When the first deviations from the fey emerged, one species appeared so different that no one considers them elves anymore. Later variations like tenenbri and damaskan still resemble elves to the point they are often still referred to such. To most humans, there are only five major races dominating the globe: narros, elves, humans, gimfen, and pagus. Most fail to acknowledge the fact all of the heritage species derived from the same stock. The narros were the first real major branch off and thus are never referred to as elves. Some don't take kind at the term dwarf either but many accept it. Their official name refers to an elvish word meaning, underground. They embraced that word and forever refer to themselves as the narros. Narros lives most of their lives underground and pride themselves the best miners in the world. In that regard, they resemble the old style fantasy dwarf. But they do not fear the sun. In fact, most understand the sun sustains all life, regardless if it never reaches them.

Narros caves never burrow below a certain depth. Their mines stretch like a labyrinth, covering hundreds of square miles. Part of their belief system demands that they climb the highest mountain of their mine every year to reaffirm their faith that the sun remains above. An obvious connection exists between the narros and the tenenbri considering their similar lifestyles under the soil.

Even when outnumbered, narros often win in open combat. They are the greatest soldiers of the fey, with only the pagus being a severe threat to the claim. Narros operate the largest military of all the allied echan races combined. Almost every miner knows how to use their mining equipment in combat. Narros soldiers enforce a strict discipline in the art of war, a reflection of the culture as a whole. There is a martial skill attached to every facet of their lives. The same techniques and movements used in warfare are duplicated in the mines.

Narros love the horn and drums and their battle marches move to the sound of heavy bass from trumpets and skins louder than even the footfalls of a thousand feet. Narros don't, and can't, dance. They keep very good records and, unlike the gimfen, maintain a precise system to their operation. Narros mines are planned and coordinated with precision. With these records, the narros estimate more than 7 million of their kind walk the Earth. Like man, most narros bury their dead. A section of their mine is reserved for that.

Personality: The narros believe in hard work and hard play. Fathers would work to near death every day. Instead of returning home, they would party and drink until the new day, sleep insufficient hours, and start everything new again. They are extremely regimented in whatever direction they take in life. Mages own more books. Clerics pray longer. Fighters train much more fiercely. They are focused in their view, an irony considering their racial name.

Physical Description: The real difference between dwarves of literature and real narros is that a slight remnant from their past still insists in a high degree of personal grooming. Although often dirty from the mines, they don't sport the trademark large noses with warts and long beards, although facial hair remains common (trimmed neat). They do not possess the heavy trunk torso many would expect although they are still much stronger than other similar bipeds. They simply don't show it. Narros prefer axes and picks to swords. They are slower and less agile then their cousin races. Narros' silvery skin reflects a glitter in sunlight. Their skin tones range usually between peach and pale white. Their ears are long but remain flush to their heads. Their eyes, seemingly always squinting, can open extremely wide and their irises loom large in their sockets, though their color, dull brown and matted grays, don't shine even in the brightest light. Men despise painting their bodies in any way but women often do.

Alignment: Usually Lawful, narros often are good but some take Neutral. Chaotic alignments are a rarity.

Location: Narros live almost exclusively in Canam and Southam and rarely appear anywhere else. Their biggest concentration lies at Fargon, near the Arctic circle. Another large concentration lives in Southam, where the people often clash with the tenenbri.

Religion: The very few narros clerics worship an idol-less god referred to as Oaken-the spirit of Earth. Oaken lives deep underground at the core of the Earth. The narros dogma explains that Oaken, originally a fragment of a much larger being, drifted into the Solar System and the Earth formed around it. To them, the White Gate created the fey but the Narros deviation from the fey is owed to Oaken. They believe their power really comes from below. This may explain why all narros hate to fly. The root of their abhorrence for the tenenbri leads from a belief that their cousins dug too far and Oaken punished them. In the narros view, tenenbri never got the message.

Languages: All narros speak an ancient derivative of the original Feyspeak called narron.

Names: Unlike gimfen and damaskans, who place little stock in their family names, narros cherish their names more than their given ones. They place their family names first when writing them down and when announcing themselves in public. Because narros families are vast, many outsiders believe narros are not original with their names. Narros refer to each other only by their given names in private or when asked. Married couples call themselves by their given names in their homes. Friends often refer to the family by the additional title Kar (Father/Ruler), Mir (Mother/Mistress), Lan (Son, first born), Sen (Son, any born), or Jes (Daughter, any born). The given names are shorter usually then their family titles, thus making their full names somewhat front-heavy.

Examples: Ragerrick Griff, Kranerose Jibbs, Ungnarona Mina.

Adventures: Narros uphold their discipline even when on their own or when outside of their community. A few leave because of a dishonor encountered at home. They depart to redeem themselves. Those who lost their community or their lord often travel alone across the world as masterless ronin. All narros adventurers maintain an utter dedication to their chosen path, even without a crusade or cause in their hearts.


  • +2 Constitution, -2 Charisma.
  • Medium: As medium creatures, narros have no special bonuses or penalties due to their size.
  • Narros base land speed is 20 feet. However, they can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Darkvision: Narros can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Narros can function just fine with no light at all.
  • Stonecutting: This ability grants a narros a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A narros who merely comes within 10 feet of unusual stonework can make a Perception check as if he were actively searching, and a narros can use the Perception skill to find stonework traps as a rogue can. A narros can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Proficiency: Narros receive the Martial Weapon Proficiency feats for two Martial Weapons of their choice. They may also treat war axes and urgroshes as martial weapons, rather than exotic weapons. Narros also receive the exotic weapon proficiency feat for the krollish and narros monks may use the krollish as a monk special weapon.
  • Sworn Enemy: Narros receive a +2 dodge bonus to AC when fighting Pagus.
  • Stability: A narros gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). They are treated as large creatures when dealing with wind effects.
  • Final Word: If a narros is reduced to 0 or less hit points by a melee attack, he is able to immediately take a single attack action against an opponent in reach before falling. The narros cannot move with this ability and falls unconscious after the attack is resolved. If the narros is killed by the melee attack, he can still commit his single action, but drops afterward.
  • +2 racial bonus on saving throws against poison.
  • Automatic Languages: Narron.
  • Favored Class: Fighter. A multiclass narros fighter class does not count when determining whether he takes an experience point penalty for multiclassing.
  • Avoided Class: Rogue. Narros are not known for their eye-hand coordination. They prefer to face enemies when they kill them.
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