dwarf's Stonecunning traits or the Kurgun Dwarf's Natural Mountaineer Traits ::+1 dodge bonus to Armor Class against Orcs ::+2 racial bonus on Appraise & Craft checks against stone and metal ::[[Favored Class]]: [[Fighter]] [[Category:Dungeons & Dragons]][[Category:Dungeons & Dragons Races]][[Category:Races]] [[Category: Mixed Races]]
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