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Dwarves

The dwarves are a reclusive race that settle beneath the surface world. Master craftsmen by nature, their cities are among the most grand and beautiful structures of the Known World.   Forge Dwarves:   The first and by far the largest population of dwarves, the dwarves of the Shadajhar Free Holds occupy the dwarven ancestral homeland in the Shadowjaw Mountains. Often called the Forge Dwarves for their proximity to the supposed creators of the dwarves, the five Great Forges, they are the only dwarves that remain true to their faith.   The forge dwarves adopt an isolationist policy, treating any intervention from a force beyond their land as aggression that must be answered in kind. It was this intolerance that lead to their war to liberate the city of Kharak'or from man settlers which still persists today.   Clay Dwarves:   Following expulsion from the Shadowjaw mountains by their devout kin, a group of dwarves sought to cross the old elvern empire in search of new lands to settle. After years of traveling they found a small patch of land yet untouched by the elves; a collection of clay hills along the coast in the southern corner of the world.   After hollowing out their new homes beneath the mounds, the dwarves learned the uses of clay and began to create beautiful artefacts the likes of which had never been seen before in the Known World. Their time passing through the old elvern empire taught them the importance of cooperation with other races and so they grew to become an important trading partner, even after the fall of old elfdom and the rise of men, becoming known as the Clay Dwarves for their impressive clay goods.   Descending from the three families that survived the travel across the world, the Dunes consist of three clans who all share pacts of mutual defence. Rivalry is rife among the clans and competition to produce the finest of goods never ceases.   Obsidian Dwarves:   Fleeing deep underground to escape persecution, these dwarves fell into the lap of the horrors of the underdark. Not much is known about the centuries after their disappearance but they end with the emergence of the Or'akun State, the dwarves warped from their time below. Settling in the deltas of the volcanic overflow of a subterranean volcano, they have come upon the nickname of Obsidian Dwarves.   The fortress city state of Or'akun is beset on all sides by the evils of the underdark and so the dwarves within have adopted the harshest tactics to survive. Obsidian dwarf slave raids are frequently sent to the surface to drag any labour they can grab below. These unlucky captives will toil in the jobs deemed too dangerous or too menial for their masters; shovelling excrement, working the crop fields outside the city walls or being thrown to fend for themselves against the dwellers of the dark.   Sandstone Dwarves:   When expelled from their homelands by the forge dwarves, some dwarves opted to travel east, to the Sea of Sands at the very edge of the known world. Once out of the mountains, these dwarves began to dig down out of the searing sunlight and into what would become their new homes. These new holds have slowly carved out an existence against the harsh environment of the desert.   The Halls of Sand, or Sandstone Dwarves as they came to be known, are isolated by their distance from any other civilised race. Thus, while being open to travellers bringing goods and news from across the world, they almost never see them and those who stumble upon their holds never mean to. It is this isolation that has lead the dwarves to master their crafts apart from the world, becoming peerless pioneers of manufacturing and magic.   Rules:   To play a dwarf or dwaress in the Known World will entail different rules depending on the subrace played. Playing a clay or forge dwarf will use the hill or mountain dwarves respectively, found in the Dungeons and Dragons Fifth Edition Players Handbook. Playing an obsidian dwarf will require the duergar rules from Mordenkainen's Tome of Foes. Playing a sandstone dwarf will require the dwarf subrace option below. The languages section of all dwarves is modified such that you know Dwarvish and one other language of your choice.   Sandstone dwarf:   Ability Score Increase. Your Intelligence score increases by 1.   Dwarvern Master Crafting. You gain proficiency and expertise (double your proficiency) in one of the following tools of your choice (they needn't be the same one though you must be proficent in a tool to gain the expertise): Carpenters tools Glassblowers tools Jewellers tools Masons tools Smiths tools Woodcarvers tools   Dwarves and the classes:   Dwarves practise a wide variety of classes. While all classes available in the Known World are technically playable as a dwarf, the classes that would be the most common among dwarf adventurers are detailed below.   Artificers:   All dwarves practise the Armourer, Artillerist and Weaponsmith Specialties. Forge Dwarves practise the Battle Smith Specialty.   Barbarians:   All dwarves practise the Primal Path of the Ancetral Guardian. Forge Dwarves practise the Primal Path of the Zealot.   Bards:   All dwarves practise the College of Artefacts.   Clerics:   Forge Dwarves practise the Forge, Life and War Domains.   Fighters:   All dwarves practise the Augmented Soldier, Battlemaster and Champion Martial Archetypes. Obsidian Dwarves practise the Psi Warrior Martial Archetype.   Monks:   Forge Dwarves of Kazak'amor practise the Way of the Four Elements. Clay Dwarves practise the Way of Water. Obsidian Dwarves practise the Way of Oppression. Sandstone Dwarves practise the Way of the Sun Soul.   Paladins:   Obsidian Dwarves swear the Oath of Conquest.   Rangers:   Forge Dwarves practise the Colossus Slayer Conclave.   Rogues:   Clay dwarves practise the Swashbuckler Roguish Archetype. Obsidian Dwarves practise the Soul Knife Roguish Archetype.   Wizards:   All dwarves practise the Transmutation Arcane Tradition.

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