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===The Complete Book of Dwarves=== The ''Complete Book of Dwarves'' was the first of its ilk to focus on a race rather than a class, expanding upon how to make a more distinctive [[dwarf]] character. Although, like all of the racial books, it was somewhat hindered by the default assumptions as to what a race ''was'' in AD&D, it still strove to present as much useful information as possible. Ironically, although its successor would go down in infamy for blatant racial supremacist overtones, the writing in this one is pretty arrogant too. This splatbook was divided into 11 chapters: Chapter 1 is ''The Creation of Dwarves'', literally a glorified creation myth. At 5 pages long, it's the shortest chapter in the book. Chapter 2 covers ''Dwarf Subraces''; in addition to the now-iconic trinity of Hill Dwarf, Mountain Dwarf and [[Duergar]], it also covered Deep Dwarves (non-evil [[Underdark]] dwarves, which is one of the many ways in which Duergar struggled to gain an identity for themselves), Sundered Dwarves (those clans who have lost their traditional identity and no longer fit the standard mold) and Gully Dwarves (a wretched, [[goblin]]-like breed introduced in [[Dragonlance]]). Chapter 3, ''Your Life as a Dwarf'', covers all the bits on dwarf culture; clans, loyalties, world view, crafts, humor, wealth, individualism, emotions, attitudes toward other races, war, isolationism, hearths, diet, clothing, and music & singing. Chapter 4 is ''Character Creation''; rules for creating a dwarven PC from any of the subraces in the 2nd chapter. Chapter 5 is ''Proficiencies'', all about new weapon and non-weapon proficiencies. The most unique addition here is new skill proficiencies to build upon the dwarf's traditional gimmick of being able to sense things when underground, in a cave or in a dungeon. Chapter 6, ''Dwarf Kits'', is all about race-restricted [[kits]]. Because dwarves are one of the [[multiclassing]] races, this is actually one of the longest chapters in the book. It provides the following kits by class: * Dwarf Fighter Kits: ** Animal Master ** Axe for Hire ** Clansdwarf ** Hearthguard ** Battlerager ** Highborn ** Outcast ** Rapid Response Rider ** Sharpshooter * Dwarf [[Cleric]] Kits: ** Crafts Priest ** Pariah ** Patrician ** Ritual Priest * Dwarf [[Rogue]] Kits: ** Diplomat ** Entertainer ** Locksmith ** Pest Controller * Dwarf Fighter/Cleric Kits: ** Champion ** Temple Guard ** Vindicator * Dwarf Fighter/Rogue Kits: ** Ghetto Fighter ** Trader ** Vermin Slayer ** Wayfinder Chapter 7, ''Role Playing & Personalities'', is just a list of example dwarven personality archetypes: the Decadent, the Glory Seeker, the Grumbler, the Hoarder, the Optimist, the Paragon, the Phobic, the Pragmatist and the Statesman. Chapter 8, ''Mining'' is... well, what do you think it is? A new rules system for creating and running your own mine. Chapter 9, ''Equipment'', looks at some uniquely dwarven weapons, some dwarven war machines, and has rules for smelters to go along with the earlier chapter on mining. Chapter 10, ''Dwarf Strongholds'', is a do-it-yourself guide to designing a dwarven stronghold. With a sample one for reference. Finally, chapter 11 is the self-explanatory ''Designing Dwarf Campaigns''. Complete with the importance of myth and the gods, the races of the world, wars & conflicts, and creating new [[kits]].
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