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The Dwarves of
Traykon have splintered into three main groups. The Stone Dwarves of the
northern mountains are xenophobic and withdrawn. The Sea Dwarves on the
eastern coastal region have adapted to life by the sea. In the Dragon
Mountains live a dejected set of Dwarves known as the Sundered Dwarves.
The three splinter groups share the following racial traits:
- Medium size.
- Dwarf base land speed is 20 feet. However,
dwarves can move at this speed even when wearing medium or heavy armor or when
carrying a medium or heavy load (unlike other creatures, whose speed is reduced
in such situations).
- Darkvision: Dwarves can see in the
dark up to 60 feet. Darkvision is black and white only, but it is otherwise like
normal sight, and dwarves can function just fine with no light at all.
- Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as
martial weapons, rather than exotic weapons.
- Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull
rushed or tripped when standing on the ground (but not when climbing, flying,
riding, or otherwise not standing firmly on the ground).
- +2 Constitution, -2 Charisma.
- +2 racial bonus on saving throws
against poison.
- +2 racial bonus on saving throws
against spells and spell-like effects.
- +4 dodge bonus against giants.
- Automatic Languages: Common and Dwarven.
The Duguer have
been wiped out. The Underdark Drow and Illithid armies pushed the
Duguer and Derrow armies into the waiting hands of the Aboliths.
The other underdark races picked off the survivors and Duguer haven't been
seen on Traykon for nearly 900 years. Derrow are still sometimes
seen as slaves for the underdark predators but adventuring Derrow haven't
been seen since the Duguer were wiped out.
Stone Dwarves
They are feudal in organization and are ruled by King
Drekor Sunkenfist. Trade with the surface world is funneled through
Hobgoblin and Rock Gnome outposts near the surface. Completely untrusting
of all other races, visitors to their subterranean halls are rare.
They are in a constant state of war with the subterranean races of Aboleths,
Beholders, Drow, Illithids, and the Slaad as well as having to weather
the occasional raid from the Frost Giants and White Dragons.
Occasionally members of one of the Clans will leave their caverns and travel
throughout the world. These clanless dwarves are the default PC Dwarves
for the continent. There are no changes to the Dwarf template in
the Players handbook for these dwarves. They will be taken back into
the mountain strongholds if they return with great prestige or power so
this becomes the driving force for many of them.
- Stonecunning: Stonecunning grants
dwarves a +2 racial bonus on checks to notice unusual stonework, such as sliding
walls, stonework traps, new construction (even when built to match the old),
unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't
stone but that is disguised as stone also counts as unusual stonework. A dwarf
who merely comes within 10 feet of unusual stonework can make a check as if he
were actively searching, and a dwarf can use the Search skill to find stonework
traps as a rogue can. A dwarf can also intuit depth, sensing his approximate
depth underground as naturally as a human can sense which way is up. Dwarves
have a sixth sense about stonework, an innate ability that they get plenty of
opportunity to practice and hone in their underground homes.
- +1 racial bonus to attack rolls
against orcs and goblinoids.
- +2 racial bonus on Appraise checks
that are related to stone or metal items.
- +2 racial bonus on Craft checks
that are related to stone or metal.
- Bonus Languages: Giant, Gnome,
Goblin, Orc, Terran, and Undercommon.
- Favored Class: Fighter.
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| Sea Dwarves
The eastern
coast is home to the Sea Dwarves of the Calougi clan. Due to
their isolation from the other sentient races after the mage wars, they
have developed a seafaring lifestyle. Carefree and aloof, they have
become more like elves than others of their race. They live in seaside
coastal caves instead of deep in the earth. Gremet
of Duli (Du-lie) leads the Dwarves in their Republic. Several
other sub leaders exist who rule a particular cave complex but report to
Gremet for larger decisions. Their closest neighbors are the Sahuagin
who raid the caves for slaves and food. Although they are not warlike,
the Calougi can be a terrifying fighting force when retaliating against
their enemies.
Adventuring
Dwarves from the Calougi clan tend to be more free and careless than their
more stoic brethren from the north. Consequently, they are less apt
to war on their neighbors and they hold a higher premium on personal expression
and freedom. Instead of gaining a +1 racial bonus to attacks against
orcs and goblinoids, the Calougi gain a +2 racial saving throw bonus against
Enchantment spells and effects. Calougi favor the Monk class instead
of Fighter.
- +2 Saving Throw bonus against
Enchantment spells and effects.
- Seacunning: Seacunning grants Sea
Dwarves a +2 racial bonus on checks to notice something amiss in the sea, such as
underwater reefs, large creatures beneath the surface, stiff currents, and the like. Something that isn't
in the sea but that is in a large body of water also counts as "something
amiss in the sea. A dwarf
who merely comes within 50 feet of something unusual can make a check as if he
were actively searching. A dwarf can also intuit depth, sensing the approximate
depth of the water as naturally as a human can sense which way is up. Sea Dwarves
have a sixth sense about water, an innate ability that they get plenty of
opportunity to practice and hone in their seaside homes.
- Bonus Languages: Giant, Gnome,
Goblin, Sahuagin, Aquan, and Elf.
- Favored Class: Monk.
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| Sundered Dwarves
The Dragon Mountains
in the center of the continent is home to the majority of Dwarves on the
Continent. These dwarves are slaves to the vicious Jagenash and his
cruel race of Dragons. The proud dwarven civilization has been reduced to slave
labor to feed the Dragon King's greed. Nominally ruled by Clan leaders,
the dwarven towns are actually ruled by a draconic overlord who supervises
their mining production and doles out the wealth taken from the earth.
Dwarves who
manage to escape from the rule of their dragon overlords tend to be bitter
and brooding. Most develop a phobia against dragons and their kind.
This is represented by a Will saving throw whenever they see a dragon (DC
= Dragons HD). Failure means they are paralyzed for 1d6 rounds.
These dwarves are actually immune to a dragons Frightful Presence as the
phobia replaces it. Dragon Mountain Dwarves gain a +2 moral bonus
on saving throws against fear (This bonus does not apply to their phobia
checks). There is a 1% chance per encounter with a dragon
that the dragon actually recognizes the scent of the "renegade" dwarf.
Some dwarves
who have successfully escaped the Dragon Mountains have become hunters
of Draconian entities. These dwarven Dragonslayers are unique to dwarves who have lived under rule of these terrible dragons.
Often, these Dragonslayers will return
to their former mountain homes and attempt to lead gorilla actions against
the dragon overlords. Tragically, most of these heroes have a very
short life spans.
Stonecunning: Stonecunning grants
dwarves a +2 racial bonus on checks to notice unusual stonework, such as sliding
walls, stonework traps, new construction (even when built to match the old),
unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't
stone but that is disguised as stone also counts as unusual stonework. A dwarf
who merely comes within 10 feet of unusual stonework can make a check as if he
were actively searching, and a dwarf can use the Search skill to find stonework
traps as a rogue can. A dwarf can also intuit depth, sensing his approximate
depth underground as naturally as a human can sense which way is up. Dwarves
have a sixth sense about stonework, an innate ability that they get plenty of
opportunity to practice and hone in their underground homes.
- +1 racial bonus to attack rolls
against orcs and goblinoids.
- +2 racial bonus on Appraise checks
that are related to stone or metal items.
- +2 racial bonus on Craft checks
that are related to stone or metal.
- Bonus Languages: Dragon, Giant, Goblin, Orc, Terran, and Undercommon.
- Favored Class: Fighter.
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| Field Dwarves
In the lands of the Empire,
Field Dwarves comprise the major population. Field Dwarf stats are
identical to those of a Stone Dwarf. Due to the reign of the Empire,
Field Dwarves are considered Surfs and servants only. With the Wind
Elves, the Field Dwarves cultivate the Yuan-ti lands. The Yuan-ti
overlords allow the Field Dwarves to rule their own lives with little interference.
Due to this, the Field Dwarf elders do all that they can to dissuade
dissidents and troublemakers. |
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