The text below is © Martin R. Thomas, 2011.  All rights reserved.  

On this page, the following is considered Product Identity: The names "Shagir" and "Tharrí " and the entirety of the non-game statistics text describing the race. These sections are not Open Game Content.

Subject to the note above regarding Product Identity, and to the section entitled Product Identify and Open Game Content, the shaded text of the game mechanics for the race is considered Open Game Content.

The folk that humans call "dwarves" (due to the folks' resemblance to creatures of short, stocky stature in human folklore) are a stalwart race.  At best they are looked upon as lower class citizens who are unable to help themselves.  At worst they are disliked and even hated by the majority of the cities in which they live

The biggest insult someone can make to a dwarf is to call him a "dwarf".  Notoriously proud of their heritage, and eager to shed the human term for their race, members of this community to go great lengths to call themselves Shagir (in most of the Buchlayne) or Tharrí (in certain areas of Buchlayne Minor and Verundhi).

The Shagir (Assimilated Dwarves)

Over the centuries, the Shagir have become the most prevalent dwarves in the West, and are often thought of as the "Integrated Dwarves".   

Physical Description: Shagir appear as short, stocky humanoids possessing great strength and constitution.  Their skin color tends to be tan or white with light gray overtones.  Their deep-set eyes are most commonly brown.  Their hair, which they tend to braid into elaborate patterns, is typically black or dark brown, although blonde hair is not unknown in the northern climes.  Among all of the "civilized" races, the Shagir are more apt to grow large, full beards.  Shagir range between 4'9" and 5'0" in height, and weight an impressive average of 140 pounds.  They are not fat, however; most of their weight comes from thick bones and greater muscle mass. 

Society: Despite attitude of most humans, Shagir do live in human areas, usually separating themselves into a Dwarven Quarter or "ghetto".  Although a proud people who despise their second-class status in the eyes of humans, they recognize the value of living where jobs and goods are more readily available.  Many dwarves even view their lives as a challenge to show their worth and skills to the human majority.

Relations: In general, in the western part of the Buchlayne, dwarves are usually greeted by humans with a "there goes the neighborhood" attitude.  The dwarves are well aware of this, and while some strive to overcome this image, most simply ignore it and go about their business.  They appear to outsiders as a silent, stoic race that keep mainly to themselves.  However, in dealing with their own kind they seem to be bitterly proud, rowdy, uncouth, and foul-tempered.  This loudness and apparent hostility comes from the fact that most dwarves feel a great camaraderie for each other and express their bond with good-natured ribbing, going to great lengths to to come out on top of a quickly escalating pile of insults.  These bouts grow louder and more apparently hostile as the participants react with mock anger and surprise.  Trouble comes only at the intervention of outsiders who do not understand this ritual and try to interrupt it, being offended by its crudeness.  Any non-dwarves unfortunate enough to join in with the mock argument or to attempt to stop it will find themselves with a real fight on their hands. 

Shagir tend to get along mainly with their own kind and few others.  A few Shagir have developed good relations with the Wraith Elves, who are also often seen as outcasts by the human-oriented socieities of the day. 

The Shagir of the Buchlayne do not tend to get along well with the Elves and the Goblins, both of whom adopted AEtonism and help that faith to persecute of the Shagir of the West.

Alignment and Religion: Shagir are traditionalists and work against all odds to keep their unique culture intact in the face of the overwhelming human majority.  Most are lawful neutral, holding true to their customs and traditions.  Unlike the majority of the other modern races, most Shagir have not adopted Ætonism as their religion, either by choice or by force.  There is no main faith to which the majority of the Shagir hold, but ancestor worship is the most common.  The Shagir's reluctance to follow the faith of Æton causes them much grief in West. 

Adventurers: Shagir who become adventurers tend to do so out of one simple reason - to help their family or clan.  They long to provide more for the future generations, so that one day their people will be held as equals among the other races.  Often, this loyalty and desire to help their families becomes warped, causing many Shagir to become rogues, effectively stealing from others in order to give back to their own kind.  While honorable among their own people, Shagir have less scruples when it comes to the other races.  The Shagir Jewelry Guilds are seen by many as the ultimate extension of this racial inequality, for it is well-known that other Shagir receive more favorable deals in the guilds than members of other races. 

Across the Buclyane, the lot of the Shagir varies drastically from country to country.  In Esoria, the dwarves are hunted as heretics by the Illumination and either put in prison or put to the sword.  In the Imperial Theocracy, the Tharrí Imperia (an exclusive dwarven military group, drawing upon dwarven tradition by use of the name "Tharrí") command the respect and fear of most of the standing armies of the Buchlayne. 

 Male Names: Boddi, Delli, Egyed, Ferko, Karddo, Zallan

 Female Names: Bertus, Etelka, Nussa, Priska, Sassa, Tzigga

 Customs: While looked down upon by the other races, the Shagir are begrudgingly known as expert craftsmen, weaponsmiths, and armorsmiths.  They have also developed a great interest in stonework, becoming great artisans and crafting stone strongholds, bridges, mines, and other structures.  Lastly, many Shagir come from famous jeweler families whose work is known throughout the World Continent.  Many humans believe that the Shagir Jewelry Guilds were established as a way to "get even" with humans by controlling much of the world supply of jewels and gems.  The Shagir deny this, but there is no disputing the skills of the Shagir with jewels, nor with their almost completely monopoly of the jewelry market in the Buchlayne.  Their constant digging for jewels in the bowels of the earth have led to an evolutionary development in the eyesight of the Shagir, most of whom now possess the ability to see in the dark.

Among their own kind, the dwarves lead lives of duty and obligation, and they study relentlessly at martial training.  This tireless pursuit of martial perfection goes back generations for most dwarves, who share a common mythology of a time in the distant past when they were all slaves.  Dwarven children are brought up being told stories of their slavery and preparing for the day when they will root out and destroy their former masters.  As reminders of their devotion to their quest, most dwarves across Samoth wear a symbolic chain somewhere on their person.  The type and size of the chain varies greatly across the World Continent.

Yet another side effect of this slavery lore is that most dwarves believe that their former masters were mages (or "wyrds") of great power and therefore most dwarves avoid arcane pursuits for fear of reprisal by their own kind.

 Language: The original Shagir language, if there was one, is long gone.  Shagir speak the main language of the region in which they live.  There is a definite "Shagir accent" which the people apply to any spoken language.  It consists mainly of deep, gutteral pronunciations of "d", "g", and "k" sounds, a dropping of "r" sounds at the end of words (which are replaced with "o" or "eh" sounds), and a liberal use of Shagir slang terms, such as "bolter" for "crossbow" or "ride" in reference to any form of transporation, be it horse, wagon, or ship.


+2 Constitution, +2 Wisdom, –2 Charisma:.  Dwarves are hardy and tough, and possess a special insight, but are looked down upon by the other races as being lower-class citizens.

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Dwarven Immunities: Dwarves are immune to disease, and to poisons with DCs less than 14. 

Dwarf Toughness: Once per day, when a dwarf is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Gem Knowledge: Dwarves receive a +2 racial bonus to Appraise, Craft, and Profession checks involving gems and jewels or items constructed from gems and jewels. 

Magic Resistance: Dwarves receive a +2 racial bonus on saving throws against spells and spell-like abilities.

Stonecunning: Dwarves 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: Dwarves treat any weapon with the word “dwarven” in it as a martial weapon.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Languages in the World of Samoth: Shagir determine their language based on their Starting Region.

Racial Favored Classes: Bard or Fighter

The Tharrí (Traditional Dwarves)

In the desert wastes near Akkatomia live wandering nomadic tribes of dwarves known as the Thar-Clans, or Tharrí.  The Tharrí are much more rooted in ancient history and cultures, and tend to be even more on the outisde of modern culture than their western cousins. 

Physical Description: The Tharrí appear as similar to the Shagir, with slight differences.  Their skin is darker shades of brown and gray, and they have greenish or gray eyes.  The Tharrí men place their black or gray hair in ponytails.  Every so often, a Tharrí is born with red hair, but this trait is considered very unlucky among their people.  They stand slightly taller than the Shagir, reaching up to 5'1".  Like the Shagir, they wear beards, although they keep them shorter and cleaner. 

Society: Almost every Tharrí is part of one of the three great "Thar-Clans" in the great desert regions near Akkatomia.  The three clans are Thar-Clan Sha, Thar-Clan Ta, and Thar-Clan Keh.  The clans are nomadic wanders, following the migration patterns of their livestock and moving to cooler areas of the desert during the hottest parts of the year.  They have no modern legal claim to their lands, but custom dictates where the borders are and the Thar-Clans defend these borders vigorously.  The ambiguous borders do make it very tempting for the Thar-Clans to encroach on one another's lands, which they do frequently.Relations: The Tharrí have almost no relations with other peoples.  In the great desert wastelands, they rarely come into contact with the other races.  When they do, there is usually a conflict over land and resource use. 

Thar-clan Keh does have some contact with Holems from Akkatomia, but these relations are strained given that most Holems do not look kindly upon the Tharrí Keh-shah's unique "interpretation" of the Holem faith.

Alignment and Religion: Like their more assimilated cousins, the Tharrí hold fast to their traditions and customs, which coincides with a more lawful neutral outlook on life. The religion of the Tharrí revolves around totem-animals (the desert pony for the Sha, the desert goat for the Ta, and the desert wolf for the Keh).  Clerics and, rarely, druids, draw power from these totems which they use to gain influence in the clans.  Among Thar-Clan Keh, the Keh-Shah has mingled traditional Keh totemic religion with the faith of the Hol to create a strange mixture that is not entirely supported by traditionalists on either side. 

Adventurers: Tharrí rarely travel far from home, as their whole life typically revolves around their clan.  Those who do leave home usually do so for one of two reasons: boredom or banishment.  Life in the desert can become quite boring, and as the Tharrí have more and more interaction with traders and merchants from other lands, many young people in the upcoming generations are growing restless and are eager to explore the outside world.  Most of these Tharrí explorers are rangers, specialized in the desert environment. 

Tharrí who have been banished are an embarrassment to their clans.  The Tharrí are a very lawful and orderly people and any small infraction against Clan rules can result in banishment by the Clan leaders.  Most of these banished Tharrí become rogues and head for the nearest large city in search of fewer rules and an easier lifestyle. 

The most well known of the Thar-Clans is Thar-Clan Keh, led by the half-crazed "Kehshah" Sunmed-ibn-al-Kehzi, who converted to Holism and corrupted the religion to meld it with his clan's traditional totem animal, the desert wolf.

Male Names: Assim, Bakari, Kaldun, Kibali, Sephu, Ussi

Female Names: Auseta, Bennut, Femmi, Jendila, Naimah, Shani

Customs: The Tharrí do not share the artistic abilities with stone and jewels or the Shagir.  They consider themselves much more spiritual and devoted to the ancient ways of their people.  All Tharrí wear some sort of emblem or symbol upon their bodies in the form of a chain, symbolic of their belief that they are the descendants of a proud slave race, and as a reminder that they are always on a quest to find and punish their former masters. 

Tharrí Language: Like the Shagir language, the original Tharrí language has been lost.  However, several words of the original Tharrí language have worked their way into the Tharrí's modern speech, and they sprinkle these words into conservations when speaking other languages.  The common words for "Mother", "Father", and the Clans' totem animals are commonly spoken in what is thought to be the original Tharrí language, although most likely with incorrect pronunciation and grammar.  This use of odd words in combination with the modern language causes the other races to view the Tharrí's speech as quirky at best and annoying at worst. 


+2 Constitution, +2 Wisdom, –2 Charisma:.  Dwarves are hardy and tough, and possess a unique insight, but are more gruff than the other races.

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

Slow Speed: Dwarves have a base speed of 20 feet.

Low-Light Vision: Dwarves can see twice as far as humans in conditions of dim light. See Additional Rules.

Desert Adapability: Dwarves receive a +4 racial bonus on  Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot environments. 

Eternal Faith: Despite their status as second-class citizens, dwarves rarely lose hope and remain confident that they will one day overcome the challenges thrown against them and reclaim their honor and dignity.  Once per day, after rolling a 1 on a d20, the dwarf may reroll and use the second result. 

Dwarf Toughness: Once per day, when a dwarf is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Nature Affinity: Dwarves receive a +2 racial bonus to Survival and Knowledge (Nature) checks. 

Racial Knowledge: Dwarves gain a +2 racial bonus to Knowledge (History) and Knowledge (Religion) checks, and may use these skills untrained, when answering questions regarding traditional dwarf history or dwarf religion.

Resilient: Dwarves are immune to poisons with DCs less than 14.  They also receive a +2 racial bonus on saving throws against spells and spell-like abilities.

Weapon Familiarity: Dwarves are proficient in the scimitar and kukri, their traditional weapons, and treat any weapon with the word “dwarven” in it as a martial weapon.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Languages in the World of Samoth: Tharrí determine their language based on their Starting Region.

Racial Favored Classes: Fighter or Ranger

Dwarven Character Concepts
These concepts are all geared toward the Shagir sub-race, as they are the more likely race to be found leaving their homelands and interacting with the other modern races.  While the Tharrí sub-race is available for Player Characters, it would be rare for one of them to leave their clan.  Unless you are playing in an "all Tharrí" campaign, it is recommended that you play a Shagir if you wish to play a dwarf character.


Among the Shagir, most barbarians are found in northern areas of Kovlich and Margova and in parts of Stadhof.  The concept of the "raging dwarf" has diminished over time as most Shagir have gradually moved into neighborhoods of the larger cities in the Buchlayne.  Those few Shagir who belong to barbarian tribes are in danger of disappearing as the more civilized races continue to encroach on their territory.
Northern Outlander (Variant): In the snow and ice of the far north of Kovlich live a few barbarian tribes of Shagir.  These tribes stretch back to the earliest dispersion of the races throughout the World Continent, never fully integrating with the rest of the human-oriented socities that have arisen through the centuries.  Over the years, these Shagir have become aware of a shadowy presence in the wastelands north of Kovlich, and are determined to be a first-line of defense against any evil that dares to move against their tribe.  They concentrate on developing a rage-oriented fighting style, and many have bear animal companions. 
     Suggested Skills: Handle Animal, Perception, Survival
     Suggested Feats: Boar's Charge, Alertness, Endurance, Toughness
The bards of the Shagir are different from many other cultures in that they tend to perform only long, sad tales of the former glory of the Shagir.  The bards drink often and are known for being drunkards; indeed, many humans ascribe this trait to all Shagir.  The songs of these bards, however, actually lift the spirits of the Shagir, who take pride in their heritage.  Some Shagir bards also sing boasts of their superiority in fighting prowess, drinking ability, and love.  These bards tend to become very popular among the "working class" Shagir, but they also become targets for other Shagir to prove them wrong.  Many a popular Shagir bard has died a quick and violent death in a dispute over the self-promoting lyrics of one of his songs.
Composer Historian (Variant): Many Shagir take their music very seriously, and they are determined to use their musical abilities to gain respect for their people.  The idea of a Shagir "Court Composer" has come into fashion in the eastern parts of the Buchlayne that do not subscribe to the
Ætonist persecution of dwarves.  These composers actually weave tales of ancient Shagir history into their compositions in a very subtle way, and most non-Shagir listeners never catch the references.  Shagir operas are also quite popular, as the Shagir seem to have a knack for presenting epic tales of war, passion, and sadness.  One of the most famous Composer Historians, named Tennyson, became leader of an acting troupe in the Buchlayne, but was hunted down and killed by members of a conservative Ætonist family from Courrisseux.  His legendary scores and plays are still performed, oftentimes in secret.
     Suggested Skills:
Craft (Musical Composition), Diplomacy, Knowledge (ancient history, Shagir history), Perform (chosen instrument), Profession (Composer)
     Suggested Feats: Artisan, Prodigy, Cultured

Clerics are relatively unknown among the Shagir.  As a general rule, the
Ætonist religion does not allow dwarven priests due to their unwillingness to convert to the faith.  This stance of the church varies widely throughout the Buchlayne; however, in most areas not under the direct influence of the Holy City in Esoria, the Shagir are pretty much ignored by the religion.  Being precluded from the priesthood of Æton (despite the fact that one of the Hallowed Sixteen Prophets is actually a dwarf), most Shagir simply ignore ministering to their own people.  A few Shagir follow an old tradition of ancestor worship, honoring those great Shagir heroes who have come before.  These ancestor worshippers at times try to espouse their faith, but for the most part they are largely ignored.
Priest of Ancestor Worship (Variant): One of the rare Shagir who goes out of his way not to fit in with the predominantly human society in which he lives, the Ancestor Priest tries to show his fellows the power they can gain by honoring their ancestors, heroes of the ancient world.  The Ancestor Priest are also keepers of the slave history of the Shagir, and they spend much of their time researching and and explaining this particular era of Shagir history.  As vocal espousers of a non-
Ætonist faith, they must always be on guard from the Illumination and others who would turn them in to the Ætonist authorities in order to save themselves.  Many Ancestor Priest are multi-classed Cleric/Bards.
     Suggested Skills:
Heal, Knowledge (Shagir Ancestor Worship Religion, Shagir History), Perform (Storytelling)
     Suggested Feats: Ancestral Protection; Skill Focus (
Knowledge, Heal, or Perform)

There are few true druids among the Shagir, as most Shagir have settled into the major urban areas of the world.  Still, a few Shagir find spiritual elightenment in the ancient ways of the druids, given that most of the modern religions do not accept them as equals.  Some Shagir druids specialize in the underground environments, helping dwarven miners to avoid dangerous (and beautiful) areas in the caverns below the earth.  Most Shagir druids, however, are outsiders and loners, operating on the fringe of society and are even more outcast than other Shagir.
Urban Druid (Variant): Seemingly out of place with the rest of druid society, Urban Druids fulfill an important role for the majority of the city-dwelling Shagir.  Most Shagir neighborhoods are little more than ghettoes, and the Urban Druid seeks to help brighten these neighborhoods by tending to plants, trees, and flowers, as well as a multitude of vermin and pets.  Many Urban Druids also create and maintain park areas in their neighborhoods.  Although many Shagir are much more used to underground dwellings, few will deny that a neighborhood park gives them a sense of pride and makes their neighborhood a place they are glad to call home.  Through helping their people, the Urban Druid gains an understanding of the ancient mysteries of nature and the universe, and many develop a unique spiritual relationship with these forces.
     Suggested Skills:
Handle Animal, Perception, Sense Motive
     Suggested Feats: Brew Potion, Scribe Scroll
     Special: Shagir druids who take this variant are encouraged to use the urban druid altered class abilities from the Pathfinder Advanced Player's Guide.

The fighter class is synonymous with the Shagir.  Throughout the Buchlayne, the Shagir are well respected for their martial training and organized war tactics.  Standing armies are for the most part unknown on the World Continent, but one does exist in the form of the Tharrí Imperia, an all-dwarven fighting force in the Imperial Theocracy.  In other parts of the Buchlayne, Shagir fighters act as mine guards, neighborhood defenders, mercenaries, and at times, outlaws. 
Tharrí Imperia Soldier (Variant): Arguably the finest fighting force in the Buchlayne, the Tharrí Imperia have a reputation to uphold.  The Shagir of the Buchlayne all look to them to set an example of what the Shagir can do if given the chance.  The Tharrí Imperia are well disciplined, and the typical vices associated with the Shagir (mainly drunkeness and laziness) are not tolerated.  It is a tough life, given the extreme training required, and the fact that most government officials still treat them as expendable second-class citizens.  Still, most find that providing an example for the next generation of Shagir is worth it. 
     Suggested Skills:
Craft (Armor, Weapons),  Knowledge (History, Nobility & Royalty)
     Suggested Feats: (Infantry) Weapon Focus (long sword or military fork), Weapon Specialization, Combat Reflexes; (Missile Troops)
Weapon Focus (Crossbow), Point Blank Shot, Precise Shot, Rapid Shot, Weapon Specialization, Crossbow Mastery

Monks are very rare among the Shagir, but some members of the race take to the disciplined lifestyle of the class.  They seek to become example to the outside world of what the Shagir are really capable of accomplishing.  There are few schools of Shagir monks dotted throughout Buchlayne Minor, providing martial arts training specifically designed to take advantage of the Shagir's short stature and stocky builds. 
Brawler (Variant): The Shagir oftentimes have trouble finding regular, steady jobs.  Although some may find work as craftsmen, weaponsmiths, or jewelers, these jobs are few and far between, and many intolerant humans simply refuse to have business dealings with the Shagir.  Many Shagir are therefore forced to fight for a living, usually in illegal street matches.  The Brawler uses his unarmed fighting skills to defeat as many opponents as he can, earning money to feed his family and keep them safe.  Many Brawlers eventually retire and go off to lead solitary lifestyles away from the pressures and prejudices of modern society.
     Suggested Skills:
Heal, Intimidate, Profession (Boxer)
     Suggested Feats:
Endurance, Toughness, Skill Focus (Intimidate)
Most paladins in the Buchlayne belong to one of the knightly orders of
Ætonism, and therefore the class is almost unknown among the Shagir.  Most Shagir feel as though they are mistreated by the "bigger races" and do not have the strict attention to alignment required by the paladin class.  The rare Shagir who does take up the mantle of the paladin is most often a racial champion, advocating equal, or at least better, treatment for her people.
Shagir Ancestor Champion (Variant): Usually working closely with Shagir Ancestor Priests, the Ancestor Champion draws her supernatural abilities from the power of her ancestors.  Ancestor Champions keep detailed family trees, showing multiple generations of their ancestors and the great deeds that they accomplished.  The Ancestor Champion uses her powers to help her fellow Shagir, curing diseases and plagues in the dwarven ghettoes, healing the sick, and inspiring the downtrodden.  They are often tied to a specific town or city, and oftentimes end up in a leadership position.   Like Ancestor Priests, they are prime targets for the Illumination and
Ætonist Witch Hunters, so they must always be on guard.
     Suggested  Skills:
Diplomacy, Heal, Knowledge (Shagir History, Shagir Ancestor Worship Religion), Sense Motive
     Suggested Feats: Aura of Protection, Aura of Strength, Blood of Kings, Heroic Effort     

Shagir take to the more urban aspects of the ranger versus the more traditional rural ranger skills.  Typically born and bred in the dwarven ghettoes of the Buchlayne's major cities, a Shagir ranger is a skilled urban warrior, serving as tracker, spy, guide, and explorer of the tunnels underneath the city.  The ranger's favored enemy bonus comes in handy against the enemies of the Shagir, particularly conservative sects of closed-minded
Ætonists, who tend to torture, persecute, and even murder Shagir in the name of religion.
Urban Stalker (Variant): These Shagir specialists are behind the scenes warriors, striking out from the shadows against injustices commited against their people.  The Urban Stalker uses his abilities to track his enemies for blocks at a time, even underground into the sewers and abandoned tunnels that are home to evil religious cults and hordes of undead.  They leave the leadership and the glory to the Ancestral Champions: an Urban Stalker is not confined by a strict moral code or his status within the Shagir community.  He knows how to get a job done quickly and efficiently, quietly making life better for his people.      
     Suggested Skills: Climb, Hide, Move Silently; Urban Lore (Traps & Treachery)
     Suggested Feats: Skill Focus (Urban Lore), Streetwise
     Suggested PrCs: Stonehound (Hammer & Helm)
     Special: Shagir druids who take this variant are encouraged to use the urban ranger altered class abilities from the Pathfinder Advanced Player's Guide.

Traditional organized crime among the Shagir is almost unknown: the race tends to band together to fight the injustices they face.  Many Shagir rogues use their skills not to steal from their people, but to help them, such as constructing stronger locks for homes and treasures, appraising gems and jewels being traded by the Shagir Jewelry Guild, and deciphering ancient Shagir manuscripts.  Outside their own communities, though, Shagir rogues have been known to use their skills to prey upon other races, particularly human
Smuggler (Variant): In many dwarven ghettoes, goods and services are hard to come by.  Many Shagir make due with sub-standard goods, and most are not allowed to carry weapons. The smuggler fulfills these needs by working with the Smuggler's Union, an offshoot of the powerful Shagir Jewelry Guild set up to help smuggle goods and services into and out of the ghettoes.  The Smuggler uses the good reputation of the Shagir Jewelry Guild to make sure his people have access to a more quality lifestyle than they would otherwise be permitted.  The fact that he makes a few extra coins on the side is just a secondary bonus, certainly.
     Suggested Skills: Appraise, Bluff, Knowledge (Local), Linguistics (for forgery)
     Suggested Feats: Stealthy
Sorcery is relatively uncommon among the Shagir.  Traditionally a magic-poor race, the Shagir are unaccustomed to having arcane powers develop within their people.  As such, any adolescent who begins to exhibit signs of sorcery is treated with a mixture of suspicion, prejudice, and awe.  Such individuals quite frequently leave the ghetto and concentrate on controlling their emerging powers withtout the interference of Shagir elders.
Stonewyrd (Variant): A pariah from his own people, the Stonewyrd is usually a loner who was cast out of his home after discovering that he has some ability to control rock, stone, and oftentimes the very soil itself.  Many who begin on this path try to make a place for themselves among their people, hoping to return home and become useful to the Shagir Jewelry Guild or the various mining federations.  Most, however, discover that a mercantile way of life is not to their choosing and eventually leave the community again to live on their own, eventually gaining mastery over the elemental arcane forces of earth and stone.
     Suggested Skills: Craft (Alchemy), Knowledge (Arcana)
     Suggested Feats: Stoneborn Sorcery
As uncommon as sorcery is among the Shagir, it is almost commonplace compared to wizardry.  The immense costs and study involved with the practice of wizardry usually preclude any Shagir who desire to pursue the path of magic.  Given their long life spans and penchant for ancient history, however, sometimes a Shagir is adopted as an apprentice to a more liberal minded wizard master.  In most of the Buchlayne, wizards and Shagir both are persecuted by the
Ætonist religion, so it is often beneficial for the Shagir to work with wizards, helping to hide them and provide the necessary gems and jewels for their master's research in return for magical training.
Arcane Smith (Variant): Given their affinity for crafting quality weapons and armor, some Shagir apprentice with an arcane master in order to imbue their creations with powerful magicks.  Many times Arcane Smiths give these weapons to Ancestral Champions and other community leaders, but just as often they sell them to the highest bidder (Shagir or not).  Arcane Smiths are generally respected by the Shagir community, although more mercenary ones are less well-liked.
     Suggested Skills:
Appraise, Craft (Armor, Weapons), Knowledge (Engineering), Profession (Smith)
     Suggested Feats: Craft Magic Arms & Armor, Martial Weapon Proficiency