Kinzer, Fire Dwarves

The Kinzer are dwarves who originated of the plane of fire, Karon. From this hellish place they have emerged into Saroth, where they have created two isolated colonies. One, the first Kinzer colony, lies on the volcanic isle of Nosgoth, where they have made their home for over fifteen hundred years. The second schism colony is Kadazgoth, which has been rivals with the Nosgoth Kinzer for nearly eight hundred years now.

Physical Description
Most Kinzer stand between four and five feet tall, and appear as wide, stocky humanoids. Hair color ranges from red to blonde, and male Kinzer are particularly proud of their luxuriant beards. Eye colors among the Kinzer can blue, green, and brown.

Kinzer society varies deeply between the Nosgoth and Kadazgoth Kinzer. Nosgoth dwarves are innovators and mechanical craftsman, and have an open attitude towards new ideas. However, the Kadazgoth Kinzer are deeply religious, despite that the Temple of Fire, the holiest place to the dwarves, resides on Nosgoth, and are bound deeply to tradition. This divide is the reason that the Kadazgoth founded, as a place where the dwarves could retain their traditions, and the lack of access to the Temple has been a source of conflict for centuries. Only recently have a few Kadaz Kinzer been allowed to worship and serve at the Temple of Fire.
Nosgoth Kinzer live on the slopes of the Nosden volcano, and have built into the mountainside, with sturdy stone dikes to divert the occasional lava flows. Their above-ground homes and buildings are characterized by their airtight seals on doors and windows, as well as impressive filtration and ventilation systems. Nos Kinzer are ruled by an elected council, and they have also adopted a guild system from human cultures. Kadaz Kinzer grow a majority of their food on the calm southern slopes of Mount Nosden, as well as fish around the island. Many important innovations have come from Nosgoth, from the development of steam engines to black powder.
Kadaz Kinzer believe in traditional (traditions carried over from the Plane of Fire, Karon) homes and buildings, entirely underground, and their city spreads deep beneath Mount Charath. They are a theocracy, with almost every aspect of their society controlled by the priesthood, the Elders of the Sacred Flame. The Kadaz dwarves are miners, controlling several rich deposits of iron, coal, and adamtantine. They grow several kinds of mushrooms as foodstuffs, as well as importing heavily from Krathnia, Drohen, and the Eridoran Republic.
Despite their religious differences, the Kinzer are very similar in personality, being notoriously gruff and stubborn.

Kadaz dwarves are very closed to outsiders, with only those designated by the Elders dealing with merchants. In contrast, Nosgoth is an open city, that encourages free trade, of both products and ideas. Kinzer are known as shrewd bargainers as a whole, Kadaz or Nos. They have a fierce reputation on the battlefield, and both cities have helped repel daemon and undead incursions in the past. Currently both cities profess to be neutral in the “human conflicts” and trade openly among all countries.

Alignment and Religion
Most dwarves are neutral, with the Kadazgoth dwarves leaning toward lawful neutral, and the Nosogth dwarves leaning toward chaotic neutral. Both societies are religious, which revolves around the Temple of Fire and the Aeon Agni, but the schism between the Brotherhood, Nosgoth monks, and the Elders, Kadazgoth clerics, stains their view of the rival city.

Kinzer adventure for many reasons, to explore the world, gain wealth(lots of wealth), or for personal power. Many have found themselves embroiled in conflicts around the world, and they are always quick to respond against daemon incursions or undead.

Male Names: Loden, Denzer, Kazgar.
Female Names: Inna, Botri, Kosilka.

Kinzer Racial Traits
+2 Constitution, +2 Wisdom, -2 Charisma: Kinzer are tough and perceptive, but aren’t as socially adept as other races.
Medium: Kinzer are Medium creatures and have no penalties or bonuses due to their size.
Slow and Steady: Kinzer have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Kinzer can see in the dark up to 60 feet.
Hardy: Kinzer receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Kinzer receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Fire Resistance 5: Kinzer are naturally resistant to fire.
Metalcraft: Kinzer recieve a +2 bonus to all Craft skill check when crafting items made of metal.
Stonecunning: Kinzer receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Kinzer are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Kinzer begin play knowing Dwomaz and Tradespeak. Kinzer with high intelligence scores may begin play with the following languages: Krathnian, Drohen, Eridoran, and Iridian.
Available Racial Traits: Traits


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