Teneas
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Dwarves
Feb 6, 2009 18:01:25 GMT -5
Post by Teneas on Feb 6, 2009 18:01:25 GMT -5
Dwarves ruled vast kingdoms beneath hill and mountain long before humans wandered into Faerun. Many sages suspect that the first dwarves came to Faerun millennia ago in a great migration from another plane. However, it occurred so long ago that evidence of is almost nonexistent, and meanwhile the dwarves are now as natural a part of Faerun as the mountains themselves.
The two main dwarven subraces are the shield dwarves of norther Faerun and the gold dwarves of the far south. The gray dwarves, or duergar, are an Underdark race less common than their surface kindred. The gray dwarves are generally evil, although a few exiles defy this rule.
Male dwarves of any type take pride in their beards, the most remarkable of any race. Some female dwarves of Faerun can grow beards too, often passing as males among the nondwarves of the surface lands. Dwarven women may choose to shave their beards to match human style expectations of beauty, while others glory in luxurious plaited beards that match their hair or wear sharply cut goatees.
For many generations the dwarven race declined in numbers from endless war with orces and their kin. However, in the Year of Thunder (1306 DR), the great god Moradin bestowed a new blessing upon his people. The dwarves tell different stories about the source of this blessing, which they refer to as the Forge of the Thunder Blessing. Some say that it was the result of a mightly quest by a dwarven heroine. Others say that Moradin had planned to reforge his people's souls all along. Whatever the source of the blessing, the birthrate among dwarves has soared until it is now fully half as high as that of a young and vigorous human land.
The new dwarven generation is commonly referred to as the thunder children. Nearly a fifth of dwarven births after the Thunder Blessing have resulted in identical or fraternal twins. the thunder children share little of the fear and distrust of arcane magic possessed by their ancestors. Most dwarves still feel more comfortable wielding an axe instead of a wand, but many thunder children, particularly the twins, study wizardry or the sorcerer's arts.
In the past few years, these thunder children have come of age, and dwarves are once again a common sight in Faerun. Many young stout folk leave their homes in groups of a hundred or more to found new clans in hills unclaimed by other dwarves. Others have chosen to wander the world, seeking glory and wealth.
(FRCS pg. 10)
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Teneas
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Dwarves
Feb 9, 2009 18:43:16 GMT -5
Post by Teneas on Feb 9, 2009 18:43:16 GMT -5
Gold Dwarves:
Unlike the shield dwarves, the gold dwarves maintained their great kingdom in the Great Rift and did not decline in terrible wars against evil humanoids. While they practiced some magic, they never acquired the hubris that caused the downfall of some human nations. Confident and secure in their remote home, the gold dwarves gained a reputation for haughtiness and pride.
Since the Thunder Blessing, many young gold dwarves have left the Great Rift and are exploring the rest of Faerun. The folk of other lands have learned that while some gold dwarves are aloof and suspicious, for the most part they are forthright warriors and shrewd traders.
Regions:
The ancestral hom of the gold dwarves is the Great Rift, located in the dry plains of the Shaar. Gold dwarven outposts can also be found in the Smoking Mountains of Unther and in the Giant's Run Mountains west of the Vilhon Reach.
Racial Abilities:
Gold dwarves have all the dwarven racial traits as listed on page 14 of the Players Handbook except as follows:
- +2 Constitution, -2 Dexterity: Gold dwarves are stout and tough but not as quick or agile as other races.
(FRCS page 11)
Dwarf, Gold
Regions: Dragon Coast, Dwarf (gold), Unther, Western Heartlands. Gold dwarves native to the Great Rift should select the gold dwarf region.
Racial Feats: Hammer Fist, Metallurgy, Skyrider, Stoneshaper.
Racial Prestige Class: Battlerager.
Found largely in the South in the immediate vicinity of the Great Rift, gold dwarves are the dominant southern branch of the Stout Folk. Renowned not only for their smithwork and craftsmanship but also for their military prowess and legendary wealth, gold dwarves have maintained their empire for millennia, unbowed by the passage of time.
For generations, the Deep Kingdom of the gold dwarves has stood unconquered, dominating the surface lands and subterranean caverns that surround the Great Rift. As their numbers never declined in the face of endless warfare like their northern cousins, the Thunder Blessing has actually filled the great caverns of the Deep Kingdom beyond their capacity. As a result, for the first time in many years, large numbers of gold dwarves are setting out to establish new strongholds across the South and the rest of Faerûn, including the Smoking Mountains of Unther and the Giant’s Run Mountains of the Shining Plains.
Averaging 4 feet tall and weighing as much as an adult human, gold dwarves are stocky and muscular. The skin of a gold dwarf is light brown or deeply tanned, and her eyes are usually brown or hazel. Both genders wear their hair long, and males (and some females) have long, carefully groomed beards and mustaches. Hair color ranges from black to gray or brown, with all shades fading to light gray as time progresses.
Like their northern kin, gold dwarves harbor a great deal of pride, both in their own accomplishments and those of their ancestors. They also share the philosophy that anything worth doing is worth doing well, and that the natural world is but raw material to be worked into objects of great beauty. Unlike the long-beleaguered shield dwarves, gold dwarves have not faced a serious challenge to their way of life for thousands of years. Confident and secure in their isolated realm, gold dwarves do not share the pessimism or fatalism of their shield dwarven brethren. To the contrary, having seen the rise and fall of countless elven, human, and shield dwarven empires, their endurance has fostered a deep-seated belief that their traditions and culture are superior to those of all other races.
History
Founded more than sixteen thousand years ago, the original dwarven homeland of Bhaerynden occupied a vast cavern deep beneath the southern plains ruled by the elves of Ilythiir. Bhaerynden claimed great swaths of the Underdark, but remained largely unknown in the Realms Above. Little is known about the history of Bhaerynden except that a great exodus of dwarves led by Taark Shanat the Crusader left to found a new kingdom in the west about –11,000 DR. The end of the elven Crown Wars and the Descent of the Drow in the years after –10,000 DR directly precipitated the fall of Bhaerynden. The first drow civilizations arose in the southern Underdark around –9600 DR, but the drow quickly directed their anger against the Stout Folk. Within the space of six centuries, the Stout Folk had been scattered and the drow empire of Telantiwar ruled supreme in the dwarf-carved halls of fallen Bhaerynden.
The collapse of the cavern of Bhaerynden destroyed Telantiwar and created the Great Rift, scattering the drow around –7600 DR. Gold dwarves believe Moradin destroyed Telantiwar with a blow of his axe, but scholars of other races have suggested that the drow weakened the cavern roof through excessive tunneling and reliance on magic to support the ceiling’s weight. In the aftermath of Telantiwar’s fall, there was a great scramble to claim new territory in the Underdark. The Stout Folk quickly returned to their ancestral home and established the Deep Realm, occupying lesser caverns and miles of tunnels spreading out under the Eastern Shaar. Drow refugees claimed lesser caverns to the north, south, and west of the Great Rift, establishing cities in nearby lands.
In the millennia that followed, the Stout Folk of the Deep Realm became known as gold dwarves. Once the borders of their realm were firmly established and defended, they set about buildinggreat subterranean cities and harvesting the bounty of the earth. While external threats from the drow and other Underdark races such as aboleths, cloakers, illithids, ixzans, and kuo-toa never entirely abated, no other race could match the unity of purpose evinced by the gold dwarves, and the sanctity of the Deep Realm was never challenged. The dwarves profited in trade with each successive human empire that reached their Great Rift, including ancient Jhaamdath, the folk of Mulhorand and Unther in their heyday, the Shoon Imperium at its height, and in more recent centuries the mercantile Chondathan nations of the Inner Sea.
In 1306 DR, the Thunder Blessing shook the gold dwarves out of their millennia-long quiescence. In the decades that followed, a burgeoning population forced the gold dwarves to seek out new caverns to claim and settle across the South, upsetting the longheld status quo of the southern Underdark. The largest exodus to date from the Deep Realm began in 1369 DR, when the Army of Gold set out on a great crusade to reclaim the caverns of Taark Shanat and restore the glory of Shanatar, the ancient kingdom of the shield dwarves. That expedition has become bogged down in warfare with the Army of Steel, dispatched by the gray dwarves of Underspires. Fierce battles rage in the tunnels beneath the Lake of Steam and the Cloven Mountains.
Outlook
Gold dwarves measure others by how much honor and wealth each individual garners as well as the status of his or her bloodline and clan. To gold dwarves, life is best lived through adherence to the ancient traditions of the Deep Realm. The very persistence of their own way of life indicates that other shortlived cultures are inherently flawed. As such, those who lack a meaningful cultural tradition or reject their elders’ dictates are untrustworthy and possibly dangerous.
From birth, gold dwarves are taught to conform to the traditional strictures of their society. Every important decision, from choice of profession to their mate, is dictated by the circumstances of their birth. Those who do not act honorably in their dealings are shunned from an early age, breeding a tremendous societal pressure to fit in.
Gold dwarves lack the longstanding tradition of adventuring found in their shield dwarf cousins in the north. However, population pressures induced by the Thunder Blessing have given birth to a new generation of gold dwarf adventurers. Most gold dwarves who wander beyond the familiar confines of the Deep Realm do so in order to found new strongholds of their own, but many find the lure of adventuring hard to ignore once it has entered into their blood.
GOLD DWARF CHARACTERS
Gold dwarves are painfully aware that many once-proud empires have been brought low, and they are therefore vigilant about maintaining their own. The keen awareness gold dwarves hold of the dangers to their eternal rule ensure that all gold dwarves are trained to fight from a young age. Most are trained as fighters, although clerics, paladins, rangers, rogues, and even the occasional arcane spellcaster play important roles in defending the Deep Realm. Gold dwarf sorcerers usually trace their ancestry back to a powerful dragon or some creature of elemental earth or fire. Common multiclass combinations include fighter/cleric,fighter/paladin, and fighter/expert.
Favored Class:
A gold dwarf’s favored class is fighter. Only a strong and fierce military tradition has kept the Deep Realm secure from its enemies above and below, a result of generations of gold dwarves training as fighters.
Prestige Classes:
Battleragers are legendary dwarven warriors who can enter a battle frenzy through ritual singing. Given to drinking, rowdy and boisterous singing, and drunken dancing, battleragers love to plunge into close-quarters battle, heedless of any danger. Most battleragers are shield dwarves, but a small number of gold dwarves rebelling against the discipline and tradition of their society have joined the ranks of the berserkers. More disciplined gold dwarves lean toward the dwarven defender or divine champion classes.
Gold Dwarf Society
Gold dwarf culture does not exhibit a great deal of variability, the result of generations of gold dwarves insulated from outside influences. Class and clan divisions are strong among gold dwarves, and great importance is attributed to bloodlines when ascribing social status. However, the Deep Realm is so swamped with petty, decadent royals and nobles that little real power is invested in anyone but the governing council of clan elders.
Commerce and craftsmanship both play an important role in gold dwarf society, as does the never-satiated grasping for more riches. Pride and honor play an important role in all aspects of daily life, for disgrace applies not only to oneself, but also to kin, clan, and long-dead ancestors.
Gold dwarves are raised in tight family units, but the clan elders play an important oversight role in the upbringing of every child. Book learning is common, as is an apprenticeship to learn a trade. All adults are expected to support themselves and their family as well as bring honor and riches to the clan. Ostentatious displays of wealth are important for maintaining one’s prestige, so poorer gold dwarves often scrimp and save to keep up appearances. As gold dwarves age, they are accorded increasing respect for their wisdom. Clan elders form a ruling gerontocracy that strongly enforces traditional practices. Families and clans are expected to honor their elders in death with elaborate funereal rites and tombs befitting the deceased’s reputation.
Outside the Deep Realm, gold dwarves hold themselves apart, forming small, insular enclaves that attempt to replicate traditional clan life. Few gold dwarves have any interest in adopting local practices except where it furthers their ability to hawk their wares.
Language and Literacy
Like all dwarves, gold dwarves speak a dialect of Dwarven and employ the Dethek rune alphabet. They also speak Common, the trade language of the Realms Above. The primary gold dwarven dialect (sometimes referred to as Riftspeak) has changed little since the glory days of Bhaerynden. Gold dwarves dwelling in the colonies in Unther and the Giant’s Run often learn the languages of the nearby lands.
Common secondary languages reflect the extensive trading contacts maintained by gold dwarves with their neighbors in the South and include Shaaran, Untheric, and, to a lesser extent, Durpari, Dambrathan, Mulhorandi, Halfling, and Halruaan. Gold dwarves who have extensive contact with other subterranean races often learn Terran, Gnome, or Undercommon. All gold dwarf characters are literate except barbarians (who are very unusual among the folk of this ancient civilization).
Gold Dwarf Magic and Lore
Gold dwarves have a strong divine spellcasting tradition, with many of the Stout Folk called to serve the Morndinsamman as clerics, paladins, runecasters, or runesmiths. Arcane spellcasters are much rarer, but they do exist.
SPELLS AND SPELLCASTING
Gold dwarves favor spells that aid their abilities in combat or assist in craftwork or mining. Most are divine spellcasters, but the gold dwarves’ millennia-old civilization has ensured both ancient libraries of wizardry and strange, sorcerous bloodlines.
Spellcasting Tradition:
Many gold dwarves take the Gold Dwarf Dweomersmith feat, which grants them advantages when creating or enhancing weapons with magic.
Unique Spells:
Gold dwarves have created many spells over the years, many of which are now employed by the Stout Folk across Faerûn. One such example is detect metals and minerals.
GOLD DWARF MAGIC ITEMS
Gold dwarves favor magic items that aid in combat, facilitate craftwork, provide personal protection or comfort, guard against theft, or are adorned with fine metals and gems. Blades and axes are commonly crafted with keen, holy, lawful, mighty cleaving, sundering, and stunning special abilities. Hammers and maces are commonly crafted with holy, impact, lawful, returning, stunning, sundering, and throwing special abilities.
Armor is typically crafted with fortification, invulnerability, reflection, and spell resistance special abilities, reflecting a long tradition of battles against the drow and other creatures of the Underdark.
Common Magic Items:
Magic items particularly prevalent in the Great Rift and the trade cities at its edge include anvil of the blacksmith, belt of dwarvenkind, forge of smithing, hammer of the weaponsmith, and tongs of the armorer. These items can be purchased at a 10% discount in the Great Rift.
Iconic Magic Items:
Gold dwarves have fabricated many unique magic items, but they are best known for the stonereaver greataxes.
Gold Dwarf Deities:
Gold dwarves have venerated the dwarven deities of the Morndinsamman since the founding of Bhaerynden, but centuries of relative isolation and security have made their culture far less religious in nature than their shield dwarven kin. Among gold dwarves the churches of Moradin and Berronar are sopredominant and have been for so long that many lesser dwarven deities enjoy little more than token obeisance. High-ranking clerics of both faiths command a great amount of institutional authority in gold dwarf society. The clerics of Berronar’s faith are responsible for preserving records of the extraordinarily ancient genealogy of the noble families and serve as the guardians of tradition in the home and community.
All gold dwarves revere the Soul Forger as the founder of the dwarven race, and his church is the predominant faith of the Deep Realm, centered in the monastic city of Thuulurn. Moradin’s clerics sponsor many craftsfolk, particularly armorers and weaponsmiths, and serve as the principal judges and magistrates of gold dwarf society. The Soul Forger’s faithful are drawn primarily from those who labor as smiths, craftsfolk, or engineers, but he is also seen as the protector of the entire dwarven race and is thus worshiped by many lawful good dwarves regardless of profession.
Relations with Other Races
Confident and secure in their remote home, gold dwarves have a well-deserved reputation for haughtiness and pride. They look down on all other dwarves, even shield dwarves and gray dwarves whose achievements and kingdoms have matched the glory of their own. Gold dwarves regard elves and half-elves with suspicion after generations spent battling their deepdwelling cousins. Gnomes, particularly deep gnomes, are well regarded and welcomed as trading partners. Their impression of halflings is shaped by the strongheart inhabitants of Luiren, whom gold dwarves find to be suitably industrious and forthright.
Gold dwarves know little of half-orcs, but usually lump them in with the rest of orc and goblinoid scum. Gold dwarves are very cautious in their dealings with humans, having found great variability in their dealings with Chondathans, the folk of Dambrath, Durpari, Mulan, Shaarans, and Halruaans. Planetouched are almost unknown but are usually viewed in the same light as the Mulan, since most planetouched the gold dwarves encounter are either Mulan aasimar or earth genasi followers of Geb.
Gold Dwarf Equipment
The gold dwarf craft guilds have had centuries to master their artisanship, so almost any finished good has some filigree, runic mark, or other decoration that marks it as unmistakably the work of the gold dwarves. Even a simple bucket will have carefully marked gradations along the inside, graven runes identifying its owner, and a curved handle shaped to fit a thick dwarven hand.
Common Items: Sunrods, thunderstones.
Unique Items:
Gold dwarves commonly employ wellengineered equipment such as mobile braces and rope climbers. The hippogriff-mounted skyriders of the Great Rift are known to employ drogue wings and exotic military saddles.
ARMS AND ARMOR
Gold dwarves favor a wide range of weapons, including battleaxes, crossbows, gauntlets, handaxes, heavy picks, light hammers, light picks, mauls, throwing axes, and warhammers. More unusual weapons include dwarven urgroshes and dwarven waraxes. Typical forms of armor include breastplates, half-plate, full plate, scale mail, large steel shields, and small steel shields.
Common Items:
Battleaxe, light crossbow, heavy pick, dwarven urgrosh, scale mail, full plate armor. The gold dwarves manufacture adamantine heavy picks and battleaxes for those who can afford such things; adamantine weapons are available at a 10% discount in the Great Rift.
ANIMALS AND PETS
Gold dwarves favor small lizards such as the spitting crawler and shocker lizard for pets and familiars. Deep rothé are the preferred type of livestock. They employ pack lizards and mules as beasts of burden, usually breeding the latter from Lhesperan or Meth horses crossed with donkeys. Gold dwarves commonly use riding lizards as steeds in subterranean locales, and war ponies for travel in the surface lands. The gold dwarf skyriders of the Great Rift employ hippogriffs as aerial mounts.
Taken from Races of Faerun Source book pgs 11-14
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Teneas
Archer
Players DM
Following you when you don't know.
Posts: 61
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Dwarves
Mar 3, 2009 19:40:27 GMT -5
Post by Teneas on Mar 3, 2009 19:40:27 GMT -5
Shield Dwarves:
Regions:
Damara, Impiltur, the North, Silverymoon, Vaasa, the Vast, and Western Heartlands.
Racial Feats:
Azerblood, Batrider, Hammer Fist, Oral History, Stoneshaper.
Racial Prestige Class:
Battlerager.
Found largely in the northern reaches of western and central Faerûn, shield dwarves are the dominant northern branch of the Stout Folk. Renowned for their smithwork and craftsmanship, shield dwarves have endured a centuries-long decline in the face of never-ending wars with orcs, goblins, giants, and trolls. Shield dwarves are descended from the founders of Shanatar, a legendary dwarven empire that once ruled the caverns beneath modern-day Amn, Tethyr, and Calimshan. After Shanatar fell, the shield dwarves migrated north, founding kingdoms such as Ammarindar, Delzoun, Gharraghaur, Haunghdannar, Oghrann, and Sarbreen. Although those kingdoms have also largely fallen, the Stout Folk of the North endure. The Thunder Blessing has served as a welcome reprieve for the beleaguered shield dwarves, giving hope that the descendants of ancient Shanatar may one day reclaim the glory of their forebears.
Taller by half a foot than their gold dwarf cousins, shield dwarves average 4 1/2 feet tall and weigh as much as an adult human. The skin of a shield dwarf is fair or lightly tanned, and her eyes are usually green or silvered blue. Both genders wear their hair long, and males (and a very few females) have long, carefully groomed beards and mustaches. Hair color ranges from light brown to red, with all shades fading to silver or white as time progresses.
Shield dwarves keep to their word, whatever the cost, and are incredibly stubborn, unwilling to concede an inch unless there is absolutely no alternative. Such intransigence has enabled dwindling shield dwarf populations to hold on to ancient strongholds with just a fraction of their original defenders. However, it has also led to clan feuds and long-standing misunderstandings with other races that have sapped the strength of the Stout Folk. Shield dwarves love worked beauty, seeing the world as raw material to be forged and shaped into something more than the original.
Shield dwarves have the life expectancy and age categories defined for dwarves in Tables 6–4 and 6–5 of the Player’s Handbook, but use the following random height and weight characteristics instead of those described on Table 6–6:
Shield dwarf, male 4'2" +2d4 145 lb. × (2d6) lb. Shield dwarf, female 4'0" +2d4 110 lb. × (2d4) lb.
History
Shield dwarves trace their history back to Taark Shanat, third son of the great ruling clan of Bhaerynden. In the legendary times more than twelve thousand years ago, the Great Crusader and his eight sons led a great westward migration of dwarves from Bhaerynden in hopes of founding a new homeland. The Cloaker Wars pitted the dwarves who followed Shanat against the mysterious inhabitants of Rringlor Noroth, who rose from the depths of a great chasm in a battle for control of the caverns of Alatorin. The Stout Folk eventually prevailed, after Taark slew four blue dragons who claimed the Rift of Dhalnadar as their demesne. By the hand of one of the dwarven gods, probably Dumathoin, the skulls of the four wyrms came together with a throne that emerged from the cavern floor to form the Wyrmskull Throne. Taark renamed the wyrms’ lair Brightaxe Hall and founded of the kingdom of Alatorin. Shield dwarves mark the founding of Alatorin as the beginning of the First Great Age of Shanatar.
Once Alatorin was established, the eight sons of Taark Shanat set off to found their own kingdoms in the caverns to the north (beneath modern-day Tethyr and Amn). Each son claimed one of the children of Moradin as his patron deity and so each of the subkingdoms they established became tightly linked with the church of that particular god or goddess. Around –9000 DR, skirmishing broke out between the eight northern kingdoms, as each fought to extend its borders at the expense of its neighbors.
Over time, the skirmishes evolved into open warfare, pitting thousands of dwarves against one another. While these wars raged, the drow of Guallidurth took advantage of the dwarves’ distraction to attack the caverns of Alatorin, which were far removed from the frontlines of the fighting. The First Spider War was fought from –8170 DR to –8150 DR and ended with the capture of Brightaxe Hall and the collapse of Alatorin. Aghast at their folly, the eight reigning kings of that era forged an armistice, and turned their armies against the drow. The Second Spider War raged from –8145 DR to –8137 DR, and ended with the drow retreating from the caverns of Alatorin.
In triumph, the eight kings marched their armies back into Brightaxe Hall, pledging never again to fight one another. Seeking to reclaim the vision of Taark Shanat, the eight kings pleaded with their gods to pick one of them to sit on the Wyrmskull Throne. In response, the gods revealed the visage of the reigning king of Ultoksamrin, high priest of Dumathoin. Shield dwarves mark this event as the beginning of the Second Age of Shanatar and the elevation of Dumathoin as patron of their race.
Despite their newfound unity, dissension still lurked within the breasts of many of Shanatar’s citizens. The kings of both Barakuir and Drakkalor both thought that they were entitled to sit on the Wyrmskull Throne, backed by the whisperings of their gods who had sought to have Moradin name them the patron of the shield dwarves. Before such dissent could erupt into open strife, the illithids of Oryndoll attacked the eastern subkingdoms in –8100 DR, beginning a conflict that came to be known as the Mindstalker Wars to the dwarves and the War of Cloven Thoughts to the mind flayers. The illithids were driven back by –8080 DR, but in their wake the surviving Stout Folk discovered that the caverns of Barakuir, which had been cut off in the early days of the fighting, lay empty. Clan Duergar had been carried back to thralldom in the mind flayers’ realm.
The Second Age of Shanatar lasted for nearly 1,800 years. Around –6150 DR, the drow of Guallidurth once again attacked the caverns of Alatorin. The Third Spider War lasted nearly thirty years but ended with the Stout Folk abandoning Brightaxe Hall to the drow. The dwarven refugees brought the Wyrmskull Throne with them, marking the end of the Second Age of Shanatar.
As the Third Age of Shanatar dawned, the emperor of Shanatar made plans to establish a new subkingdom in the Realms Above. Dwarven scouts were sent up to the surface around –6100 DR, where they allied with the humans of the region to oust the remaining djinni despots. The alliance between the dwarves and the humans quickly foundered because the rulers of Coramshan turned to evil gods. In response, the dwarves claimed the surface lands north of the Marching Mountains as their own, establishing the kingdom of High Shanatar around –5960 DR.
High Shanatar flourished for centuries under the rule of House Axemarch, but the seeds of its destruction were planted within a century of its establishment. A conflict over a looted tomb led to skirmishing and eventually open warfare. The First Kingdom of Mir was established after Iltaker fell to Murabir Mir of Coramshan in –5330 DR, marking the beginning of the centuries-long expansion of Calimshan at the expense of High Shanatar. By –2600 DR, the last known dwarves of High Shanatar had fallen on the northern banks of the Sulduskoon River, and High Shanatar was no more.
As High Shanatar struggled to hold on to its territories in southwestern Faerûn, Deep Shanatar struggled with challenges of its own. Successive waves of emigration led many young dwarves north to found new realms but also depleted the ranks of those who remained. Over time, the northern kingdoms of Drakkolor, Korolnor, Sondarr, Torglor, and Xothaerin slowly dwindled away as their inhabitants migrated north. The kingdom of Oghrann was established beneath the Plains of Tun in –5125 DR. The coastal realm of Haunghdannar was established in the northern Sword Mountains and along the northern Sword Coast in –4974 DR. Ammarindar was founded beneath the Graypeak Mountains around –4160 DR, and Delzoun, the Northkingdom, rose beneath what is now the Silver Marches around –3900 DR.
Unfortunately for the shield dwarves, their conquests in the North proved illusory, and the glory of Shanatar was never reborn. Oghrann fell in –3770 DR, and Haunghdannar in –3389 DR. Delzoun and Ammarindar lasted many more centuries, but the Northkingdom eventually succumbed in –100 DR, and Ammarindar was overrun in 882 DR by lingering horrors unleashed by the Netherese of Ascalhorn.
In the South, after centuries of decline, the final fall of Deep Shanatar was precipitated by the Stout Folk themselves. Impelled by centuries of bitter resentment, Clan Duergar invaded Ultoksamrin and Holorarar around –1800 DR in a series of conflicts known as the Kin Clashes. Only Iltkazar survived the gray dwarf invasion, leaving Shanatar fallen in all but name.
Outlook
Despite their centuries-long decline and deserved reputation for dourness and cynicism, shield dwarves have never succumbed to fatalism. Shield dwarves have traditionally been divided into two camps—the Hidden and the Wanderers—although such divisions have begun to fade since the Thunder Blessing. While members of the former group have literally hidden themselves away from the outside world, content to pursue their traditional way of life, members of the latter group have gone out into the world, unbowed by their race’s relentless decline.
Shield dwarves are traditionally slow to trust and slow to forget slights, but a dawning realization of their race’s plight has left many willing to seek out new ways of doing things unconstrained by traditional prejudices or practices. Shield dwarves have a long and proud tradition of adventuring, and many shield dwarves follow this route simply in hopes of equaling or exceeding the deeds of those who have come before. Others seek to recover long-lost strongholds and treasures that have fallen to orcs or other beasts. Since the Thunder Blessing, the question for many young shield dwarves is not why they should become adventurers, but why they should not.
SHIELD DWARF CHARACTERS
Constant warfare with orcs, goblins, trolls, and giants have imbued a strong martial tradition in shield dwarf culture. Most dwarves learn to defend their homes and clan, with fighters, paladins, and martial clerics being commonplace. Other shield dwarves focus on time-honored skills, following the path of the expert or the rogue. Arcane spellcasters are quite rare, with few of sorcerous inclination. Common multiclass combinations include fighter/cleric, fighter/paladin, and fighter/expert.
Favored Class:
A shield dwarf’s favored class is fighter. For centuries shield dwarves have fought a war of genocidal destruction against the orcs, goblins, trolls, and giants of the North. Fighters have always served at the core of shield dwarf armies, ever defiant in the face of overwhelming odds.
Prestige Classes:
Battleragers are legendary dwarven warriors who can enter a divine battle frenzy through ritualistic singing. Given to drinking, rowdy and boisterous singing, and drunken dancing, battleragers love to plunge into close-quarters battle, heedless of any danger. See the battlerager prestige class in the appendix.
Shield dwarves of some accomplishment frequently adopt the dwarven defender prestige class, and many of their clerics become runecasters.
Shield Dwarf Society
Although clan and class divisions were once strong among shield dwarves, generations of decline have largely broken their once dominant influence. While shield dwarves are still incredibly proud of their bloodlines, individual accomplishment now counts for more than longstanding tradition or the dictates of clan elders. Shield dwarven life among the Hidden is still dominated by craft and forge, but increasing numbers of shield dwarves are making their own way in the world as adventurers or as craftsfolk dwelling in human-dominated communities.
Shield dwarves are raised in tight family units, with clan elders playing a diminishing role in overseeing their upbringing. Book learning is common, and most children are apprenticed to learn a trade as they near maturity. Adult shield dwarves are expected to support themselves and their family as well as bring honor and riches to the clan. While shield dwarves do not shy away from displays of wealth, they avoid ostentatious or decadent behavior. As shield dwarves age, they are honored for their wisdom and accorded respect for their past accomplishments.
Families and clans are expected to honor their elders in death with solemn funereal rites and tombs befitting the deceased’s reputation and accomplishments. Generations of Wanderers have created large and thriving dwarven enclaves within most human settlements, with all shield dwarves welcome as part of the loosely knit dwarven “clan.” Shield dwarves occupy the roles of smith or craftsmen in many human communities and are well respected for their skill as artisans. Few shield dwarves turn away from veneration of the Morndinsamman, but most are quick to learn the local trade tongue and make friends with other races.
Language and Literacy
Like all dwarves, shield dwarves speak Dwarven and employ the Dethek rune alphabet. They also speak Common. The primary shield dwarven dialect, Shanatan, dates back to the founding of Shanatar and is still spoken by dwarves along the Sword Coast from the Shining Sea to the Spine of the World. To the east, in northcentral Faerûn, most shield dwarves speak the Galenan dialect, strongly influenced by the Damaran human tongue.
Common secondary languages reflect the extensive trading contacts maintained by shield dwarves with their neighbors in the North and include Chondathan, Illuskan, and, to a lesser extent, Elven and Gnome. The shield dwarves of northcentral Faerûn are more apt to learn Damaran than Illuskan as a secondary language. Many shield dwarves also learn the languages of their traditional foes, including Draconic, Giant, Goblin, and Orc. All shield dwarf characters are literate except for barbarians.
Shield Dwarf Magic and Lore
Shield dwarves have been engaged in a perpetual war against goblinoids and giants for centuries, so their magic reflects a martial bent. Anything that helps slay more giants is a welcome addition to the shield dwarf arsenal. Among the Hidden, magic from the Illusion and Abjuration schools are immensely important, because they guard a dwarf clan from discovery and attack. The Hidden create layer after layer of protective spells to guard every entrance to their strongholds. Many an invading orc horde has been tricked into leaving or frustrated into exhaustion without ever seeing the shield dwarves they’re fighting.
SPELLS AND SPELLCASTING
Shield dwarves have a strong divine spellcasting tradition, with many of the Stout Folk called to serve the Morndinsamman as clerics, paladins, runecasters, or runesmiths. Arcane spellcasters are much more rare, but increasing in number.
Spellcasting Tradition:
Shield dwarves often take the Shield Dwarf Warder feat (see the appendix), which reflects their knack for creating armor and shields with magic.
Unique Spells:
Shield dwarves have created many divine spells over the years, including mindless rage and shape metal.
RACIAL MAGIC ITEMS
Shield dwarves favor magic items that aid in combat, whether offensively or defensively. Whether magic is best employed to protect or attack is a centuries-old argument among the shield dwarves, with Wanderers favoring magic weapons and Hidden favoring magic armor. In any case, all shield dwarves revere any magic item that facilitates craftwork, because the urge to create flows strongly in dwarven blood. Axes and other blades are commonly crafted with keen, holy, lawful, flaming, flaming burst, mighty cleaving, sundering, and stunning special abilities. Hammers and maces are commonly crafted with holy, impact, lawful, returning, shock, shocking burst, stunning, sundering, and throwing special abilities.
Armor is typically crafted with fire resistance, fortification, and invulnerability special abilities, reflecting a long tradition of battles against orcs, goblinoids, trolls, and giants, and a deep understanding of metalworking.
Common Magic Items:
Common examples of items favored by shield dwarves include anvils of the blacksmith, belts of dwarvenkind (often given as gifts to nondwarves who help a dwarf clan), boots of the winterlands, forges of smithing, hammers of the weaponsmith, tongs of the armorer, and whetstones of keen edge.
Iconic Magic Items:
Shield dwarves have fabricated many unique magic items as well, such as doorbreakers, hammers of staggering blows, and stonereavers. They are justly famous for foesplitter axes, which are +1 keen battleaxes.
Shield Dwarf Deities
Shield dwarves have venerated the dwarven deities of the Morndinsamman since the dawn of Shanatar, although their mythology has evolved significantly over the millennia. Taark Shanat and his followers in Alatorin venerated Moradin and Berronar, but worship of those two deities receded as Taark’s eight sons set out to found their own kingdoms, each choosing a patron deity of his own from among their eight children: Dumathoin, Laduguer, Abbathor, Clangeddin Silverbeard, Vergadain, Sharindlar, and the twins Diinkarazan and Diirinka. When the eight kings came together to choose who would first sit on the Wyrmskull Throne, Moradin selected the king of Ultoksamrin, who was also the high priest of Dumathoin. This act cemented the Silent Keeper’s position as patron deity of the shield dwarves but strongly disappointed Dumathoin’s chief rivals, eventually leading to Laduguer’s bitter exile and Abbathor’s enduring corruption. By the fall of Shanatar, the shield dwarves had abandoned the worship of Laduguer, Diinkarazan, and Diirinka, while younger gods such as Thard Harr, Gorm Gulthyn, Marthammor Duin, Dugmaren Brightmantle, and Haela Brightaxe had arisen.
Dumathoin is considered the patron of shield dwarves, and his church has by far the most adherents among shield dwarves. Miners and smiths venerate the Silent Keeper, but he also has a small following among those good- and neutral-aligned shield dwarves seeking secrets of arcane lore. The Mountain Shield is also considered the guardian of the dead and is propitiated by most shield dwarves during burials. Dumathoin’s clerics take charge of all burials, inter the dead in secret vaults, and guard the funereal wealth of great shield dwarves.
Marthammor Duin, the Finder-of-Trails, is venerated by those shield dwarves who consider themselves Wanderers. He watches over good-aligned adventurers, craftsfolk, explorers, expatriates, travelers, and wanderers. Marthammor has a secondary aspect as the dwarven god of lightning, which curiously has attracted a small but growing number of wizards and sorcerers who specialize in evocation magic.
Relations with Other Races
Shield dwarves get along well with most other dwarven subraces, although they regard gold dwarven arrogance as naive and have little understanding for their barbaric wild and arctic dwarven kin. Shield dwarves have a longstanding enmity for the descendants of Clan Duergar, dating back to the Kin Clashes that marked Shanatar’s final chapter, and they attack duergar on sight.
Despite centuries of squabbling with elves and half-elves, shield dwarves have always managed to put aside their differences with the Tel-quessir in the face of outside threats. Shield dwarves have always gotten along well with gnomes, particularly rock gnomes and deep gnomes. Colored by their experience with lightfoots, shield dwarves find halflings to be somewhat unreliable but easy to get along with. Shield dwarves get along well with most humans, particularly Illuskans, Tethyrians, Chondathans, and Damarans.
Shield dwarves see half-orcs as little better than their hated brethren, although exceptions do exist. The Stout Folk of the North associate most planetouched with the horrors of Hellgate Keep and view them with suspicion. Earth genasi are a notable exception and are commonly welcomed in dwarven delves across the North.
Shield Dwarf Equipment
Shield dwarves commonly employ equipment such as armor lubricant, mobile braces, rope climbers, thunderstones,and sunrods.
ARMS AND ARMOR
Shield dwarves favor a wide range of weapons, including battleaxes, crossbows, gauntlets, handaxes, heavy picks, light hammers, light picks, longswords, halfspears, short swords, mauls, throwing axes, and warhammers. More unusual weapons include dwarven urgroshes, dwarven waraxes, horned helmets, spiked chains, spiked gauntlets, spiked helmets, and spike shooters.
Typical forms of armor include breastplates, chainmail, half-plate, full plate, large steel shields, and small steel shields. Less common forms of armor include dwarven plate, grasping shields, and large mithral shields. Whenever possible, shield dwarves fashion their armor from mithral; their love of the metal matches the gold dwarves’ admiration for adamantine.
ANIMALS AND PETS
Shield dwarves favor bats (especially the common bat), canaries, and small lizards such as the spitting crawler as pets and familiars. They use pack lizards and mules as beasts of burden. Shield dwarves commonly employ ponies or war ponies as steeds, except in Iltkazar, where riding lizards are still the norm. Favored breeds include the Island pony, the Nether pony, and the Whiteshield (war pony). The shield dwarves of the Far Hills employ dire bats as steeds (fitted with exotic military saddles) to navigate the subterranean wells they call home. Shield dwarf barbarians and battleragers often employ dire boars as steeds.
From Races of Faerun Source Book pgs 17-20
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Teneas
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Dwarves
Apr 11, 2009 10:57:37 GMT -5
Post by Teneas on Apr 11, 2009 10:57:37 GMT -5
Vermin Slayers:
The Vermin Slayer is a highly skilled specialist who enters the tunnel systems of monsters such as kobolds, goblins, and jermlaines, with the intention of eradicating them. Vermin Slayers are also adept at negotiating the constricted passages created by giant rats, centipedes, and other pests and vermin. They are used to fighting in confined spaces and are experts at hiding in shadows, where they wait to surprise their prey. Vermin Slayers are similar to Pest Controllers, but where a Pest Controller uses traps to catch his prey, Vermin Slayers actively hunt victims with light crossbows and hand axes or hammers. A Vermin Slayer must have minimum scores of 14 in Strength and Dexterity. Role: They belong to their own guild, which sells their services to those who require them. Many operate as freelancers, selling their skills to humans and other races who are experiencing problems with "vermin." Within dwarf societies plagued by pests, Vermin Slayers are highly regarded. Their willingness to enter narrow tunnels is seen as commendable by other dwarves. In strongholds where they are not constantly employed, they are often viewed with suspicion and distaste. Many have been known to turn to illegal activities in order to support themselves, but their willingness to enter even sewers has proved their worth as recoverers of lost items and has earned them a reputation for being incredibly tough.
Outside of dwarf society, Vermin Slayers are something of an enigma. They do not readily fit the image other races have of the trades. Most humans are amazed that a skill as specialized as Vermin Slayers even exists. Even so, they easily find work in human cities as pest exterminators, and their services have often been called upon to eradicate bands of raiding kobolds and goblins from their lairs. Secondary Skills: A Vermin Slayer should have the Hunter secondary skill. Weapon Proficiencies: Vermin Slayers must be proficient in light crossbow and hand axe, hammer, or dagger. Many favor the specialist weapons of the close combat fighter. Generally, Vermin Slayers should choose fast weapons that require little space. Bonus Nonweapon Proficiencies: Alertness, Endurance, Tracking, Underground Navigation.
Recommended Nonweapon Proficiencies: Direction Sense, Sign Language, Underground Survival, Pest Control, Blind-fighting, Intimidation, Set Snares, Swimming. Equipment: Vermin Slayers may spend their money on any kind of equipment. Depending on the current job, they have a wide variety of armor options available. If stealth is required, they should wear no more than leather armor. When seeking to destroy the opposition, metal armor may be worn, even though this causes their thief skills to be negated. Most Vermin Slayers carry at least two light crossbows, allowing them to fire two shots before having to reload. A new Vermin Slayer character receives a light crossbow, 10 bolts, and a quiver free of charge.
Distinctive Appearance: They are distinguished by the bandannas around their heads, and by their habit of hanging the dried heads or skulls of their vermin victims about their waists.
Special Benefits: Vermin Slayers receive a +5% bonus to their Find/Remove Traps, Detect Noise, and Move Silently skills. Because of their special training, Vermin Slayers receive a +1 bonus to attack and a +2 bonus to damage with one chosen hand weapon, when fighting small sized creatures. They receive a -1 initiative bonus anytime they are fighting in a restricted tunnel or passage. Special Hindrances: Vermin Slayers have a -10% penalty to their Pick Pockets skill and a -5% penalty to their Read Languages skill. They are not trained to fight large creatures, so ogres, trolls, ogre magi, giants, and titans find them easier to attack than other dwarves. Large creatures are only penalized -2 when attacking Vermin Slayers.
Wealth Options: Vermin Slayers receive the standard 5d4x10 gp starting gold, plus their free light crossbow, 10 bolts, and quiver.
Taken from "The Complete Book of Dwarves" a 2nd edition source.
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Teneas
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Dwarves
Aug 3, 2009 13:44:08 GMT -5
Post by Teneas on Aug 3, 2009 13:44:08 GMT -5
ARTS AND CRAFTS
Art for its own sake haslittle place in dwarven life. Utility is considered as equally important as beauty, if not more so. A useful item is still prized even if it is plain, but a beautiful item with no utility is considered a waste of time and resources.
At the same time, no proper dwarf craftsman is considered to be worth the gold he charges if his creations are not beautiful as well as functional. Anyone can craft a simple, utilitarian item, but a true master of his craft makes items whose owners will enjoy and treasure them. No dwarven masterwork item exists that is not finely ornamented with engravings, enamels, carvings, or inlaid woods or metals. Even the humblest object bears a simple design and the ornamented runes of its maker’s name.
In reflection of this love of beauty, a visitor to a dwarf city finds that even the smallest crafted item or wall bears some form of decoration, even if it is merely a subtle trick of the light against the wall, or the clean, spare lines of a dwarven temple. Beauty is found not just in ornament, but also in the construction and use of space in dwarven buildings and goods.
Taken from Races of Stone Source book pgs 8-9
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Teneas
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Dwarves
Aug 3, 2009 13:50:34 GMT -5
Post by Teneas on Aug 3, 2009 13:50:34 GMT -5
TECHNOLOGY AND MAGIC
The dwarves are an ingenious people with a fl air for adapting useful ideas and objects to their own purposes. At the same time, their traditional mind-set means that new technologies or new forms of magic can take an extremely long time to adopt. If a new process or type of spellcasting conflicts too heavily with the traditional processes used, it might never be accepted.
Alchemy is not unknown among the dwarves, but its use is limited. Few dwarf alchemists successfully ply their trade in dwarf cities; most prospective customers prefer to go to runesmiths or priests to get help or purchase items. Alchemical products are sometimes used in construction, primarily in excavation, but by and large, these methods are considered too dangerous to use in populated underground areas. Widespread use occurs only when the dwarves lack enough spellcasters to do a job effectively.
Magic is an important part of dwarven life, although it is not given the weight that other societies place upon it. Among the dwarves, magic is no more important than the metals of the earth or the strength of muscle and bone. It is part of the foundation of the universe, but it is not the only stone upon which creation was built.
Dwarf sorcerers are considered blessed by Moradin (the head dwarven deity), their powers viewed as divinely granted, giving them a special status in dwarf society. Many sorcerers specialize in combat magic or in working with the earth, refl ecting their heritage and personality. A few sorcerers have gained renown among the greatest dwarf architects, using magic and a deep knowledge of the earth’s mysteries to create structures that would be impossible with just steel and sinew. Adventuring dwarf sorcerers often hire themselves out to surface-dwellers as mercenaries or master builders.
Dwarf wizards are somewhat more rare than sorcerers, but no less welcome. Most wizards end up adventuring at some point in their lives, anxious to learn more secrets than their isolated underground homes can provide. Many wizards become runesmiths, imbuing magical powers into weapons, buildings, or even people. Some choose to dwell on the surface among the other races to make themselves more accessible to wizards of other cultures. Most dwarf wizards do not forget their homes, however, and they create private underground dwellings where their research can be conducted in comfort and privacy.
Taken from Races of Stone Source book pgs 9-10
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Teneas
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Dwarves
Aug 3, 2009 13:58:40 GMT -5
Post by Teneas on Aug 3, 2009 13:58:40 GMT -5
CLAN STRUCTURE
Clans are an ever-present factor of dwarven life. There are hundreds of clans, ranging from the largest (which spans the continent with clanholds in every major dwarf city) to the smallest (with only a hundred members in a single city).
From the time a dwarf is born, the clan is his home. He is raised by its members, has his cousins as his playmates, advances in his career and training through clan connections, often meets his future mate at clan meetings, and looks to his clan chieftain to lead warriors in battle and dispense justice in peace. Every dwarf knows his connection to his clan and what his family connection is to each of the important bloodlines within the clan—and thereby, the degree of family connection he has with nearly every member of that clan.
The clans fulfill an important function in dwarf society. Unlike in many human kingdoms, land and wealth are not what make an individual important among dwarves. After all, land is too precious to be owned by any one person, and wealth is easily accessible to every dwarf. Economics is not a sufficiently delineating factor from which to form the basis of social classes. Instead, the clans fulfill that function, using the family hierarchy to create solidly defined rules for social interaction and the acquisition of personal power.
Clan Duties and Benefits
In a dwarf’s personal life, the hierarchy of power begins with himself, then goes to the head of his immediate family, then to his clan chieftain, then to the king of his city or nation, and then to the High King. Anyone occupying one of the stations above him has the right to call upon his service or goods at any time, should it become necessary. A dwarf is expected to serve his clan in any way he can, whether it be with strength of arms, money, public service, or even marriage in some cases. Although the clan leaders do not believe in excessive intrusion into an individual’s private life, they will not hesitate to take action if an individual’s choices threaten the clan as a whole. By the same token, if something a dwarf can do will greatly benefit the clan as a whole, then the leaders will ask for that service without hesitation.
While this might seem an onerous duty, most dwarves find the reward worth the potential cost. By living within the clan, a dwarf need never worry about poverty, a place to live, or being left undefended. The clan is a dwarf’s most stalwart protector, using its strength of numbers to protect all those affiliated with it. Friends with common interests are always nearby, ready to offer advice or simply a shoulder to lean on when needed. The elderly and infirm are cared for with great regard, and the children are raised communally.
In this way, no individual need bear (or become) too great a burden. In addition, the clan is responsible for helping its members succeed in life, providing apprenticeships for young males and females. Any profession the clan members practice is available to those seeking tutelage, and those outside the clan are often available as well through clan connections.
Clans often practice exchange programs wherein they send their youths to foster and train with another clan specialized in a given profession. Even romance is not beyond the clan’s reach—matchmakers are always ready to help dwarves who wish to marry within the families of the clan.
Taken from Races of Stone Source pgs 13-14
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Teneas
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Post by Teneas on Aug 7, 2009 7:31:47 GMT -5
Dwarven PrC *This is not a PrC you can take IG, but you can rp it of course*
Runesmith:
While nearly any member of dwarf society can learn a little bit of arcane magic, becoming a runesmith requires a whole different level of dedication. Runesmiths are respected members of dwarf society, always in high demand before any sort of athletic competition, expedition, or battle. A runesmith has learned to harness the power of runes and can fling fireballs and other staple arcane spells even while encased in full plate armor. As his power increases, he can inscribe runes that even nonspellcasters can use. At the height of his powers, he can use himself as the surface for a powerful, permanent rune.
While becoming a runesmith is difficult, many wizards and sorcerers flock to the class to broaden their understanding of magic—and get the chance to cast spells in armor without an arcane spell failure chance. Most dwarves take a single level in fighter to get the necessary armor proficiencies, but others take the Armor Proficiency (heavy) feat because they’re unwilling to give up even one level of spellcasting. While the practice is primarily dwarven in origin, gnomes and goliaths both have enough familiarity with runes—and good enough relations with the dwarves—to find teachers for the art.
While many runesmiths are accomplished artisans and stonecarvers, NPC runesmiths are often found with battleaxes in hand, not stone chisels. Because they can wear heavy armor—often armor they’ve made themselves—runesmiths make valuable additions to a unit of dwarf warriors, using their offensive spells like artillery to soften up the enemy before the dwarves advance.
Taken from Race of Stone source book pages 118-119
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