Dwarf
“Gold is the gift of the mountains, but iron comes from blood and bone.” —Mror ProverbThe origin of the dwarves is shrouded in mystery. Their legends say that they came to Khorvaire from a land of endless ice; some believe this to mean the arctic Frostfell, while others assert that the first dwarves must have come from the plane of Risia itself. Wherever they began, the dwarves established a mighty nation beneath the surface of Khorvaire. Tales speak of mighty artifacts and vast treasures crafted in the deeps, and of wars fought against the goblin Empire of Dhakaan. No one knows where the line lies between truth and story. The ancestors of the modern dwarves were exiles from this ancient kingdom, and the realm below was destroyed by the daelkyr. Bold adventurers can delve into the haunted darkness of the fallen kingdom… but legends are the only legacy modern dwarves have of this age of glory.
Dwarves of the Five Nations
Dwarves are spread across Khorvaire. Dwarf soldiers and engineers were part of the armies that united the Five Nations, and dwarf masons laid the foundations of the greatest cities of Galifar. While many of the dwarves of the Five Nations still speak the language of their ancestors, they feel a bond to the lands of their birth. A Brelish dwarf feels a deep, personal connection to the towers of Sharn or the great walls of Wroat; the typical dwarf is actually more patriotic than the average human of the Five Nations. This passion caused most dwarves to serve their nation in the Last War , at least for a time; this is the general basis of dwarven weapon training. Most dwarves also have a strong bond to their families, so to a dwarf, family and nation are two edges of the same blade. As a dwarf of the Five Nations, consider how widespread your family is and where their roots lie. Are they soldiers? Priests or politicians? Architects or stonemasons? Are you close to your relatives or have you had a falling out— or potentially lost your kin in the Last War? Likewise, consider what you did in the war and how that reflects on your current actions. Were you a soldier, and if so, how did that service end? If not, did you serve your nation in another way, or did you turn your back on it? As a dwarf adapting to life in the Nations of Khorvaire, you have had to develop keen senses, deep intuition, and remarkable resilience. You should use the Hill Dwarf subrace.Dwarves of the Mror Holds
The Mror Holds is the Dwarven nation of Khorvaire. One question to consider is why you’ve left the Holds. Whether you’re an heir of a noble clan or a simple guild artisan, what has drawn you away from your homeland? The Mror Past table (in the side panel) provides a few ideas. As a dwarf of the Mror Holds, you’re strong and hardy, accustomed to a difficult life in rugged terrain. You’re probably on the tall side (for a dwarf), and tend toward lighter coloration. You should use the Mountain Dwarf subrace.Civilization and Culture
History
The Mror Holds are home to twelve great dwarf clans. Each clan has its own stories, customs, and territory (which the dwarves call holds). Many years have passed since the dwarves fought each other in the mountains, but their memories are long, and the clans neither forget nor forgive the feuds they have with one another. These feuds were once bloody affairs settled with axe and shield, but in these enlightened times, dwarves use more sophisticated tactics. They battle over business contracts or games of skill; they support different athletes and undercut each other's mercantile enterprises. Some dwarves still turn to blades to settle their disputes, but the weapons are now wielded in shadow and gleam with poison.
Mroranon is one of the most powerful clans in the holds, and it lends its founder's name to the nation as a whole. Its mines produce the best iron ore in Khorvaire, allowing Mroranon to build strong diplomatic and mercantile ties with Breland. Mroranon seeks the destruction of the Jhorash'tar orcs, who hide in the Ironroot Mountains. The clan has feud with Kolkaran, which uses its mineral wealth to undercut Mroranon's iron trade; with Soranath, whose founder quarreled with Mror in times of legend; and with Toldorath and Tordannon, who seek to grant the Jhorash'tar the full political power of a Mrorian clan.
Doldarun is wealthy, with a large number of gold and silver mines within its hold. Doldarun has also discovered deposits of mithral and adamantine in its territory, and it is deeply embroiled in foreign affairs. Doldarun dwarves are master entrepreneurs, playing their customers against each other and always finding the right market and highest prices for their goods. Historically neutral in the dwarven wars, Doldarun has no feuds with individual clans, but no firm allies either. Doldarun seeks to use its wealth to outmuscle the other clans and emerge as the de facto ruler of the Mror Holds.
Droranath is a throwback to earlier times. Its warriors are temperamental and train to enhance their natural rage; naturally, the clan boasts a large number of barbarians. It battles the Jhorash'tar continuously, which puts it at odds with Toldorath and Tordannon. Droranath has a lesser concentration of natural resources than most other holds, but it contains enough to make it a decent power and a worthwhile ally. Droranath mercenaries command high prices throughout Khorvaire.
Kolkarun shifts allegiance constantly. Its history includes feuds with each of the other clans at one point or another, and its allies change as rapidly as its enemies. Nevertheless, Kolkarun dwarves are shrewd entrepreneurs and charismatic negotiators, and their wealth allows them to supply potential allies with gifts. The other clans view Kolkarun as opportunists, while Kolkarun dwarves see themselves as smart enough to always pick the winning side. Currently, Kolkarun has diplomatic ties to Aundair, Karrnath, Zilargo, the Talenta Halflings, and the Order of the Emerald Claw. It counts Mroranon and Soldarak among its allies in the holds, and for the last couple of decades it has maintained a growing feud with Doldarun, which seeks to discredit Kolkarun.
Clan Kundarak has become House Kundarak. It has no voice on the Iron Council, the Mror Holds' ruling body, and claims to be neutral. Despite that claim, Kundarak has great influence, and the other clans constantly vie for its favor.
Laranak's feud with Londurak is legendary. All dwarves know of the mutual enmity these two clans possess, and it was only with reluctance and gifts from the other clans that the two agreed to work together to present a unified front at Thronehold. Their councilors disagree with each other out of habit and ancestral hatred more than reason. Now, the two clans wage their private war in whatever socially acceptable ways they can, each shifting alliances with the other clans to outplay the other.
Narathunhold contains mines of precious gemstones, and Narathun jewelers are among the best in the world. They work with Mroranon to create ceremonial weapons and with Doldarun to create fine jewelry. Narathun feuds with Droranath, which it says reneged on a business deal long ago, and with Toldorath and Tordannon, which it believes robbed it in ancient times.
Noldrun disappeared about four hundred years ago. Rumors abound as to the cause, and most consider its lands haunted and avoid them. Mroranon, Toldorath, and Tordannon (all of which feuded with Noldrun) were not unhappy to see it go.
Soldorak is wealthy, and it envies House Kundarak's power and prestige. It attempts to discredit and undercut the dragonmarked house whenever possible and uses its wealth as a weapon against the other clans. Its uncompromising business dealings have put it at odds with most other clans, particularly Mroranon and Doldarun, but it works with Soranath to find markets for their mutual goods.
Soranath possesses excellent crafters, who work with other clans to produce finished goods from their raw materials. As such, they are friend to all, though the other clans resent being unable to match Soranath's skill. Sor, the clan's founder, quarreled with Mror in ancient times, and their clans continue the feud today.
Toldorath and Tordannon are longtime allies and persuasive diplomats. They currently lobby to grant the Jhorash'tar orcs full clan status, a proposition that Mroranon finds reprehensible but that the other clans are willing to consider. Toldorath and Tordannon are the most adept at using their wealth as weapons, and many members of the Aurum hail from these clans. They have longstanding feuds with Droranath and Narathun.
Dwarf Traits
Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature. Ability Score Increase. Your Constitution score increases by 2. Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. Subrace. Two main subraces of dwarves populate the worlds of D&D: hill dwarves and mountain dwarves. Choose one of these subraces.Mountain Dwarf
Ability Score Increase. Your Strength score increases by 2. Dwarven Armor Training. You have proficiency with light and medium armor.Hill Dwarf
Ability Score Increase. Your Wisdom score increases by 1. Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.Mror Past
1d6 | Reason for Leaving |
---|---|
1 | A feud with a rival clan has gotten out of hand, and it’s best that you leave the Holds for a few decades. |
2 | You’re in a large family and there’s no room for you to shine in your hold; you hope to prove yourself in the wider world. |
3 | Your clan has arranged your marriage and your future; you’ve decided to have a few adventures before you settle down. |
4 | You’re pursuing a vendetta with a personal rival. Are you seeking to defeat them in battle or in business? |
5 | You’re searching for a legendary dwarven artifact, removed from the Mror Holds centuries ago by a Karrnathi noble. | 6 | You want to assemble a band of champions who can help you explore the ancient ruins beneath your ancestral home. |
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