Keywords: Gypsy, Romany, Travellers, Lyuli, Grotesque, Homonculus
Alignment: Dwarrow are typically Twilight Neutral. However, it’s not entirely unknown for Dwarrow to begin to subscribe to a particular way of life - some Family caravans might petition Parliament to join the Three (thus becoming Light) or to send missives and messengers to Nakkiga (and thus become Dark). Whilst in these lands the Dwarrow effectively become that alignment, but that doesn’t mean they won’t rapidly change back... Some Family caravans will stick to the Light or Dark like glue, however...
Appearance: No one except other Dwarrow truly knows what Dwarrow actually look like. They cover themselves in cloaks, gloves and deep hoods, exposing only a small amount of skin. Their skin is grey, black, mottled, deep green, navy, and purple and variations of Dwarrow skin tone are often extremely mixed, even within on caravan. Many Dwarrow suffer from some form of physical or cosmetic deformity.
Regions: Dwarrow come from all over the world - though it’s unlikely Dwarrow would come from Ithaca-Under-Shadow or the Glacier Ridge. They seem quite welcome in Dacia especially.
Society: Dwarrow move about in caravans of small family groups - typically between 20 and 40, certainly no more than that at a time. Their numbers are comparatively small and their breeding rate low. Thus, they travel from place to place, never staying too long in one area. Dwarrow do not have family names and instead family caravans share a name, but only as identification; for Dwarrow believe that all Dwarrow are part of ‘the Family’, that all Dwarrow are one huge family. Many Dwarrow Family caravans ascribe themselves to one of the fundamental spiritual elements and use this as a form of divination for moving on - ‘when the wind changes’ or ‘when fires still burn in the morning light’. Even when they do settle down, Dwarrow are often picked on, bullied and cajoled - often violently - because of their ugliness, despite the aid they give to those about them (for a price, of course...)
Government: Dwarrow adopt the government of the land they ascribe to (not necessarily a land they are ‘just passing through’) and though they believe all Dwarrow are ‘one Family’ or ‘of the Family’ beyond that there is no formal government for them.
Religion: Like Sithi, Dwarrow tend to a more atheist outlook - they do not have gods, but are still of a mind that certain times can influence a life, and thus, have a more astrological basis. They believe that everyone is born under one of 24 constellations, star-signs - 12 male and 12 female. Each is assigned a personality trait that is thought to influence the life that is born under them. This in included in the Speak Modern: Dwarrow handout, which comes with playing the Dwarrow race. Some in the North have turned to the Darkened One, some to the Witherer, some to the Deep Ones. Some in the Three, Dacia and Getae have turned to the Church of Six, the Seven-As-One or the Cult of S’Kor.
Technology: Technically, Dwarrow are the peak of technology. Dwarrow that don’t belong to the Light Alliance will experiment with steam-powered technology, whereas those of the Three, Dacia and Getae have developed Fae-manipulating clockwork far beyond Human skill.
Names: Dwarrow names tend to sound like Chinese or Mongolian: Wei, Shu, Shin, Bei, Lui, Sung.
Languages: Speak Modern: Dwarrow, Common (Light and Dark).
Ages: Dwarrow age maximum is around 160 years old, though many mysteriously die at a younger age.
Natural Resistance: Dwarrow have Level 1Resist Disease.
Min Phys Rep: Grey, blues, purple or other strange colour skin - peeling, mottled, scar-covered or with extra skin... cloaks, hoods, robes and similar to cover as much as you can put up with... We suggest brightly painted caravans though - and we suggest that Romany or Gipsy is a good approach to Dwarrow.
Bonuses: -1 to cost of Crafting, Theurgy, Thaumaturgy, Trade and Lore skills. All Dwarrow can choose one of the following skills for free at generation: Intuition, Meditation, either an upgrade to Crafting or a new Craft, Locate Traps, Discern Truth, Evaluate or Merchant.
Racial Penalties or Restrictions: +1 to the cost of Weapons and Armour skills. Physical skills are half again their cost. Dwarrow cannot take Invocation at generation.
