TEXT: EXPANDED RACES!
  GRANITE DWARVES
  BY BRIAN BOONSTRA, HAL GREENBERG & PETER SCHROEDER
  CREATED AND APPROVED FOR USE WITH 
  CASTLES & CRUSADES ®
  
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000, Wizards of the 
  Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on original material by E. Gary Gygax and Dave Arneson. 
  Castles & Crusades: Players Handbook, Copyright 2005, Troll 
  Lord Games; Authors Davis Chenault and Mac Golden.
  Castles & Crusades: Players Handbook, 2nd Printing, Copyright 
  2006, Troll Lord Games; Authors Davis Chenault and Mac Golden. 
  Castles & Crusades: Players Handbook, 3rd Printing, Copyright 
  2007, Troll Lord Games; Authors Davis Chenault and Mac Golden.  
  Castles & Crusades: Players Handbook, 4rd Printing, Copyright 
  2009, Troll Lord Games; Authors Davis Chenault and Mac Golden.  
  Castles & Crusades Monsters & Treasure, Copyright 2005, Troll 
  Lord Games; Authors Robert Doyel Stephen Chenault.
  Castles & Crusades Monsters & Treasure, 2nd Printing Copyright 
  2007, Troll Lord Games; Authors Robert Doyel Stephen Chenault.
  Castles & Crusades Monsters & Treasure, 3rd Printing Copyright 
  2009, Troll Lord Games; Authors Robert Doyel Stephen Chenault.
  Expanded Races: Granite Dwarves; © 2013 Christina Stiles Presents; 
  Authors: Brian Boonstra, Hal Greenberg, & Peter Schroeder; Editor: 
  Christina Stiles.
  EXPANDED RACES: GRANITE DWARVES
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  CREDITS: Brian Boonstra, Hal Greenberg & Peter Schroeder
  EDITOR: Christina Stiles
  ART & LAYOUT: Peter Bradley
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  EXPANDED RACES: GRANITE DWARVES 3 
  clan, they could not survive within their harsh environment. 
  The clan protects and provides for them all. Therefore, each 
  granite dwarf works and provides for the betterment of the clan, 
  and each granite dwarf sacrifices all for the clan if needed.
  Granite dwarves are also bound by a code of honesty and honor. 
  Living in a harsh climate requires everyone to depend upon one 
  another; lying, cheating, or stealing can not only get you killed 
  but can get others killed—so granite dwarves do not abide those 
  behaviors. These dwarves deal honestly amongst themselves and 
  expect others dealing with them to do the same. Their word is their 
  bond. When one granites dwarf gives you his word, the entire clan 
  honors it. If you give your word to one granite dwarf, you have given 
  your word to the whole clan; and should you not come through 
  with your side of the bargain, you have failed the whole clan.
  Granite dwarves place high value on their skills as craftsmen 
  and warriors, and rightly so. Granite dwarves are meticulous 
  and patient. They all possess an expert’s attention to detail and 
  determination, regardless of the undertaking at hand. Their 
  expertise in the crafting of wood and bone is without equal in 
  the world, as are their survival skills and unique calmness under 
  adverse conditions.
  Granite dwarves are the most pragmatic and the calmest of 
  the dwarves. Their ability to remain calm during unfavorable 
  situations allows them to preserve resources, whether those 
  GRANITE DWARF
  Granite dwarves hail from the snowy terrain of a boreal forest, 
  and have lived there for their entire lifespan. Like their standard 
  dwarven brothers, granite dwarves possess great fortitude and an 
  iron will. They are a hardy and resilient people who can survive 
  and thrive under even the harshest circumstances. Some of 
  the toughest creatures in the boreal forest, granite dwarves are 
  to be feared by all but the most powerful hinterland monsters.  
  These dwarves are renowned for their scrimshaw and wood and 
  bone crafting, and they spend the coldest of months working on 
  a few rare creations
  DESCRIPTION: Granite dwarves resemble their standard 
  dwarven brothers. They are short, stocky, and muscled from 
  years of living in a harsh environment. They grow long 
  beards and long hair on the back of their heads, but they 
  tend to be bald on the skullcap. Their eyebrows grow long 
  with age, and dwarves with the longest eyebrows are said to 
  be the wisest among the clan—having the longest, thickest 
  beard and eyebrows is a actually a sign of stature in the clan.  
  Granite dwarves’ skin tone tends to vary from a dark mud to almost 
  a deep gray with thick, tough, leather-like skin from years of wind 
  abuse. Their hair color is from a gray to an almost translucent blue, 
  depending on how deep into the forest their clan has located. Their 
  deep-set eyes tend to be dark in contrast to their very light hair.
  PERSONALITY: Granite dwarves are bound by codes of 
  honor to their clans. While family is important, without the 
  
  4 CASTLES & CRUSADES
  This vision extends up to 120 feet in even the darkest of nights 
  and deepest of tunnels. Colors tend to erode with deepvision, 
  and objects appear in many shades of gray. It is otherwise like 
  normal sight, and dwarves can function well with no light at 
  all. Bright lights, such as from a lantern or other light source, 
  spoil deepvision. A dwarf requires one turn to adjust his or her 
  eyes when a light source is extinguished before gaining full use 
  of deepvision.
  DETERMINE DEPTH AND DIRECTION: The cold 
  mountains and forests are the natural homes of the granite 
  dwarf. Granite dwarves can sense their approximate depth and 
  direction as naturally as a human can sense which way is up.
  DEFENSIVE EXPERTISE (Giants/Ogres): Long regarded 
  as a food source by many giants, dwarves have developed 
  considerable expertise in fighting them. Combined with 
  their small size, this tactical expertise allows dwarves to offer 
  resistance to the powerful giants. When fighting giants or ogres, 
  dwarves receive a +4 bonus to armor class.
  RESISTANT TO ARCANE MAGIC: As unshakeable as 
  granite or iron, granite dwarves are particularly resistant to 
  arcane magic. They receive a +3 bonus to all saving throws 
  against arcane spells and spell-like effects. 
  RESISTANT TO FEAR: Dwarven loyalty, duty, stubbornness, 
  and honor lend them courage where other races might falter. 
  Dwarves receive a +2 bonus to all saving throws against fear.
  RESISTANT TO POISONS (Constitution): Dwarves are 
  imbued with great constitutional fortitude. Poisons that might 
  fell a normal human are less likely to affect a dwarf. Dwarves 
  receive a +2 bonus to all poison saving throws.
  WOODCRAFT/BONECRAFT (Wisdom): Dwarves spend 
  much of their lives carving weapons/items from wood and bone, 
  so they possess an extensive knowledge of crafting with these 
  two mediums. They possess almost a sixth sense in this regard, 
  which gives them various bonuses and abilities.
  Granite dwarves receive + 4 when crafting anything from wood 
  or bone as small as a toothpick to as large as a cottage.
  LANGUAGES: Common, Dwarven, Goblinoid, Ogrish, Giant, 
  Troll
  SIZE: Small
  MOVEMENT: 20 feet
  TYPICAL CLASSES: Fighter, Ranger, Barbarian, Cleric
  ATTRIBUTE MODIFIERS: +1 Constitution, +1 Wisdom, 
  -1 Dexterity, -1 Charisma
  ABILITY MODIFIERS: +2 to Deerstalker +2 to Survival
  be food, water, ammunition, or even wealth. They are also 
  very practical in their dealings with people and situations. 
  Sometimes hard decisions must be made. For example, granite 
  dwarves will not rescue someone (even a clansman) if doing 
  so would endanger other granite dwarves and expend their 
  precious resources. To another granite dwarf, this is a perfectly 
  acceptable and understood outcome. To others, this makes 
  granite dwarves seem very uncaring and cold. 
  Granite dwarves are very loyal. This loyalty stems from having 
  to work very closely with their clansmen. They do not give their 
  loyalty to others easily; acquiring it takes hard work and proven 
  honesty. Otherwise, there remains an element of uneasiness 
  from them toward outsiders, whom they might suspect of trying 
  to usurp their resources.  
  RACIAL AFFINITIES: Granite dwarves do not associate 
  with many other demi-humans or humanoids, so they hold no 
  hate nor love for any other race. They are concerned about 
  their clan above all else. Granite dwarves tend toward racial 
  neutrality due to their isolation, though they remain suspicious 
  of newcomers’ motives—there being only so many resources 
  to go around. Granite dwarves—depending on their clan or 
  personal history—could even loathe certain other dwarves, 
  especially other granite dwarven clans vying for the same 
  resources. Granite dwarves can work well with other races as 
  long as the others prove honest and upfront. These dwarves do 
  not like politics or game playing, and they are willing to walk 
  away from a deal if it appears there is subterfuge involved. 
  ENVIRONMENT: Most often these dwarves reside in caves or 
  mountains near a glacier, carving wood or bone during the long 
  summer nights. Unlike their standard dwarven brothers, they 
  do not excel in stonecutting. They tend to build around what 
  nature has given them. Some granite dwarves work for months 
  on ice carvings, and when a glacier passes their cave and the 
  sun hits at just the right angle, a fascinating, incomparable light 
  show takes place. Granite dwarves rarely leave their clans to 
  travel beyond the boreal forest. 
  Granite dwarves tend to live in large community caves or within 
  massive cottages, where large trees and overgrowth can conceal 
  them in both summer and winter. Some of the smaller clans live 
  on the shores near the glaciers or on the forest’s outskirts.
  RACIAL TRAITS AND ABILITIES
  COLD RESISTANCE: Hailing from icy terrains, granite 
  dwarves’ bodies are developed to resist the harmful effects of 
  the cold. Any cold-based damage that the granite dwarf would 
  normally suffer is reduced by half. If the effect grants the granite 
  dwarf a saving throw and the saving throw is successful the 
  damage is reduced to ¼.
  DEEPVISION: Ages spent beneath the earth in the dark and 
  quiet places of the world have imbued dwarves with the ability 
  to see in darkness which a human would find it impenetrable. 
  
  EXPANDED RACES: GRANITE DWARVES 5 
  SAMPLE CHARACTERS
  Typical 1
  sT-level graniTe dwarf fighTer
  SIRTAG is a 1st-level fighter, chaotic good granite dwarf. His 
  vital stats are 1d10 HD, 10 HP, MV 20 ft. AC 16 (DEX +1, 
  studded leather armor). His primary attributes are strength 
  and constitution. His attributes are strength 18, dexterity 13, 
  constitution 16, intelligence 9, wisdom 9, charisma 6. His 
  basic to-hit bonus is +1. He speaks Common, Dwarven, 
  Goblinoid, Ogrish, Giant, and Troll languages. He carries a 
  longsword and wears studded leather armor.
  Typical 5
  Th-level graniTe dwarf cleric
  LOREHU is a 5th-level cleric, lawful neutral granite 
  dwarf. Her vital stats are 1d8 HD, 7 HP, MV 20 ft. 
  AC 18 (leather armor). Her primary attributes are 
  constitution and wisdom. Her attributes are strength 10, 
  dexterity 11, constitution 16, intelligence 13, wisdom 17, 
  charisma 7. Her basic to-hit bonus is +0. She speaks 
  Common, Dwarf, and Goblinoid, Ogrish, Giant, and 
  Troll languages. She carries a mace, leather armor.
  ENCOUNTERS WITH GRANITE DWARVES
  Granite dwarves can be found in most cold-forested 
  climates. Few have been discovered near the desolate 
  poles, where there is only snow and hardship. Granite 
  dwarves are clan-bound, so meeting a solitaire one is a rare 
  event in their homeland. Most clans stay close together 
  and do most activities in groups. Additionally, few granite 
  dwarves encountered are ever rogues or assassins—those 
  are alien concepts to them.
  A typical granite dwarf warband is 3-5 granite dwarves, 
  armed with sword, axe, and spear. They usually wear 
  studded leather armor. Only during a time of great battle 
  do granite dwarves don full metal armor.
  In some rare cases, the warband travels with a sled-bearing 
  polar bear in studded leather armor. The polar bear’s presence 
  indicates the dwarves are hunting something dangerous.
  Granite dwarves live in the side of mountains next to 
  glaciers. They also carve caves and tunnels into the glaciers 
  themselves. This is where they grow some of the special 
  grains and other vegetables they have discovered over the 
  millennia. These specialized plants grow in the soil beneath the 
  glaciers, and they get energy from the sunlight filtered through 
  the ice itself. Some chambers are used as cold storage for meat 
  collected from the hunters. These chambers do not last forever, 
  as the glacier makes its slow crawl down the valley. Every season, 
  new chambers must be made. 
  In a few chambers, some dwarves, mostly the older ones who can 
  no longer hunt, carve into the ice itself, making intricate patterns 
  and designs. When the sunlight filters through the ice, it creates 
  dazzling colors and shapes that change as the glacier moves. Many 
  dwarves use these chambers to pray to their clan’s ancestors.
  OPTIONAL: Alternate Racial Traits
  If your Castle Keeper allows, you may select one of the following 
  alternate racial traits in place of one or more of the standard racial 
  traits above.
  BEAR STRENGTH: Twice a day, granite dwarves can summon 
  their inner strength when needed. A granite dwarves’ strength 
  raises by 1d2+1 points for 4 rounds. This racial trait replaces 
  defensive expertise.
  ICELAND LORE: A granite dwarf can identify plants and 
  animals with perfect accuracy in the icelands. This identification 
  ability allows the granite dwarf to determine the species of a plant 
  or animal and the special qualities or abilities of the species. The 
  granite dwarf can also determine whether water is safe or dangerous 
  to drink. This racial trait replaces determine depth and direction.
  ICELAND STRIDE: Granite dwarves have the ability to move 
  through snow and over ice without impairment. When doing so, 
  granite dwarves leave no trail and cannot be tracked. However, 
  enchanted or magically manipulated snow or ice still effect the granite 
  dwarf. This racial trait replaces determine depth and direction.
  MOUNT (Polar Bear): Granite dwarves have a strong bond with 
  polar bears. The granite dwarf starts with a polar bear mount. 
  Without the need for an attribute check, granite dwarves can 
  mount, ride and dismount; perform simple leaps and obstacle 
  maneuvers (no more than 3 feet in height and move around small 
  items such as barrels); fight from the mount during combat (melee 
  and ranged) without penalty; control the mount in combat; guide 
  a mount with the knees; and stay on the mount when it rears or 
  bolts. This racial trait replaces defensive expertise.
  SURVIVAL: In the icelands a granite dwarf can find shelter, food, 
  and water for himself, start a fire, and determine direction. Also, 
  a granite dwarf can start a fire in 1d10 turns by natural means, as 
  long as the needed materials are available. This racial trait replaces 
  determine depth and direction.
  TRACK (Wisdom): The granite dwarf can successfully track 
  any creature in an iceland setting that leaves a discernible trace. 
  He can also determine characteristics about the creature being 
  tracked. With a successful wisdom check, a granite dwarf can 
  find and follow a creature’s tracks or trail for 5 hours. The granite 
  dwarf can also hide tracks at the same level of ability.
  When tracking or hiding tracks from humanoids or giants, a granite 
  dwarf receives a +2 bonus to the attribute check. The Castle 
  Keeper may apply bonuses or penalties for varying conditions, such 
  as the length of time elapsed since the tracks were made, weather 
  conditions, the number of creatures tracked and whether the 
  tracked creature moved through water or a secret door.
  A successful track check may also impart information about the 
  creature(s) being tracked. Once a trail is found, a track check 
  can determine the general number and type of creatures being 
  tracked. The number of creatures tracked should be disclosed to 
  the player by using one of the following categories: individuals 
  (1-6), band (6-30), troop (20-100), or army (100+), and also 
  one from the following categories: beast, fey, giant, humanoid, 
  plant, vermin, or other (aberration, construct, dragon, elemental, 
  magical beast, ooze, outsider, shapechanger, or undead). For many 
  creatures, the granite dwarf cannot identify its exact type; only 
  that it is a creature of such nature until some experience has been 
  gained tracking it. A granite dwarf can identify specific animal 
  tracks with no effort. After having tracked a particular type of 
  creature several times, the granite dwarf can later identify its 
  tracks. This racial trait replaces determine depth and direction.
  
  6 CASTLES & CRUSADES
  iTems of noTe
  WHALE SALVE
  This healing salve coats wounds and heals for 1d6 HP. It 
  can only be used once per day. It is usually held in a small 
  glass or bone canister, and most granite dwarves use a 
  wood or bone appliqué to apply it. [Value: 200 gp.]
  SHARDS OF THE NORTH
  This is a +1 sword that causes an additional 1d6 cold 
  damage. These rare, unique blades are usually falchions, and 
  they have very intricate detailing on their bone handles. The 
  blade emits a cold mist, as if the blade is wet and is being 
  cooled by the arctic temperatures. [Value: 14,725 gp.]
  Most granite dwarven magic users and clerics use bone-carved 
  wands and holy symbols. One of the most important events of 
  the year is Sharntoth, the week in which the clan travels to the 
  nearest coast and hunts for whales. They then use the meat, 
  blubber, and bone all year around.
  The granite dwarves are not alone in the boreal forest. Frigid 
  goblins live amongst the trees and shoreline. Frigid goblins 
  hunt seals, bears, and other present game. They especially 
  love the taste of granite dwarf. They have been known to hide 
  beneath seal holes in the ice and jump out of the water to drown 
  unsuspecting hunters in the cold—eating them later.
  creaTures of noTe
  GOBLIN, FRIGID
  NO. ENCOUNTERED: 1-6, 20-200
  SIZE: Small
  HD: 1 (d8)
  MOVE: 20 ft.
  AC: 15
  ATTACKS: By weapon
  SPECIAL: Darkvision 60 ft., Hold Breath, Immunity to 
  Cold
  SAVES: P
  INT: High
  ALIGNMENT: Lawful Evil
  TYPE: Humanoid
  TREASURE: 1
  XP: 10+1
  These hardy, clever creatures have adapted to the glacial 
  wastelands, tundra, boreal forests, etc. As long as the goblin 
  has an even moderate amount of food on which to survive, 
  it can overcome its environmental circumstances.
  Goblins can and will eat anything, deriving some small sustenance 
  from even from normally non-edible objects. Frigid goblins tend 
  to be squat and stocky. Their skin tone is a milky white, and what 
  hair they have, ranges from blue to green in hue.
  COMBAT: Goblins only attack if they are confident of 
  victory, whether by greater numbers, or some infallible 
  trap. They carry all manner of arms, particularly 
  favoring axes, clubs, mallets, and spears. They use bows 
  occasionally, wear leather and metal-ring garments for 
  armor, and carry simple wooden shields.
  HOLD BREATH: Frigid goblins have the ability to hold 
  their breath for up to 1 hour. Whenever exposed to an 
  effect that requires inhalation, such as poisonous vapors, 
  frigid goblins are allowed a constitution save. If the save is 
  successful, the goblin does not suffer any of the effects. If the 
  save is unsuccessful, the frigid goblin is still entitled to make 
  any other saves allowed to avoid or minimize the effects.
  
SOURCE: textdata/thevault/Castles & Crusades Siege Engine/Castles & Crusades Classes/Castles & Crusades Expanded Races! Granite Dwarves.pdf