Dwarves
The short and wiry people humans call dwarves have a
history shrouded in mystery. Looking at the dwarves settled in Yndaros, they display no interest in the history of
their kind; they are a people on the move, aimed towards
the future, fleeing a dark past that has given them a sense
of community, but without peace or meaning.
The dwarven
perspective is rooted in the sanctity of the family, the secrets
of the spoken word and the conviction that the world is their
common enemy. Gamalga of Kadizar, a sage interested in
dwarves, is said to have stated that: “The family is their shield,
the language their weapon and the world their battlefield.”
Gamalga also spoke of the origin of the dwarves. After
many fruitless conversations with the dwarves in Yndaros
and at the fortress Küam Zamok, Gamalga realized that she
would get better answers from elves and trolls, and that
they claimed to have never met dwarves before the fall of
Symbaroum. They were most likely created in the old empire
and Gamalga summarizes her meager findings as follows:
“They emerged as worms in the rotting carcass of the World
Serpent and were given wit by Symbaroum’s sorcerers, to make
them better slaves. However, the birth of the people forever bound
them to the world and its fate, and because of this bond they early
on developed a forceful counterculture which still marks them. The
ancestral mothers and fathers of the dwarves created a language
with hidden codes and secret double-meanings, so intricate that
not even the masters could understand. The dwarves never wrote
anything down, since texts could be read, interpreted and even decoded by the lords of Symbaroum.
The dwarves kept their dreams
to themselves and their voices echoed with the fate of the world.
Both elves and trolls confirm that there is power inherent
in some dwarven speech, and imply that those who made the
dwarves, Symbaroum’s princes, in time learned to hate their
creations and fear the power contained in their language.
After
the fall of Symbaroum, the chronicle of the dwarven people describes an arduous journey in the shadow of death, continuously
attacked and hunted by others. Nowadays, the descendants of
the few who survived Symbaroum’s ruin have spread to many
places and their fates are seemingly very different.
Apparently, the families in Yndaros are members of a once
ruling elite in Küam Zamok, cast out after a bloody revolution
– hence, the organized villains encountered in Ambria’s capital
are in fact dwarven nobles, used to ruling and giving orders, but
incapable of creating even the most essential items themselves.
More dubious scraps of information say that their inability to
get along has to do with the order of succession in the realm they
left behind, and the right to a throne which none of them will
ever conquer.”
The people of Ambria have formed their opinions
based on the dwarves in Yndaros, and they are not a very welcoming sort. They demand nothing of others, other than
being allowed to mind their own business. To dwarves, the
will of the family – as interpreted by the elders – is superior
to the will of the individual, meaning that they often appear
to have two sets of moral standards: one strictly coded and
aimed at the family; another aimed at outsiders and often
described as “a lack of morality” by their neighbors – since
actions which only affect outsiders have no bearing on the
internal family relations.
The speech of the Yndarian dwarves is still today so
intricate and filled with codes, double-meanings and obscure idioms that their everyday conversations are close
to unintelligible to bystanders, no matter how learned. It
is also true that their voices have a particular power that
some individuals know to make use of. Furthermore, their
memory-techniques are highly developed, making it possible for them to run complex “businesses” in Yndaros without
writing down a single number or word.
Dwarf Backgrounds
Dwarves who choose or are forced to leave their families
in Yndaros are lonely and often dangerous individuals. However, for some dwarves, the seclusion becomes the start of
the search for a new family, defined by other characteristics
than blood. The following reasons may explain why you have
left Yndaros to head out into the world.
Dreams of Doom
You are haunted by nightmares of doom and death, for your
family or the world as a whole. You have left the community
to become a seeker, hoping to determine the meaning of
your dreams and, ideally, learn how to avert the disaster
and protect all your loved-ones.
• Skill Proficiencies: Insight
• Tool Proficiencies (choose one): Any set of tools
• Equipment: A kit to match your tool proficiency, simple
clothes and 4d6 + 1 shillings.
Feature: Haunted
Your nightmares are sometimes prophetic. When you complete a long rest you gain a prophecy die, a d6. Before making
a skill check, you can declare that something about the situation reminds you of your dreams and add the d6 to the roll.
You must do this before the GM declares the check a success
or failure. You recover the die with a long or extended rest.
Suggested Characteristics
Constantly harried by terrible visions, these dwarves have
cut almost all family ties. But their despondent freedom
sometimes allows them to see the world in a new light.
Suggested Characteristics
Constantly harried by terrible visions, these dwarves have
cut almost all family ties. But their despondent freedom
sometimes allows them to see the world in a new light.
Life-debt
An outsider has saved your life without asking for anything in return. You want to get free from this debt by
serving the outsider and doing whatever he or she says.
For a dwarf, this is an acceptable reason for being away
from the family.
• Skill Proficiencies (choose one): History, Insight, Medicine or Nature
• Tool Proficiencies (choose one): Any set of tools
• Equipment: A kit to match your tool proficiency, simple
clothes and 2d6 + 3 shillings.
Feature: Driven
Your obligation to repay the outsider gives untold resilience –
to fail to repay a life-debt is the worst disgrace a dwarf could
face. When you fail a saving throw you can choose to have
a second chance at it, by rolling again (using any bonuses,
penalties or extra dice as before). Once you use this feature
you must take an extended rest before using it again.
Suggested Characteristics
Somehow you have acquired a life-debt and now owe someone else your life, a nearly untenable position for you.
Outcast
You have behaved disloyally, maybe challenged the head of
the family or questioned the family’s position in the order
of succession. For this, you are banished, temporarily or
permanently. To most dwarves, exile is a punishment worse
than death.
• Skill Proficiencies (choose one): Deception or Persuasion
• Tool Proficiencies (choose one): Any artisan’s tools
• Equipment: A kit to match your tool proficiency, thick
working clothes and 1d6 + 4 shillings.
Feature: Quick Learner
If you are asked to use a set of tools that you are not proficient
in, you can easily determine the most efficient way to use
them. You add a bonus equal to half your proficiency bonus
(rounded down) to any ability checks made with the new tools.
Suggested Characteristics
Many outcasts struggle with their dependence on a world
that does not make much sense to Dwarves. Some adapt
better than others.
• Ability Score Increase. Your Intelligence score increases by 2. Increase two other ability scores by 1.
• Age. The dwarven life-cycle is not well known, but it
seems that dwarves are allowed their independence by
their second or third decade of life and remain active for
at least a century.
• Size. Dwarves range from four to five feet in height and
are solidly built but not stocky. Your size is Medium and
you have a d8 Hit Die. At first level you have 8 hit points
plus your Constitution modifier. When you gain a level
in any class, you gain an additional Hit Die and 5 (1d8)
plus your Constitution modifier hit points.
• Speed. Dwarven legs do not permit the long strides of
other folk. You have a base speed of 25 feet.
• Absolute Memory. Dwarven memory is robust and comprehensive. They can remember anything they choose to
commit to memory at any time and can remember even
incidental events up to a month after they occur.
• Earth Bound. Dwarves are bound to the bones of the
world. They have no soul – instead your current Corruption total reduces your current and maximum hit
points on a 1:1 basis. You do not roll for marks of Corruption and if your total Corruption equals or exceeds
your current hit points you become unconscious until
your Corruption is reduced or your hit points increase
(an unconscious dwarf counts as taking a short or longer rest if they are undisturbed).
If you acquire more
permanent Corruption than your Corruption Threshold then your character is no longer playable. If slain, they cannot become undead or be resurrected. Even speak with dead fails.
• Pariahs. Dwarves are poorly understood or tolerated
among other peoples. They have disadvantage on social
checks with everyone other than fellow dwarves, elves
and trolls.
• Languages. Dwarves usually speak the local human
language, either Ambrian or Barbarian, but with much
more sophistication, adding in a series of code words
that enable two dwarves to have a secret conversation in
public. Some near Davokar speak the language of trolls
or elves as well.
Children
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