Difference between revisions of "Sun Dwarves"

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== Early History ==
 
  
The Srord dwarves, as they are called by both dwarves and men, are sun dwarves, that is dwarves who from times primordial lived beneath the sun. As for the name Srord, this seems to be due to a powerful sun dwarf royal dynasty from ancient times which was strong enough to give their imperial name to their people.
 
  
== Description ==
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[[File:Sun dwarves.JPG|thumb|right|700px|Sun Dwarves]]
  
The sun dwarves are a proud race, and although certainly distinct, are not radically different from the dwarves of Thorogdenia.  They call themselves the Sons of Arkanar.  Having had their sub-race's heartland in the very core of the budding Mandadorian empire, and being fiercely religious and loyal to their gods, they were crushed by the crusades of early Mandadoria and nearly wiped out.  Even under-dwarves have heard stories of the beautiful towers of the Srord dwarves before the Mandadorian scourge leveled nearly every one of them, and it is told that they were once capable of magical carvings and creations beyond the ken of any current living dwarf, of any sub-race.
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==General Description==
  
Modern sun dwarves likely appear as largely dispersed and leaderless.  Even the proud Arkal has largely replaced Urgan with Mandador, so complete has been the Mandadorian victory.  Many sun dwarves seem to interpret the fall of their civilization with the understanding that Mandador is in fact Urgan himself, an omnipotent high god who has returned to the world to show all beings, and not just dwarves, that He is the One True and Mightiest GodThis may be a murky understanding of the complex beliefs of the Srord dwarves.  
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Sun dwarves, or so they are called by Men, are a rare sub-race of dwarves still found in isolated families or clans throughout the south of the Kingdom of Pompiers, the western principalities of Tannettes, and remnants along the Thousiersian coastline, and rare examples in Thoria and TresiaThey are very rarely encountered outside these regions, for the dislike the cold of more northern lands.
  
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Sun dwarves appear much as normal dwarves, but unlike their kin much of their kin, their skin is almost always bronzed and ruddy.  Their hair and beards are often a rich brown, auburn, red or rusty in color, but is never blonde nor black.  The iris of the eyes of sun dwarves are uniformly a hazeled-bronze color, with flat black pupils that are more visually present than that of men or elves.  They generally possess a craggy appearance, and all their kind appear to almost seemlessly blend into rock and trees.
  
== Racial Abilities ==
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Although at times allying with humans or halflings, sun dwarves generally keep mostly to themselves.  They speak their own language, related to but quite distinct from more common dwarven tongues.  Sun dwarves generally refrain from contact with other sub-races of dwarves, preferring to avoid it if possible.
  
Sun dwarves have no infravision. They still receive the normal benefits of dwarven constitution, but do not receive the +1 bonus to their constitution scores. They do however receive a +1 bonus to their intelligence. Their other sub-race benefits, limitations and errata remain closed to players unless one chooses a sun dwarf as a PC. They are otherwise just as normal dwarves as outlined in the ''CPHB''.
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Unsurprisingly sun dwarves take great pleasure in exposure to the sun. Unlike their racial kin, sun dwarves do not make homes beneath the earth, but rather above, and prefer working outdoors, or at least in rooms routinely bathed in sunlight. Inversely, sun dwarves are ill-disposed to the night. Lacking the nocturnal vision of other dwarves, sun dwarves distrust darkness, and some even seem to fear it.
  
== Historical Figures ==
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Sun dwarves more than excel at fine craft with stone and the softer metals of copper, tin, bronze, silver and gold, capable of fashioning it into wondrous forms and tools.  However, although certainly capable of quality work in harder metals such as iron and steel, they have no great affinity with it.
  
High Prince Maktar, the Coward King
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Most sun dwarves encountered in modern days are in communities of halflings or gnomes, with whom they seem to share a close bond, and for whom they often serve as wardens and guards against the incursions of hostile men and other enemies.  Sun dwarves appear to largely distrust the towns and cities of men, and if encountered there are often secluded away in small homes or shops, working as specialized craftsmen.  No known sun dwarf settlements are known to exist, but when encountered in the communities of others they generally gather together in one large family or even clan, but so small are their numbers now that they rarely are encountered in groups larger than two dozen.  These groups are usually led by two sun dwarves, one being the chief among them who is in the prime of life, and the second, who is more senior and respected, being one of their elders, who gives forth wisdom and council to their group as a whole.  Some of these clans are known to wander between settlements unfrequented by men, perhaps finding safety in not staying in one place for too long.
  
Dergardol
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Sun dwarves are known to be possess keen eyes and a sharp and discerning intellect, solving most problems and dilemmas easily.  They are also believed by many to possess an uncanny eye, capable of perceiving things beyond what most men, or even elves, can discern.
  
Magridolk, the ancient mystic at Murthorg
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The history of sun dwarves is a mystery to most men, for their origins and purposes are opaque to outsiders, and whatever the sun dwarves know, they generally keep it to themselves.  As to their religion, sun dwarves are said to keep their own gods particular to themselves, and distinct from that of most dwarves, but whatever the case, they keep such religious attitudes to themselves.  It is not unheard of however for sun dwarves to embrace Mandador, especially for those families and clans that live among men.
  
[[Rogaldorn]]
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==Racial Abilities and Qualities==
  
owner of the dwarven market at the Bailiwick of the Blessed Tharvane,
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All sun dwarves gain a +1 bonus to their intelligence.  They suffer no penalties to any statistic scores, but are required to meet all standard dwarven minimums.
  
== Deities ==
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Sun dwarves are enriched and empowered by the sun.  Without the sun, they will weaken.  Under the bright rays of the sun, sun dwarves gain considerable advantages, qualities and powers.
  
The Srord have their own specific pantheon of deities, worshiping Urgan or Urgan, the firstborn son of Kel'Bagor, as their high god. Urga is embodied to them as the sun itself, who shines His blessings upon them each day, and which serves as a constant reminder to them of His presence.  The lesser deities of their pantheon are the divine progeny of Urga.
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For full-blooded sun dwarves, they do not age while under the sun.  As long as at least 75% of each 12 hour day is spent touched by direct sunlight, sun dwarves will not age. Unfortunately, the nights provide no such benefit, and thus most sun dwarves tend to live roughly twice as long as their kin in other sub-races.
  
Urga sacrificed himself in the Fulgurmachy, the great war with the unstoppable God of Lightning near the beginning of the world.  Although reincarnated as the sun, Urga could father no more sons, which saddened him greatlyUndaunted, Urga appealed to Almnik, the dwarven god of gold, for help in crafting him a final and perfect son, befitting the current form of his father.  Almnik used all his craft and created for Urga just such a son, made of pure divine gold, and crafted in Urgan's image.  Urga breathed into it the breathe of life (some say with the permission of Kel'Bagor), and a new divinity on earth was born, much as Depturn the Silver was 'born' to Ta'kron in even yet more ancient times.  He was given the name Arkanar.
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Sun dwarves are not troubled by ''light''-related spells, and although they cannot stare into the sun, spells of this kind cannot cause them blindness or seriously impede their visionLikewise, during the day, almost all sun dwarves have incredibly fine vision, able to detect secrets doors, portals, and observe many hidden things as can elves.
  
For the new demi-god, Arkanar was given to wed Allanna of the Highest Halls, the firstborn daughter of the demi-goddess Forara and Arkenalt, Arkenalt being the firstborn of Urga before he was defeated by the Lightning GodThe golden Arakanar, the last and greatest son of Urgan, thus married the daughter of the firstborn of UrganIn this way, argue the sun dwarves, the highest and most royal blood of the dwarven divinities are perpetuated in the sun dwarven line.
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If made solely by their own craft, the weapons, mail and clothing of sun dwarves may aid them in hiding in plain sight while the sun shines.  As long as they stand still against almost any stone or tree bark, they can seem almost invisible to the human eye.  If exposed to the direct rays of the sun, they are 90% undetectable to human eyes when pressed against such backgrounds, although this is halved by elvesIf mostly (75%) covered in direct sunlight, they are 75% undetectable, if half covered, then 50%, etcIf sun dwarves are moving, this chance is decreased by 10%, and a further 10% for every level of speed they take.  Thus a dwarf running at x 5 speed in full sunlight has a 40% chance of remaining visually undetectable.  Shadows, even shadows from themselves, can decrease these chances, as the DM rules.  Such camouflage during the day does indicate that sun dwarves are especially silent.
  
The sons, thanes, retainers and followers of Arkenalt were commanded to follow their new lord, Arkanar, or so the sun dwarves claimThey walked with him unafraid of the dark clouds of the Lightning God, under the shining sun, and with the blessing of Urga became the sun dwarvesThey traveled far to the southwest, where they settled in warm lands near the sea, ever loyal under their kings.
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While under the rays of the sun, sun dwarves are a psionically endowed raceAll mature sun dwarves of full blood possess at least one clairsentient wild talent, and if properly trained by a ''serjeld'' (clan elder) and thus gain the ''contact'' proficiency, they may then call upon that power upon commandSun dwarves also gain, due to their more enlightened intellects, a +1 bonus to their mental armor class, and a +1 bonus against all spells and magical powers related to or affecting the mind.
  
''The first children of Arkanar Goldenhammer and Allanna''
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Sun dwarves are uniquely gifted while crafting softer metals such as copper, bronze, tin and gold, and others as well.  They roll any such proficiency-related checks with a +2 bonus, and are capable of great feats with such metals and their alloys, even to the extent that their skills can be thought of as magical to those outside their race.  They are similarly skilled with sculpting stone, of almost any sort, and in addition to making beautiful sculptures and designs, they can fashion stone structures that blend almost seamlessly with surface surroundings if given enough time, the proper materials, and have been appropriately instructed in such skills by their more experienced elders.  Such skill with stone does not extend to skill in mining, although this does not mean that sun dwarves cannot mine.
  
Astakon and Ekeneed, the Twins.  Mele the Most Beautiful was also born of them.  They were born immortal, and were born under the sun as Urga commanded. Their last child was born hiding from a great cloud beneath the earth, and was thus named Norkenok, or Hidden GoldEventually cast out, it is Norkenok who became the progenitor of the Gold Dwarves, who live near the very surface of the earth, and are very rare.
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Sun dwarves also enjoy the standard advantages of dwarves, such as their resistance to poisons and magic, their advantages in fighting giants and giant-sized creatures, and their recognition of stone traps.  They however have no uncanny intuition of their depth or direction while undergroundSun dwarves are likewise not afflicted by a lack of skill with magical items, and unlike their dwarven-kin are capable of using such magical items without chance of failure or accident.
  
(is this about the gold dwarves or the sons of arkanar??)
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Sun dwarves are not without their hindrances.  They do not have the infravision of other dwarves, and when night falls or they are in darkness, their power of camouflage with stone and wood is lost, their dexterity is reduced by 1, attacks are made with a -1 penalty to the attack roll, and opponents’ saving throws are made with a +1 bonus.  Also, their native clairsentient powers are lost during the night.
The goddess Forara, as the adopted daughter of Ta’kron, appealed to her adopted father to grant magic to her grand-daughter Mele.  Upset by the increasingly disturbing Dreken dwarves (a primordial mystical dwarven race, now lost or hidden to the world), Ta’kron only did this in a limited fashion, allowing Mele and her scions to craft magic as artificers, and only then by making their hands golden (golden hands).
 
  
== Geography ==
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Special note must be made of the Sons (or Daughters) of Mele, one of their goddesses, whose line of descendants are said to have further powers, and amongst these notice must be paid to those with ''golden hands''.
  
''The last great city of the Srord''
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It is also said that the bones of sun dwarves are rumored by men to contain gold.  There is truth in this, for although the bones of sun dwarves are not entirely constructed of gold, traces of actual gold are indeed contained in their bones, should their bones ever be ground and boiled into a paste to reveal the gold within.
  
The capital was Shel'Mather.  It seems the party of Nimrel the invincible paladin and his crusader army destroyed the city in some cataclysmic battle.  The story was told vaguely and with much sadness to Rogaldorn. The last lord of Shel'Mather, the son of the High King, High Prince Maktar, is rumored to have lived on, after a fashion.  Cursed with undeath, he is called the Coward King by men, as they claim he fled the field before the awesome might of Nimrel.  Sun dwarves blame a member of Nimrel's party, a sun dwarf named Dergardol, for the victory of the Mandadorians that day.  Dergardol was a Mandadorian himself, who apparently showed Nimrel and his Companions secret ways into the mountains surrounding Shel'Mather, as well as secret ways into the high royal palace.  Most importantly Dergardol gave great insight into the mind of the high prince and his counselors.
 
  
''The Evil Shel'Mather''
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[[Category:Races]]
 
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[[Category:Dwarves]]
The Coward King possesses a dormant undead empire at Shel'Mather, now completely abandoned, and that the highly religious armies and knights of Quadrain have several times attempted to cleanse Shel'Mather of its evil.  The entire area is a functioning forbidden zone, and although currently dormant, Rogaldorn has already met a few knights of men who have fought the great evils that have risen there.  Yet it remains the classic seat of Srordian power, but not held by them for many centuries.
 

Latest revision as of 04:10, 23 June 2018


Sun Dwarves

General Description

Sun dwarves, or so they are called by Men, are a rare sub-race of dwarves still found in isolated families or clans throughout the south of the Kingdom of Pompiers, the western principalities of Tannettes, and remnants along the Thousiersian coastline, and rare examples in Thoria and Tresia. They are very rarely encountered outside these regions, for the dislike the cold of more northern lands.

Sun dwarves appear much as normal dwarves, but unlike their kin much of their kin, their skin is almost always bronzed and ruddy. Their hair and beards are often a rich brown, auburn, red or rusty in color, but is never blonde nor black. The iris of the eyes of sun dwarves are uniformly a hazeled-bronze color, with flat black pupils that are more visually present than that of men or elves. They generally possess a craggy appearance, and all their kind appear to almost seemlessly blend into rock and trees.

Although at times allying with humans or halflings, sun dwarves generally keep mostly to themselves. They speak their own language, related to but quite distinct from more common dwarven tongues. Sun dwarves generally refrain from contact with other sub-races of dwarves, preferring to avoid it if possible.

Unsurprisingly sun dwarves take great pleasure in exposure to the sun. Unlike their racial kin, sun dwarves do not make homes beneath the earth, but rather above, and prefer working outdoors, or at least in rooms routinely bathed in sunlight. Inversely, sun dwarves are ill-disposed to the night. Lacking the nocturnal vision of other dwarves, sun dwarves distrust darkness, and some even seem to fear it.

Sun dwarves more than excel at fine craft with stone and the softer metals of copper, tin, bronze, silver and gold, capable of fashioning it into wondrous forms and tools. However, although certainly capable of quality work in harder metals such as iron and steel, they have no great affinity with it.

Most sun dwarves encountered in modern days are in communities of halflings or gnomes, with whom they seem to share a close bond, and for whom they often serve as wardens and guards against the incursions of hostile men and other enemies. Sun dwarves appear to largely distrust the towns and cities of men, and if encountered there are often secluded away in small homes or shops, working as specialized craftsmen. No known sun dwarf settlements are known to exist, but when encountered in the communities of others they generally gather together in one large family or even clan, but so small are their numbers now that they rarely are encountered in groups larger than two dozen. These groups are usually led by two sun dwarves, one being the chief among them who is in the prime of life, and the second, who is more senior and respected, being one of their elders, who gives forth wisdom and council to their group as a whole. Some of these clans are known to wander between settlements unfrequented by men, perhaps finding safety in not staying in one place for too long.

Sun dwarves are known to be possess keen eyes and a sharp and discerning intellect, solving most problems and dilemmas easily. They are also believed by many to possess an uncanny eye, capable of perceiving things beyond what most men, or even elves, can discern.

The history of sun dwarves is a mystery to most men, for their origins and purposes are opaque to outsiders, and whatever the sun dwarves know, they generally keep it to themselves. As to their religion, sun dwarves are said to keep their own gods particular to themselves, and distinct from that of most dwarves, but whatever the case, they keep such religious attitudes to themselves. It is not unheard of however for sun dwarves to embrace Mandador, especially for those families and clans that live among men.

Racial Abilities and Qualities

All sun dwarves gain a +1 bonus to their intelligence. They suffer no penalties to any statistic scores, but are required to meet all standard dwarven minimums.

Sun dwarves are enriched and empowered by the sun. Without the sun, they will weaken. Under the bright rays of the sun, sun dwarves gain considerable advantages, qualities and powers.

For full-blooded sun dwarves, they do not age while under the sun. As long as at least 75% of each 12 hour day is spent touched by direct sunlight, sun dwarves will not age. Unfortunately, the nights provide no such benefit, and thus most sun dwarves tend to live roughly twice as long as their kin in other sub-races.

Sun dwarves are not troubled by light-related spells, and although they cannot stare into the sun, spells of this kind cannot cause them blindness or seriously impede their vision. Likewise, during the day, almost all sun dwarves have incredibly fine vision, able to detect secrets doors, portals, and observe many hidden things as can elves.

If made solely by their own craft, the weapons, mail and clothing of sun dwarves may aid them in hiding in plain sight while the sun shines. As long as they stand still against almost any stone or tree bark, they can seem almost invisible to the human eye. If exposed to the direct rays of the sun, they are 90% undetectable to human eyes when pressed against such backgrounds, although this is halved by elves. If mostly (75%) covered in direct sunlight, they are 75% undetectable, if half covered, then 50%, etc. If sun dwarves are moving, this chance is decreased by 10%, and a further 10% for every level of speed they take. Thus a dwarf running at x 5 speed in full sunlight has a 40% chance of remaining visually undetectable. Shadows, even shadows from themselves, can decrease these chances, as the DM rules. Such camouflage during the day does indicate that sun dwarves are especially silent.

While under the rays of the sun, sun dwarves are a psionically endowed race. All mature sun dwarves of full blood possess at least one clairsentient wild talent, and if properly trained by a serjeld (clan elder) and thus gain the contact proficiency, they may then call upon that power upon command. Sun dwarves also gain, due to their more enlightened intellects, a +1 bonus to their mental armor class, and a +1 bonus against all spells and magical powers related to or affecting the mind.

Sun dwarves are uniquely gifted while crafting softer metals such as copper, bronze, tin and gold, and others as well. They roll any such proficiency-related checks with a +2 bonus, and are capable of great feats with such metals and their alloys, even to the extent that their skills can be thought of as magical to those outside their race. They are similarly skilled with sculpting stone, of almost any sort, and in addition to making beautiful sculptures and designs, they can fashion stone structures that blend almost seamlessly with surface surroundings if given enough time, the proper materials, and have been appropriately instructed in such skills by their more experienced elders. Such skill with stone does not extend to skill in mining, although this does not mean that sun dwarves cannot mine.

Sun dwarves also enjoy the standard advantages of dwarves, such as their resistance to poisons and magic, their advantages in fighting giants and giant-sized creatures, and their recognition of stone traps. They however have no uncanny intuition of their depth or direction while underground. Sun dwarves are likewise not afflicted by a lack of skill with magical items, and unlike their dwarven-kin are capable of using such magical items without chance of failure or accident.

Sun dwarves are not without their hindrances. They do not have the infravision of other dwarves, and when night falls or they are in darkness, their power of camouflage with stone and wood is lost, their dexterity is reduced by 1, attacks are made with a -1 penalty to the attack roll, and opponents’ saving throws are made with a +1 bonus. Also, their native clairsentient powers are lost during the night.

Special note must be made of the Sons (or Daughters) of Mele, one of their goddesses, whose line of descendants are said to have further powers, and amongst these notice must be paid to those with golden hands.

It is also said that the bones of sun dwarves are rumored by men to contain gold. There is truth in this, for although the bones of sun dwarves are not entirely constructed of gold, traces of actual gold are indeed contained in their bones, should their bones ever be ground and boiled into a paste to reveal the gold within.