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Dwarves


Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their knowledge of the earth’s secrets, their hard work, and their capacity for drinking ale. Their mysterious kingdoms, carved out from the insides of mountains, are renowned for the marvelous treasures that they produce as gifts or for trade.



Personality


Dwarves are slow to laugh or jest and suspicious of strangers, but they are generous to those few who earn their trust. Dwarves value gold, gems, jewelry, and art objects made with these precious materials, and they have been known to succumb to greed. They fight neither recklessly nor timidly, but with a careful courage and tenacity. Their sense of justice is strong, but at its worst it can turn into a thirst for vengeance. Among gnomes, who get along famously with dwarves, a mild oath is “If I’m lying, may I cross a dwarf.”



Physical Description


Dwarves stand only 4’ to 4’6” tall, but they are so broad and compact that they are, on average, almost as heavy as humans. Dwarf men are slightly taller and noticeably heavier than dwarf women. Dwarves’ skin is typically deep tan or light brown, and their eyes are dark. Their hair is usually black, gray, or brown, and worn long. Dwarf men value their beards highly and groom them very carefully. Dwarves favor simple styles for their hair, beards, and clothes. Dwarves are considered adults at about age 40, and they can live to be more than 400 years old.



Dwarven Lands


Dwarven kingdoms usually lie deep beneath the stony faces of mountains, where the dwarves mine gems and precious metals and forge items of wonder. Trustworthy members of other races are welcome in such settlements, though some parts of these lands are off limits even to them. Whatever wealth the dwarves can’t find in their mountains, they gain through trade. Dwarves dislike water travel, so enterprising humans frequently handle trade in dwarven goods when travel is along a water route. Dwarves in human lands are typically mercenaries, weaponsmiths, armorsmiths, jewelers, and artisans. Dwarf bodyguards are renowned for their courage and loyalty, and they are well rewarded for their virtues.



Religions


The chief deity of the dwarves is Moradin, the Soul Forger. He is the creator of the dwarves, and he expects his followers to work for the betterment of the dwarf race.



Relations


Dwarves get along fine with gnomes, and passably with humans, half-elves, and halflings. Dwarves say, “The difference between an acquaintance and a friend is about a hundred years.” Humans, with their short life spans, have a hard time forging truly strong bonds with dwarves. The best dwarf-human friendships are between a human and a dwarf who liked the human’s parents and grandparents. Dwarves fail to appreciate elves’ subtlety and art, regarding elves as unpredictable, fickle, and flighty. Still, elves and dwarves have, through the ages, found common cause in battles against orcs, goblins, and gnolls. Through many such joint campaigns, the elves have earned the dwarves’ grudging respect. Dwarves mistrust half-orcs in general, and the feeling is mutual. Luckily, dwarves are fair-minded, and they grant individual half-orcs the opportunity to prove themselves.



Alignment


Dwarves are usually lawful, and they tend toward good. Adventuring dwarves are less likely to fit the common mold, however, since they’re more likely to be those who did not fit perfectly into dwarven society.



Names


A dwarf’s name is granted to him by his clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf’s name is not his own. It belongs to his clan. If he misuses it or brings shame to it, his clan will strip him of it. A dwarf stripped of his name is forbidden by dwarven law to use any dwarven name in its place.

Male Names: Barendd, Brottor, Eberk, Einkil, Oskar, Rurik, Taklinn, Torderk, Traubon, Ulfgar, Veit.
Female Names: Artin, Audhild, Dagnal, Diesa, Gunnloda, Hlin, Ilde, Liftrasa, Sannl, Torgga.
Clan Names: Balderk, Dankil, Gorunn, Holderhek, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart.



Adventurers


A dwarven adventurer may be motivated by crusading zeal, a love of excitement, or simple greed. As long as his accomplishments bring honor to his clan, his deeds earn him respect and status. Defeating giants and claiming powerful magic weapons are sure ways for a dwarf to earn the respect of other dwarves.





Sub-Races


Not Allowed: Aquatic Dwarf, Fireblood Dwarf, Dark Dwarf, Korobokuru, Gully Dwarf, Stonfire Dwarf, Lesser Duergar, Orecutter Dwarf (Urdunnir), Badlands Dwarf, Dream Dwarf, Earth Dwarf, Glacier Dwarf, Seacliff Dwarf, Desert Dwarf, Wild Dwarf, Jungle Dwarf, Arctic Dwarf (Inugaakalikurit), Mountain Dwarf, Deep Dwarf



Hill Dwarf or Gold Dwarf – A proud, confident sub race that is skilled in matters of battle and trading. They are both supremacists (believing they are the greatest of all dwarves) and somewhat xenophobic (from their dealings with other races). They average 4’ tall and weigh as much as an adult human, gold dwarves are stocky and muscular. The skin of a gold dwarf is light brown or deeply tanned, and their eyes are usually brown or hazel. Both genders wear their hair long, and males (and some females) have long, carefully groomed beards and mustaches. Hair color ranges from black to gray or brown, with all shades fading to light gray as time progresses. Shield Dwarf – One of the most common of dwarven subraces, they on average stand around half a foot taller than other dwarves. They take time to trust others and even longer to forgive and are split between those who believe isolation is the best route, and those more adventurous who seek their fortunes on the surface. Shield dwarves keep to their word, whatever the cost, and are incredibly stubborn, unwilling to concede an inch unless there is absolutely no alternative. Shield dwarves average 4’6” tall and weigh as much as an adult human. The skin of a shield dwarf is fair or lightly tanned, and their eyes are usually green or silvered blue. Both genders wear their hair long, and males (and a very few females) have long carefully groomed beards and mustaches. Hair color ranges from light brown to red, with all shades fading to silver or white as time progresses.

Application Status

Unlocked

This race is available for New Characters





Elves


Elves mingle freely in human lands, always welcome yet never at home there. They are well known for their poetry, dance, song, lore, and magical arts. Elves favor things of natural and simple beauty. When danger threatens their homes, however, elves reveal a more martial side, demonstrating skill with sword, bow, and battle strategy.



Personality


Elves are more often amused than excited, and more likely to be curious than greedy. With such a long life span, they tend to keep a broad perspective on events, remaining aloof and unfazed by petty happenstance. When pursuing a goal, however, whether an adventurous mission or learning a new skill or art, they can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.



Physical Description


Elves are short and slim, standing about 4 1/2 to 5 1/2 feet tall and typically weighing 95 to 135 pounds, with elf men the same height as and only marginally heavier than elf women. They are graceful but frail. They tend to be pale skinned and dark haired, with deep green eyes. Elves have no facial or body hair. They prefer simple, comfortable clothes, especially in pastel blues and greens, and they enjoy simple yet elegant jewelry. Elves possess unearthly grace and fine features. Many humans and members of other races find them hauntingly beautiful. An elf reaches adulthood at about 110 years of age and can live to me more than 700 years old. Elves do not sleep, as members of the other common races do. Instead an elf meditates in a deep trance for 4 hours a day. An elf resting in this fashion gains the same benefit that a human does from 8 hours of sleep.



Elven Lands


Most elves live in woodland clans numbering less than 200 souls. Their well hidden villages blend into the trees doing little harm to the forest. They hunt game, gather food, and grow vegetables, and their skill and magic allowing them to support themselves amply without the need for clearing and plowing land. Their contact with outsiders is usually limited, though some few elves make a good living trading finely worked elven clothes and crafters for the metals that elves have no interest in mining. Elves encounted in human lands are commonly wandering minstrels, favored artists, or sages. Human nobles compete for the services of elf instructors, who teach swordplay to their children.



Religions


Above all others, elves worship Corellon Larethian, the Protector and Presever of life. Elven myth holds that it was from his blood, shed in battles with Gruumsh, the god of the orcs, that the elves first arose. Corellon is a patron of magical study, arts, dance and poetry, as well as a powerful warrior god.



Relations


Elves consider humans rather unrefined, halflings a bit staid, gnomes somewhat trivial, and dwarves not at all fun. They look on half-elves with some degree of pity and regard half orcs with unrelenting suspicion. Elves are not particular the way halflings and dwarves are and they are generally pleasant and gracious even to those who fall short of elven standards. (aka everyone who isnt an elf)



Alignment


Elves love freedom, variety and self expression. They lean strongly toward the gentler aspects of Chaos. Generally, they value and protect others' freedom as well as their own and they are more often good than not.



Names


When an elf declares herself an adult, usually some time after her hundredth birthday, she also selects a name. Those who knew her as a child may not continue to call her by her "Child Name" and she may or may not care. An elf's adult name is a unique creation, though it may reflect the names of those she admires or the names of others in her family. In addition she bears her family name and they are a combination of regular elven words. Elves will translate their names into the Common tongue while traveling among humans.

Male Names: Aramil, Aust, Enialis, Heian, Himo, Ivellios, Laucian, Quarion, Soverliss, Thamior, Tharivol.
Female Names: Anastrianna, Antinua, Drusilia, Felosial, Ielenia, Lia, Mialee, Qillathe, Silaqui, Vadania, Valanthe, Xanaphia.
Family Names: Amastacia (Starflower), Amakiir (Gemflower), Galanodel (Moonwhisper), Liadon ( Silverfrond), Nailo (Nightbreeze), Xiloscient (Goldpetal).



Adventurers


Elves take up adventuring out of wanderlust, Life among humans moves at a pace that elves dislike: regimented from day to day but changing from decade to decade. Elves among humans therefore, find careers that allow them to wander freely and set their own pace. Elves also enjoy demonstrating their prowess with the sword and bow or gaining greater magical powers, and adventuring allows them to do so. Good elves may also be rebels or crusaders.





Sub-Races


Not Allowed: Drow, Avariel, Aquatic Elf, Wild Elves



Moon Elves –The most common of the elven subraces on Faerun are the moon elves, which are also known as silver elves or Teu-Tel'Quessir. They have fair skin, sometimes tinged with blue, and hair of silver-white, black, or blue; humanlike colors are somewhat rare. Their eyes are blue or green, with gold flecks. Moon elves prefer to dress in rustic clothes of simple cuts and fashions that are nevertheless of fine and exquisite make. They adorn their dress with embroidered patterns, beads, and similar trappings, preferring earthen colors for everyday wear, hues that make it easy to conceal themselves in foliage. In places of safety or in times of revelry, moon elves enjoy dressing in bold colors, the more brightly colored, the better. Hair is worn in braids or ponytails, twined with wires or beads. Moon elves sometimes wear body paint or tattoos in mystic patterns, although not to the extent the wild elves do. Males range from 4’10” to 5’8” and weigh between 90 to 135 pounds with females ranging from 4”5” to 5’3” and weigh 80 to 125 pounds. Moon elves are more impulsive than other elves, and dislike remaining in one place for any significant amount of time. Moon elves are drawn to adventure through sheer wanderlust. They desire to see and do everything possible during their long lives. Sun Elves–Sun elves are also known as gold elves or Ar-Tel'Quessir. The sun elves are famed for their command of both arcane and divine magic, which exceeds that of any other living race. Sun elves have bronze skin, hair of golden blond, copper, or black, and eyes of green or gold. They favor contemplation, lore, and study over the quick games and light-hearted songs of other elves, but seem to embody the unearthly beauty, grace, and presence of elven folk. Sun elves dress in clothing that is at the same time magnificent and understated, favoring cool colors such as blue and green. They decorate their clothes with intricate gold or mithral thread embroidery in exacting patterns whose subtle designs are easy to miss at first. Jewelry is simple but painstakingly crafted. Sun elves are arrogant and believe that they are the true elven race, and that other elven subraces fail to live up to the solemnity and dignity of their ancient stock. Sun elves are unusually long-lived, even for elves. Males range from 4’10” to 5’8” and weigh between 90 to 135 pounds with females ranging from 4”5” to 5’3” and weigh 80 to 125 pounds. Sun elves are deliberate, patient, and solemn. Their buildings, while aesthetically beautiful and architecturally brilliant tend to be ostentatious. Sun elves revere wisdom and learning.
Wood Elves – Wood elves are among the most numerous of Faeruns elven people, a young and confident folk. They are also known as copper elves, sylvan elves or Or-Tel'Quessir. Wood elves understand better than their kindred that for better or worse, their fates are bound up with the fates of the humans, dwarves, and halflings around them. They have coppery skin tinged with green, and their eyes are brown, green, or hazel in color. Hair is usually brown or black, occasionally blond or coppery-red. Wood elves prefer to dress in simple clothing, similar to the moon elves, but not quite so colorful. They favor a simple cut to tunic or dress, set off by common embroidery in natural designs. They are particularly fond of leather armor, and they often wear lovingly tooled and well-crafted suits even when do not feel endangered. Their clothing, leather armor or not, is usually in dark shades of green and earth tones to better blend with their natural surroundings. They are a humble race and only rarely, do they enhance their appearance with jewelry or similar accessories. Males range from 4’10” to 5’8” and weigh between100 to 145 pounds with females ranging from 4”5” to 5’3” and weigh 90 to 135 pounds. Wood elves are calm, serene, and difficult to surprise. Their patience is legendary. They are at one with the world of nature, and are not comfortable in areas of heavy civilization. Dark Elves– known as Ssri-tel-quessir in the elven tongue they were the ancestors of the drow. They have dark brown skin, unlike the ebony color of the drow, and have glossy black hair and do not have darkvision. Through a High Magic spell and the aid of Eilistraee, Q'arlynd Melarn, they transformed the drow who had took up the dance of Eilistraee and reverted them back to their ancestral appearance. Becoming the dark brown skinned dark elves.

Application Status

Unlocked

This race is available for New Characters



Fauns


Fauns are likeable and charismatic, they are the glue that will hold a group together in even the most stressful and tense times. They will lift the lowest of spirits with their strange, almost magical musical talents. Combined with their mischievous nature they are fun and very compatible companions. Friendly by nature, they are quick to strike up friendships and tight bonds with peoples of many backgrounds, races, and creeds.



Personality


Light hearted and easy going, they share many similarites with half-lings in regards to personality and relations with other races. Though friendly, they are not fools. Every new experience creates a sense of wonder, and enables an ensatible appitite for seeking the next big thing they can help cause mischivef. They have a surpising quick wit and enjoy practical jokes. Fauns reach adulthood around the age of 20 years old and can live up to 300 years old.



Physical Description


Standing around 4 feet, give or take a few inches, females of the species stand slightly shorter than the males. They sport goat like horns that pretude above the brow bone. From the waist down, Fauns are covered in a mange of course goat like hair that range in tones of browns, greys, blacks, and sometimes whites. Their legs mirror that of a goat, inluding having a set of hooves instead of feet.



Faun Lands


Once dwelt in the Brynwood in the Vast. Fauns and Satyrs have been seen amoungst the Eastern Isle of Gildorym. Most notably occupying Mystral before the towns rebirth, they assisted in the war on Shadow within its early years, taking part on the seige on Astrium. Having fullfilled their duty, they retreated within the wood of the Southern Isles, for its islands have been untouched for many years.



Religions


Silvannus and Mielikki are the spiritual focus’ of the Faun race. Fauns will strive, even risk their lives to protect their beloved homeland of the forests which are watched over by both the god of nature and the goddess of the forests. The forest and its contents are treated as gifts, those who rape the land for profit and personal gain should not dare to cross a Faun.



Relations


Fauns enjoy the company of any race they mingle with. They serve as the light hearted friend who is loyal, witty and musically talanted. You may see them within in taverns performing or within local theaters performing.



Alignment


Fauns are playful and free they normally lean towards the Chaotic Neutral alignment



Names


Fauns tend to take only a first name and usually never a last name and find titles enjoyable. Fauns tend to have names related to an object like a musical instrument.



Adventurers


Having a sense of adventure, a Faun enjoys traveling solo or within groups. They take comfort in protecting their party members, helping to boost moral and the fighting spirit.





Sub-Races


Not Allowed: No Restricted Subraces at this time.



Satyr – Satyrs are similar to Fauns, often times confused with them. However there are some subtle variations between the two. The most noticable difference being their horns. unlike the goat horns of Fauns. Satyrs sport a coiled beefy set of ram horns. They are also taller then their Faun cousins, ranging between heights of 5 feet to 5'9 feet, the femals still standing slightly shorter than the males. Another difference between the two are their personalites. Unlike the fun, cheery, welcoming nature of Fauns. Satyrs are a bit more jaded. Coming off as stand offish, reserved, judgemental and a tad more agressive in nature. It would not be wise to cross a Satyr.

Application Status

Unlocked

This race is available for New Characters



Gnomes


Gnomes are welcome everywhere as technicians, alchemists, and inventors. Despite the demand for their skills, most gnomes prefer to remain among their own kind, living in comfortable burrows beneath rolling, wooded hills where animals abound.



Personality


Gnomes adore animals, beautiful gems, and jokes of all kinds. Members of this race have a great sense of humour, and while they love puns, jokes and games, they also relish tricks—The more intricate the better. They apply the same dedication to more practical arts, such as engineering, as they do their pranks. Gnomes are inquisitive. They love to fins things out by personal experience. At times they’re even reckless. Their curiosity makes them skilled engineers, since thye are always trying new ways to build things. Sometimes a gnome pulls a prank just to see how the people involved will react.



Physical Description


Gnomes stand about 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their skin ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Gnome males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, and they decorate their clothes with intricate stitching or fine jewellery. Gnomes reach adulthood at about age 40, and they typically live about 350 years, though some can live to almost 500 years.



Gnome Lands


Gnomes make their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface whenever they can. Their homes are well hidden by both clever construction and illusions. Those who come to visit and are welcome are ushered into the bright, warm burrows. Those who are not welcome never find the burrows in the first place.

Gnomes who settle in human lands are commonly gem cutters, mechanics, sages or tutors. Some human families retain gnome tutors. During his life, a gnome tutor can teach several generations of a single human family.



Religions


The chief gnome god is Garl Glittergold, the Watchful Protector. His clerics teach that gnomes are to cherish and support their communities. Pranks are seen as ways to lighten spirits and to keep gnomes humble, not as ways for pranksters to triumph over those they trick.



Relations


Gnomes get along well with dwarves, who share their love for precious objects, their curiosity about mechanical devices, and their hatred of goblins and giants. They enjoy the company of halflings, especially those who are easygoing enough to put up with pranks and jests. Most gnomes are a little suspicious of the taller races—humans, elves, half-elves, and half-orcs—but they are rarely hostile or malicious.



Alignment


Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or consultants. Those who tend towards chaos are minstrels, tricksters, wanderers, or fanciful jewellers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. Evil gnomes are as rare as they are frightening



Names


Gnomes love names, and most have half a dozen or so. As a gnome grows up, his mother gives him a name, his father gives him a name, his clan elder gives him a name, his aunts and uncles give him names, and he gains nicknames from just about anyone. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans or others who are rather “stuffy” about names, a gnome learns to act as if he has no more than three names: a personal name, a clan name, and a nickname. When deciding on which of his several names to use among humans, a gnome generally chooses the one that’s the most fun to say. Gnome clan names are combinations of common Gnome words, and gnomes almost always translate them into Common when in human lands (or into Elven in elven lands, and so on).

Male Names: Boddynock, Dimble, Fonkin, Gimble, Gerbo, Jebeddo, Namfoodle, Roondar, Seebo
Female Names: Bimpnottin, Caramip, Dubamil, Ellywick, Loopmottin, Mardnab, Roywyn, Shamil
Clan Names: Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Raulnor, Scheppen, Turen
Nick Names: Nicknames: Aleslosh, Ashhearth, Cloak, Doublelock, Fnipper, Oneshoe, Sparklegem.



Adventurers


Gnomes are curious and impulsive. They may take up adventuring as a way to see the world or for the love of exploring. Lawful gnomes may adventure to set things right or protect the innocent, demonstrating the same sense of duty towards society as a whole that gnomes generally exhibit toward their own enclaves. As lovers of gems and other fine items, some gnomes take to adventuring as a quick, if dangerous, path to wealth. Depending on his relations to his home clan, and adventuring gnome may be seen as a vagabond or even as something of a traitor (for abandoning clan responsibilities).





Sub-Races


Not Allowed:Tinker Gnome, Mad Gnome, Stonehunter Gnome, Whisper Gnome, Ice Gnome, Wavecrest Gnome, Aquatic Gnome, Air Gnome, Arctic Gnome, Desert Gnome, Jungle Gnome



Forest Gnome –They are the smallest of all the gnomes, averaging 2 to 2-1/2 feet in height, but look just like regular gnomes except with bark-colored or gray-green skin, and eyes that can be brown or green as well as blue. A very long-lived people, forest gnomes have an average life expectancy of 500 years. Deep Gnomes– "Svirfneblin" are gnomes that reside within the underdark. They are a polar opposite to their surface cousins in temperament, generally featuring serious and suspicious attitudes.
Rock Gnomes – The most common gnomes, they primarily live beneath large areas of wooded hills and are generally focused on enjoying each day, with traits that some races often attribute to children.

Application Status

Unlocked

This race is available for New Characters



Dwarves




Personality




Physical Description




Dwarven Lands




Religions




Relations




Alignment




Names




Male Names: Barendd, Brottor, Eberk, Einkil, Oskar, Rurik, Taklinn, Torderk, Traubon, Ulfgar, Veit.
Female Names: Artin, Audhild, Dagnal, Diesa, Gunnloda, Hlin, Ilde, Liftrasa, Sannl, Torgga.
Clan Names: Balderk, Dankil, Gorunn, Holderhek, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart.



Adventurers






Sub-Races


Not Allowed:



xxx – th> xxx– th>

Application Status

Unlocked

This race is available for New Characters

Dwarves




Personality




Physical Description




Dwarven Lands




Religions




Relations




Alignment




Names




Male Names: Barendd, Brottor, Eberk, Einkil, Oskar, Rurik, Taklinn, Torderk, Traubon, Ulfgar, Veit.
Female Names: Artin, Audhild, Dagnal, Diesa, Gunnloda, Hlin, Ilde, Liftrasa, Sannl, Torgga.
Clan Names: Balderk, Dankil, Gorunn, Holderhek, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart.



Adventurers






Sub-Races


Not Allowed:



xxx – th> xxx– th>

Application Status

Unlocked

This race is available for New Characters

Dwarves




Personality




Physical Description




Dwarven Lands




Religions




Relations




Alignment




Names




Male Names: Barendd, Brottor, Eberk, Einkil, Oskar, Rurik, Taklinn, Torderk, Traubon, Ulfgar, Veit.
Female Names: Artin, Audhild, Dagnal, Diesa, Gunnloda, Hlin, Ilde, Liftrasa, Sannl, Torgga.
Clan Names: Balderk, Dankil, Gorunn, Holderhek, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart.



Adventurers






Sub-Races


Not Allowed:



xxx – th> xxx– th>

Application Status

Unlocked

This race is available for New Characters

Dwarves




Personality




Physical Description




Dwarven Lands




Religions




Relations




Alignment




Names




Male Names: Barendd, Brottor, Eberk, Einkil, Oskar, Rurik, Taklinn, Torderk, Traubon, Ulfgar, Veit.
Female Names: Artin, Audhild, Dagnal, Diesa, Gunnloda, Hlin, Ilde, Liftrasa, Sannl, Torgga.
Clan Names: Balderk, Dankil, Gorunn, Holderhek, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart.



Adventurers






Sub-Races


Not Allowed:



xxx – th> xxx– th>

Application Status

Unlocked

This race is available for New Characters

Dwarves




Personality




Physical Description




Dwarven Lands




Religions




Relations




Alignment




Names




Male Names: Barendd, Brottor, Eberk, Einkil, Oskar, Rurik, Taklinn, Torderk, Traubon, Ulfgar, Veit.
Female Names: Artin, Audhild, Dagnal, Diesa, Gunnloda, Hlin, Ilde, Liftrasa, Sannl, Torgga.
Clan Names: Balderk, Dankil, Gorunn, Holderhek, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart.



Adventurers






Sub-Races


Not Allowed:



xxx – th> xxx– th>

Application Status

Unlocked

This race is available for New Characters

Dwarves




Personality




Physical Description




Dwarven Lands




Religions




Relations




Alignment




Names




Male Names: Barendd, Brottor, Eberk, Einkil, Oskar, Rurik, Taklinn, Torderk, Traubon, Ulfgar, Veit.
Female Names: Artin, Audhild, Dagnal, Diesa, Gunnloda, Hlin, Ilde, Liftrasa, Sannl, Torgga.
Clan Names: Balderk, Dankil, Gorunn, Holderhek, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart.



Adventurers






Sub-Races


Not Allowed:



xxx – th> xxx– th>

Application Status

Unlocked

This race is available for New Characters

Dwarves




Personality




Physical Description




Dwarven Lands




Religions




Relations




Alignment




Names




Male Names: Barendd, Brottor, Eberk, Einkil, Oskar, Rurik, Taklinn, Torderk, Traubon, Ulfgar, Veit.
Female Names: Artin, Audhild, Dagnal, Diesa, Gunnloda, Hlin, Ilde, Liftrasa, Sannl, Torgga.
Clan Names: Balderk, Dankil, Gorunn, Holderhek, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart.



Adventurers






Sub-Races


Not Allowed:



xxx – th> xxx– th>

Application Status

Unlocked

This race is available for New Characters

Dwarves




Personality




Physical Description




Dwarven Lands




Religions




Relations




Alignment




Names




Male Names: Barendd, Brottor, Eberk, Einkil, Oskar, Rurik, Taklinn, Torderk, Traubon, Ulfgar, Veit.
Female Names: Artin, Audhild, Dagnal, Diesa, Gunnloda, Hlin, Ilde, Liftrasa, Sannl, Torgga.
Clan Names: Balderk, Dankil, Gorunn, Holderhek, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart.



Adventurers






Sub-Races


Not Allowed:



xxx – th> xxx– th>

Application Status

Unlocked

This race is available for New Characters

Dwarves




Personality




Physical Description




Dwarven Lands




Religions




Relations




Alignment




Names




Male Names: Barendd, Brottor, Eberk, Einkil, Oskar, Rurik, Taklinn, Torderk, Traubon, Ulfgar, Veit.
Female Names: Artin, Audhild, Dagnal, Diesa, Gunnloda, Hlin, Ilde, Liftrasa, Sannl, Torgga.
Clan Names: Balderk, Dankil, Gorunn, Holderhek, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart.



Adventurers






Sub-Races


Not Allowed:



xxx – th> xxx– th>

Application Status

Unlocked

This race is available for New Characters

NoticeNotices