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The Mror Holds

The Dwarves of Khorvaire, like all those not a part of the Dhakaani empire, do not originate from Khorvaire. While stories and scholars state that the dwarves come from a land of ice and snow, arriving in Khyber [the underground world] after a journey through a demi-plane or other strange passage, their current culture remains the same.   The dwarves of the Mror holds take their home underneath the Ironroot Mountains - craggy peaks that hide the riches of Khyber below.   Circadian Rhythms and Family Bonds   Living underground, dwarves find that the day/night cycle of the surface is limiting. Many a Mrorish dwarf has complained about the lack of open bars early in the morning. Due to their dwelling in artificial light, the cycles of the sun mean little to these sturdy creatures.   Juxtaposingly, dwarves rely on family, with emphasis on their local lord. Twelve clans rule, each breaking up their individual territories into Spires, smaller regions ruled by alliances of families. Achievements are credited to the family from which the achiever descends, and blame is heaped upon the family that committed a wrong.   The dwarves of Eberron are, in many ways, the same, yet different from the dwarves of other worlds.   Mror don’t feel that need to preserve individuals; you preserve your family by living up to its character and by adding to its story. The Mror also aren’t as particular about precisely following the traditions of ancestors, as shown by the clans that are embracing symbionts; what you do is less important than how you do it, the values you stand for, and the lines you refuse to cross.   The War Below (Dol Udar)   Just as the Last War defines much of the surface world, the War Below defines much of Mrorish life. While currently in a cool period with limited attacks, the Mrorish Holds, due to their limited size, are locked in a state of perpetual preparation. Civilians are expected to take up arms when their foe, aberrations and monsters locked in Khyber for a millennia, emerge from the tunnels.   Led by a kind of archevil, Dyrrn the Corrupter, a daelkyr, continues to marshal forces against the dwarves. The pause in combat that currently rains was precipated by Dyrrn's promise. Upon taking the settlement of Soldorakhold, the illithid Dyrrashar broadcast a psychic message of warning across the realm. While all heard something different, the direction of the message was thus:   “You have drawn the gaze of the Overmind. You walk the Foul Labyrinth. Everything will change.”     The Realm Below (Sol Udar)   Before the arrival of Dyrrn, the realm below hosted immense riches. While Khorvairre above enjoys an explosion of archano-technic inventions, the dwarves below remember a glorious past that surpasses the wonders of the present. Magic used to abound, leading to the depths and riches once achieved. As the aberrations attacked, much of this wealth lives below. Perhaps, the Mrorish dwarves tinkered with powers they ought not. Rumors speak of infinite wealth, but also of creatures of horror, flesh, and sinew that brought that empire into being.   Some evidence of current dwarves embracing aberrations to fight aberrations exists, as tales of dwarves spitting acid from limbs, whips from shoulders, and so on, have found their way to the surface.   Ruinbound Dwarves   Some dwarves of the surface argue that the Mror have delved too deep, and unearthed things they should not have. The latest argument in support of this is the appearance of the Ruinbound amongst the Mror. Ruinbound dwarves are born with aberrant mutations, symbionts, as a part of their person. These symbionts grant abilities that are supernatural in origin. While the first Ruinbound dwarves were born thirty years ago, many ruinbound age unnaturally quickly, and are already approaching adulthood.   Some clans remain hostile to the ruinbound, exiling them immediately. Others, however, see them as an advantageous, if not dangerous, tool in furthering their clans' means. Generally speaking, dwarves more accepting of symbionts are also more accepting of Ruinbound.  

Ruinbound Dwarf

Ability Score Increase +2 Con, +1 Char
Size Medium
Speed 25 ft

Note: Ruinbound counts as a subrace for dwarves - they take all dwarven traits, in addition to several extras.    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.   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 (explained in “Combat”).   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.   Personal Symbiont. You are bound to an alien entity. It’s part of your body and can’t be removed. Your symbiont possesses a minor supernatural ability, which it can use on your behalf.   Choose a cantrip from the following list: acid splash, guidance (self only), infestation XGE, light, mage hand, poison spray, ray of frost. As long as your personal symbiont is fully exposed, you can cast that cantrip. You can choose to conceal the symbiont, but you can only cast the cantrip you gain with this trait while it’s exposed.    When you finish a long rest, you can mutate the symbiont, gaining different benefits; when you do so, you can select a different cantrip from this list. Charisma is your spellcasting ability for this cantrip.   Work with your DM to determine the appearance of your symbiont. It is organic and clearly alien, and when you cast a cantrip with this trait, it should be obvious that the symbiont is the source. A symbiont that casts mage hand could be a thin tentacle or an ectoplasmic insect that emerges from your body and performs the action. An eyestalk protruding from your shoulder could grant you guidance as it studies the situation and telepathically advises you—or it might blast your enemies with a ray of frost. Infestation could reflect a cloud of insects always hovering around you.   Symbiont Mastery. You can attune to one magic item that has the Symbiotic Nature property without using an attunement slot. In addition, after you finish a long rest, you can end your attunement to a magic item that has the Symbiotic Nature property.

Languages. Common, Dwarvish

Ancient Dwarves and the Dhakaani   Dhakaani dirgesingers tell stories of war between the two races, as they clashed for dominance underneath ancient Khorvaire. Over time, the combat fizzled out as the goblins realized that the dwarves, far from being an expansionistic race, preferred their subterranean environs. As the battles reached a stalemate, the Dhakaani made the decision to leave the dwarves to their realms.   Stories and the Dwarves   Dwarvish stories are the stuff of myth and legend, quite literally. The Dwarvish disregard for truth is well documented in their stories of their ancestors. While clinging to heritage, the dwarves cling tightly. Different clans may have different stories of the same events, with titular characters interchangeably placed as villain or hero. Both clans will insist that their story is true, but confronted with the story of the other, neither will see the problem with the obvious contradictions.   Essentialists might say that for the dwarvish worlds, stories are the essence of the history of their race. These stories are didactic, and their literal truth does not matter - it is the messages that must remain. For literalists, these stories must be true, and any contradictions are merely the limits of our understanding.   Whatever the case, Dwarves make clear that the stories must remain, unaltered, whatever their contradictions.
Type
Geopolitical, Country

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