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1: The Cracked World……………………………………………………..

1
The Known Lands…………………………………………………………... 3
Races of the Sabrak-Olar…………………………………………… 3
Map of the World…………………………………………………... 5
Regions…………………………………………………………….. 7
Cosmology…………………………………………………………. 17
Languages of the Sabrak-Olar ……………………………………………... 21
Dwarven Words……………………………………………………. 22
Dwarven Lore………………………………………………………. 26
Dwarven Faiths……………………………………………………………...27
Morndinsamman………………………………………………….... 27
Muamman………………………………………………………….. 31
Laduguer…………………………………………………………… 31
Flandal Steelskin………………………………………………….... 32
Archomentals………………………………………………………. 32
Pantheon of the Skuld ……………………………………………... 34
Aura-Olara………………………………………………………….. 36
Recorded History…………………………………………………………... 37

2: Dwarven Races…………………………………………………………… 43
Azer……………………………………………………………………….... 45
Badlands Dwarf…………………………………………………………….. 47
Desert Dwarf……………………………………………………………….. 49
Duergar…………………………………………………………………….. 51
Gully Dwarf………………………………………………………………….53
High Dwarf…………………………………………………………………. 55
Hill Dwarf…………………………………………………………………... 57
Magma Dwarf………………………………………………………………. 59
Mul…………………………………………………………………………. 61

3: Character Options………………………………………………………. 63
Character Feats…………………………………………………………….. 65
Channel Divinity Options…………………………………………………... 69
Fire Domain………………………………………………………....76
Backgrounds……………………………………………………………….. 77
House Rules…………………………………………………………………81
Sabrak-Olar, the Cracked World…
Welcome to a land of death and
struggle, a world once filled with glory
and wonder, that has now reached the
slow decay of the end of days.
In the ages gone by the dwarves
once built a mighty empire upon this
world. A seat of power that rivaled that
of any across the planes, but those days
of majesty have now vanished, for the
elemental chaos itself now seeks to
devour this once bountiful land…
This is the campaign setting of
Sabrak-Olar. It is a harsh setting. One
where hardship comes readily, and
death is often not far behind. Evil forces
from within the elemental chaos and
beyond vie for control of this doomed
world, eager to stake their individual
claims upon the land before it is torn
asunder and fragmented into the
elemental chaos’s churning maelstrom.
However, as the sun sets upon
the Sabrak-Olar, heroes may still rise.
The dwarves are a stubborn and fierce
race, and they will not go quietly into
the night.
Ancient legend tells that the
dwarves were not native to this world,
and instead migrated here from another.
Many believe the time has come to make
such a journey again… and that a road
to salvation has already been mapped,
though the heart of the great mountain,
the Rrin-Morndin!
For thousands of years the dwarves have
ranged across the vast landscape of the
Sabrak-Olar. Their monuments and
cities stand in nearly every corner of this
dying world. Kingdoms have risen and
fallen, and great wars of renowned
legend have been waged over control of
the known world’s many rich territories.
As the Sabrak-Olar’s end
approaches, the Dwarves have arranged
themselves into what very well may be
the land’s last great Dwarven powers.
The dwarves are not the only races
within the Sabrak-Olar, however. Beings
of all sorts, often few in number, are
present none-the-less. Some have
joined the dwarves in their common
cause of furthering civilization, while
others hide in the shadows, cursing the
dwarves and their allies, envious of what
their hammers and forges have built.

Races in the
Sabrak-Olar
Deva
Legend tells that deva appear in the
Sabrak-Olar during times of great strife.
Many believe they are the harbingers of
civil war, though having a deva on one’s
side is considered good luck.

Dragonborn
The “dragonmen” as they are often
referred to are a rare occurrence in the
Sabrak-Olar. Dwarven lore mentions
brief encounters with them in the
deepest woods and most remote valleys.
The few who make their way to the
civilized regions of the world are looked Tieflings
upon with suspicion and fear. A very small number of tieflings exist
within the kingdom of Amenthok,
Drow usually serving as advisors to the Magma
Deep dwarven miners often encounter Dwarves and Azers that dominate the
these vile, dark-skinned elves. They are region.
considered a curse upon those who
driven by greed, dig too deep into the Gnomes
earth. Plentiful gnome populations range
across the forests of Millusvudd,
Dwarves Gwenifen, and Tiamtyn. Their skill with
As the most numerous race of people in alchemy and simple craftsmanship has
the Sabrak-Olar, the dwarves present a made them into strong trading partners
unified force that none of the other with the Dwarves.
races can match. Many have a sense of
entitlement over the world, feeling that Giants
in the ages gone by Moradin himself led The ruins of numerous giant kingdoms
the dwarves here, granting them this litter the mountains of Donnarent and
world as their own. Kuldar-Sonn, crushed and destroyed
ages ago by the conquering dwarven
Eladrin & Elves masses. The few giant tribes that still
Most of the Sabrak-Olar’s vast woods remain stay hidden, striking out only
contain small, dispersed populations of when they believe the advantage is
eladrin and elves, especially in the clearly theirs.
northern regions. The dwarves have a
cold respect for the elves, due to their Goblins
love of history. Savage and brutal goblin tribes live like
vermin in most of the Sabrak-Olar’s
Halflings many mountain ranges and foothills.
Small numbers of halflings are known to Occasionally they form into larger
exist along the Glorinorem peninsula. raiding parties, striking out at weaker
Most of them are primitive and nomadic dwarven towns and villages, but
in nature, working only with stone tools generally their numbers are kept in
are surviving in small clans of hunters check.
and gatherers.
Orcs
Humans Marauding orc tribes range across the
As the second most populous race in the northern reaches of The Skuld, often
Sabrak-Olar, humans occupy almost all preying upon the many caravans criss-
the same regions as the dwarves, though crossing the scorched land. In especially
most humans are concentrated in the dry times they have been known to push
regions around the great Skuld desert, much farther beyond their normal
an area where an ancient human empire territories.
once stood.
Regions
Amenthok
Located on Sabrak-Olar’s
north-eastern continent, the
region of Amenthok is a rich,
powerful, industrialized area.
Several extended clans of
magma dwarves and azers
rule over the entire region.
Their cities here may not be
as old as many of the other
dwarven strongholds, but
their adept skill with
craftsmanship and
construction has given them
one of the strongest bastions
of economic might across the
Sabrak-Olar.
The western half of
Amenthok is covered by a
dense, volcanic mountain
range, providing a perfect
home for the magma dwarves
and azers. Many of their
deepest forges and smelters
are fueled by the raw heat of
active lava flows, allowing for
the production of a wide
variety of highly tempered
alloys. Amenthok steel is known across The magma dwarves and azers,
the Sabrak-Olar as the best steel one can who’s ancestors came from the
acquire. elemental chaos, are less fearful of the
The slowly dying nature of the coming cataclysm than many other
world, however, has not been kind to dwarfs. They are saddened by the chaos
Amenthok. Several elemental rifts have that is being wrought upon the cities
opened deep within the mountains, and strongholds, but they believe that
triggering earthquakes and unexpected their history has proven that their
volcanic eruptions. Rumors of vile people have it within themselves to
demons and other elemental evils overcome any elemental obstacle, and as
slipping through these rifts are also such, a sense of hope and determination
rampant. is prevalent throughout much of the
region.
Alna: This port city serves as one dwarven garrisons surround the mine,
of Amenthok’s chief export center. ever vigilant against outside enemies.
Processed ores and metals from Hirg: The church of Muamman
numerous mines find their way to Alna has established a strong presence in this
before being shipped to other dwarven city, making it stand apart from the rest
cities throughout the Sabrak-Olar. of Donnarent as one of the few places
Bazsonn-Krak: The capital of where hope can still be found.
Amenthok, this vast magma dwarf
stronghold stretches deep beneath the
surrounding mountain range. Some say
the passages below lead all the way
down to the elemental chaos itself,
though it has been many generations
since any magma dwarf or azer made
such a journey.
Caurakis: Located at the base of
an active volcano, this large industrial
city produces much of Amenthok’s
fabled alloys, as well as some of the
regions most highly prized weapons and
armor.

Donnarent
One of the oldest regions in the Sabrak-
Olar’s, Donnarent is believed to be the
first place within this world that dwarves
set foot. Dead mines and abandoned
earthworks litter the mountainous
countryside, a testament to the region’s
extensive history of dwarven
occupation.
As of late, a rash of orc invasions
have plagued the eastern half of
Donnarent, stifling trade with the other
dwarven kingdoms. The impact of the
elemental chaos upon Donnarent has
also been harsh. Several hoards of
demon armies are rumored to be lurking Khordal-Duum: No longer the
in remote valleys, protected by near city of splendor it once was, the mighty
constant elemental storms. capital of Donnarent has been reduced
Elak-Gyth: As the last great mine to an impoverished city of displaced
in the region, the Donnarent leadership miners, aging soldiers, and starving
has made Elak-Gyth’s protection one of beggars.
their chief priorities. Numerous
Glorinorem Lur-Bek: A seedy, and bustling
A long, mountainous peninsula, port city, this coastal dwarven town is
Glorinorem is only sparsely populated. the stopping point for those attempting
Virtually all of the dwarves that live in to run the nearby straights. Navigating
this region make their homes in one of the straights is no easy task, but the
the several coastal cities. several hundred miles of travel distance
The interior mountains are that is saved by short-circuiting the
treacherous to even the most hearty of peninsula has tempted many a captain.
dwarves, due to the many tropical Ras-Norem: Another port city,
storms that blow across the peninsula this hill dwarf outpost is the largest city
throughout much of the year. As the on the peninsula. Numerous ships from
impact of the elemental chaos upon the Amenthok and Millusvudd make port
Sabrak-Olar has grown more intense, so here before setting out for The Skuld
has the frequency and strength of these and Donnarent, and vice-versa.
storms.
Several gully dwarf clans have Gwenifen
however braved the interior mountains, The densely forested region of
using their arcanist skills to protect Gwenifenn is home to the gully dwarves,
themselves from the pummeling storms. as well as many small pockets of
Badlands dwarves from the north have gnomes, elves, and eladrin. Roving
also been known to seek out riches here, bands of cyclops and other evil fey
seeing the known dangers are merely a creatures are also known to occupy the
challenge to be overcome. region.
The trees of the Gwenifen forests leaving a path of destruction in the
are said to be the oldest in all of the process. If will be many generations, if
Sabrak-Olar, allowing the gully dwarves ever, before the trees of the city fully
to provide some of the finest and recover.
strongest wood for the many dwarf
workshops across world. Even then, Kuldar-Sonn
however, the gully dwarves make a point Known as the land of the axe, the harsh
of charging exorbitant prices for their region of Kuldar-Sonn is home to the
wood, ensuring that any tree they cut fearless and primal badlands dwarves.
down is put to the most esteemed of The towering, snow-capped mountains
uses. along Kuldar-Sonn’s eastern shore are
Flanlodel: Ancient coal mines considered to be the least-tamed
extend deep beneath this city, which the mountains in all of the Sabrak-Olar, but
gully dwarves mine extensively. Much of that has not kept the badlands dwarves
the mining is overseen by the church of from staking their claim to them.
Flandal Steelskin, ensuring that only the The thick pine forests of Kuldar-
best coal is prepared for shipment to Sonn serve as the winter home for many
distant dwarven forges. of the dwarves in this region, however
Gully-Vudd: Build amongst the come spring, as the mountain passes
trees themselves, the largest city in begin to open, many of the badlands
Gwenifen is home to nearly an equal dwarves head east, seeking adventure
number of both gnomes and gully and fortune in the towering coastal
dwarves. Recently an elemental rift mountains.
expelled a pair of twin demons of fire Ori-Runedar: The largest city in
and ash into the heart of the city. The the mountains of Kuldar-Sonn, Ori-
Gully-Vudd army took heavy losses in Runedar is one of the few stronghold
driving the intruders from the city, peaks that remains heavily occupied all
year round. Some of the Sabrak-Olar’s warriors have flocked to Qu-Far, eager
most fabulous gems have been found in to prove their worth by doing battle
the mines deep below this nearly frozen against the every growing population of
city. elemental creatures that have steadily
Qu-Far: Built upon the ruins of an been flooding into the vast Kuldar-Sonn
ancient giant citadel, the capital city of woods.
Qu-Far has become a bustling, Nal-Oak: This ancient badlands
rambunctious city, rife with ale, women, dwarf necropolis is now only visited by
and duals. Many experienced dwarven the bravest of souls. Rumors persist that
some form of vile undeath has laid claim dwarf clans, as well as a few wild bands
to the decrepit city, and is intent on of primitive elves and eladrin.
maintaining its grip over the many The region is broken up by
tombs and barrows that make up Nal- several large bays that provide excellent
Oak. fishing, though there have been reports
Nora-Norem: Mithril mined in of strange and dangerous elemental
the Kuldar-Sonn mountains is brought beings being sighted within the bays’
down to this city before being shipped deep, cool waters. Many ships in the
off to the forges and workshops of region have taken up the practice of
neighboring Amenthok. hiring dwarven marines in order to
provide added protection against such
Millusvudd threats.
This sprawling, dense forest region Most of the wood that is
stretches along the eastern edge of the harvested in Millusvudd is shipped
Sabrak-Olar’s north-eastern continent. overland to Amenthok for use in many a
Known as the thousand-mile wood, it is dwarven workshop. The thick, untamed
home to several hill dwarf and gully forest is also often used as a hunting
ground by wealthy
magma dwarves and
azers who seek a
change from the hot,
volcanic mountains of
Amenthok.
Aelinal: This hill
dwarf settlement is
technically the largest
city in Millusvudd, but
most consider it more
aligned with Amenthok
than the thousand mile
wood. As of late,
several magma dwarf
clans have established a
presence in the city,
bringing along their
adept metalworking
and craftsmanship
knowledge.
Lonek-Bek: This
heavy fortified city
overlooks the naval
passage to the
Millusvudd’s southern
most bay. The many
ramparts were enlarged during the The influence of the elemental
Sabrak-Olar’s last great dwarven civil chaos upon the region has resulted in
war, and stand as an imposing reminder many powerful earthquakes. Avalanches
to any raiders that dare try to prey upon and rockslides are a common
the Millusvudd’s shipping. occurrence, and rumors hold that
Lurmurkent: Founded at the several of the most violent earthquakes
mouth of a mighty river, this city serves have shattered ancient ice sheets,
as the gateway for most travelers exposing ancient dangerous and evils
coming to the Millusvudd. Extensive that have been buried away in the ice for
trade takes place alongside the many eons.
sages and primal mystics who frequent Qudol-Dun: The largest city in
the city. River barge service is available Qu-Thudul, this badlands dwarf fortress
for those who wish to travel deeper into offers the only real comfort and
the continent. civilization in the frozen north. Ice
breakers keep access to the cities ports
Qu-Thudul open during all but the coldest of
The harsh, frozen north of the Sabrak- months, while coal mined in the nearby
Olar is a sparsely populated region of icy mountains provide the city with an
mountains and glaciers. A small number industrial warmth that is unique for this
of badlands dwarves have made the region.
western portion of the region their Qulomerg: This small settlement
home, however most the area is simply rarely makes contact with the rest of the
vast stretches of desolate ice flows. Sabrak-Olar, due to its remote location.
Rrin-Morndin
Towering beyond all other mountains
around it, the massive Rrin-Morndin is
the most commanding feature of the
Sabrak-Olar. Many believe that it was
the sole reason that Moradin first led the
dwarves to this world. The height of the
peak is unimaginable, rising to a height
unheard of across the many planes. In
fact, the top of the peak has never been
seen, for it has always been shrouded in
a thick layer of dense clouds, and there
are some who believe that the Rrin-
Morndin reaches all the way to the
heavens itself.
Not long after arriving in the
Sabrak-Olar, the dwarves set their eyes
upon the Rrin-Morndin and made
conquering it their ultimate goal.
Attempts to scale the mountain all
proved fruitless, however, over time a what they believed were the heavens
vast network or fortifications, mansions, beyond. Unfortunately many of the
mines, and forges were constructed maze like passages within the Rrin-
within the massive heart of the Morndin have collapsed upon
mountain. The high dwarves that lived themselves. Numerous explorers have
within this impressive abode soon set out in the mountain in search of the
become the most powerful dwarven fabled pathway to the heavens, but as of
force across all of the Sabrak-Olar. yet, no route to the mountains upper
Those days are now long gone, however. regions have been found.
When the ravages of the Rrin-Morndin: Most of the
elemental chaos first began to strike out accessible portions of the mountain are
at the Sabrak-Olar, the learned high still uninhabited. Numerous goblinoid
dwarves knew that the days of their bands roam the Rrin-Morndin’s foothills,
mighty empire were numbered, so they making attempts at settlement in the
sealed shut the gates of the Rrin- area difficult. Despite this, several small
Morndin, cutting themselves off clans of hill dwarves and high dwarves
completely from the outside world. have attempted to reclaim the
Many centuries later, when other mountain.
dwarves broke the gates open from the Glor-Vaut: The large lake-city
outside, they found the vast mountain contains the largest population of high
citadel abandoned. What little evidence dwarves in the region. The cities many
could be found indicated that the high libraries are considered the greatest
dwarves had dug upwards, climbing the repository of high dwarf knowledge left
mountain from the inside, ascending to in the Sabrak-Olar.
The Skuld the practices of the native humans,
When the dwarves first arrived in the blending it with their own culture.
Sabrak-Olar, they found a large human Despite the heavy dwarf
empire occupying the desert between presence in the area, The Skuld is still a
Donnarent and the Rrin-Morndin. dangerous place to travel. The northern
Though large, this empire was quite reaches of The Skuld, between the cities
primitive compared to the dwarves; of Ahktum and Baz is home to many
stone tools and bronze weapons were marauding orc tribes that routinely prey
the norm. With the introduction of iron, upon unlucky desert caravans. As of late
it is rumored that several demonic
beings have crossed over from the
elemental chaos and begun to organize
the orcs into a more formidable, unified
force.
Ahktum: This large city near the
northern end of The Skuld serves as the
regions chief mining locations. The
heart of the city still contains many of
the original stone temples and palaces
build by the regions original human
inhabitants. The desert dwarves that
now rule the city maintain a large militia
in order to protect the numerous
departing caravans from the threat of
orc raiders.
Baz: Built around a lush oasis,
Baz is a resting spot for many trying to
cross The Skuld. Recently, however, the
city has come under repeated attack by
organized orc forces. Many fear that
unless Ahktum or Re-Tybur establishes a
garrison in the city, the orcs may
eventually prevail in their attempts to
sack the city.
Re-Tybur: The largest city in the
Skuld, Re-Tybur serves as the desert
steel, and their advanced mining dwarves seat of power. A massive
techniques, the dwarves were able to temple pyramid to the sun god Ra-
quickly gain dominance over the region. Horakhty sits at the heart of the city,
This human civilization was not making it quite possibly the most
wiped out, however. The dwarves that ancient structure in the Sabrak-Olar still
settled in The Skuld adopted many of in use.
powerful clans.
The deep mines
are well fortified
against the
threat of giant
attacks, however
many fear that
the slowly
dwindling
output of the
mines many
soon lead many
of the clans into
moving their
forces
elsewhere. If
this were to
happen, the
mine’s defense
Thorvyn against the ever
Located between The Skuld and Kuldar- growing giant threat would be greatly
Sonn, the temperate region of Thorvyn compromised.
is home to a mix of hill dwarves and Sunnim-Tyn: This large coastal
badlands dwarves. Like the rest of the city has been ravaged by excessive
Sabrak-Olar, Thorvyn has found itself flooding. Several entire districts within
subject to the ever increasing threat of the city have been completely
the elemental chaos’s destructive abandoned, with rumors that the fleeing
power. Intense flooding of Thorvyn’s dwarf population has been replaced by
lowland regions has displaced many an insidious kobold infestation.
clans, and a renewed threat of giants in
the eastern mountains has begun to tax
Tiamtyn
This wide, marshy plain stretches
the Thorvyn army’s reserve.
between the woods of Gwenifen,
Iashiggin: While technically the
containing a mixed population of gully
largest city in Thorvyn, this impressive
dwarves, hill dwarves, and humans.
coastal city has more in common with
Navigating the many swamps is
Amenthok than with the hill dwarves
considered quite dangerous, both from
and badlands dwarves on the far side of
the mazelike nature of the many canals,
the adjacent mountain range.
and from the numerous bands of Gnolls
Numerous shops, factories, and trade
and goblins.
houses line the city’s many streets.
A small number of Duergar have
Keld-Gyth: The largest mine in
also established themselves in the
Thorvyn, Keld-Gyth also serves and the
region, constructing an impressive
home city for many of Thorvyn’s most
citadel in a series of limestone caverns in way back to the distant underdark.
Tiamtyn’s eastern edge. Weather or not this is true is unknown,
Bolerg: A remote island city, but there are many dwarves in Tiamtyn
Bolerg is known mainly as a city of and Gwenifen who are fearful of what
pirates and brigands. Many a disgraced the Duergar’s ultimate plans for the
and criminal dwarf eventually find their region might be.
way to this cut-throat, dangerous, and
lawless city.
Dwe-Lur: This impressive city is
built upon the juncture of several large Cosmology
rivers, and serves as a staging point for
those who wish to start an expedition To understand the effects of the
into one of Tiamtyn’s many swamps. elemental chaos upon the Sabrak-Olar,
Heavy trade with Gwenifen also passes one must first understand the
through Dwe-Lur. cosmology in which the Sabrak-Olar
Izila: This massive limestone city exists.
is home to one of the few populations of The nature of the universe can be
Duergar living upon the Sabrak-Olar’s divided into three realms. At the top sits
surface. The juncture of two rivers has the astral sea, home of the heavens and
created a massive waterfall, that over the the birthplace of creation. At the
years has hollowed out a twisting maze bottom rests the elemental chaos, a
of passages throughout the surrounding swirling maelstrom of energy and
limestone. Some believe the Duergar destruction, driven to fury by the ever
have enlarged and expanded the consuming force of the abyss.
passageway enough to connect all the
to show. At night, when
the sun’s concealing light
has been hidden, the fierce
churning energies of the
elemental chaos are visible
all along the horizon, and
each year this visible
reminder of the Sabrak-
Olar’s sinking place within
the universe grows taller.
One day, in the not too
distant future, this visible
manifestation of the
elemental chaos will
consume the sky entirely,
blocking out any last
glimpse of the starry, astral
sea.
The effects of the
Sabrak-Olar’s slow decay
have not been kind to the
world. The extreme age of
the world, coupled with the
extensive mining by the
dwarves over the many
thousands of years of their
occupation has left much of
the world picked-over and
barren. Abandoned, dry
Between these two realms is the mortal
mines dot the hillside, while the
lands. All worlds, when they are new
numerous dwarven cities watch their
and young begin closer to the astral sea,
once mighty fortresses and strongholds
but nothing in the mortal lands is
slowly slip into disrepair.
eternal. Though the distance may
Violent elemental threats have
initially be great, the ever-pulling force
also been unleashed upon the Sabrak-
of the abyss eventually draws all into the
Olar. With the world now in such close
swirling destruction of the elemental
proximity to the elemental chaos, many
chaos.
vile elemental beings and demons have
So is the fate of the Sabrak-
crossed over, intent on staking a claim
Olar… to end its days broken up and
to various fragments of the world, prior
scattered through the primal energies of
to it being physically carved up by the
the elemental chaos. This ultimate
elemental chaos’s churning engine of
demise may still be many years away,
destruction. These beings are aided in
but the many signs have already begun
their nefarious endeavors by ever
increasing storms, earthquakes, and Earthquakes
volcanic eruptions. Many of the dwarves Severe, mountain shattering
that still remain upon the Sabrak-Olar earthquakes are another consequence of
see only a bleak existence in their future. the elemental chaos’s impact upon the
There is hope, however. Many Sabrak-Olar. The dwarves have been
believe that the great mountain Rrin- forced to undertake massive reinforcing
Morndin will provide the dwarves with projects at many of those most
their salvation, for surely its incredible vulnerable strongholds in order to
height still links it to the astral sea, ensure that the caverns do not collapse
providing the dwarves a towering stone in around them should they be struck by
bridge through which they can escape one of these massive quakes. Despite
the fury and damnation of the elemental these efforts, many lesser mines and
chaos. fortifications have been decimated by
these intense quakes.
Elemental Storms The Rrin-Morndin itself has been
As the Sabrak-Olar has moved closer subject to several of these intense
towards the elemental chaos, strange geological shifts, resulting in the
and violent storms known as elemental collapse of many of the interior
storms have begun to occur in greater passageways. There are some who
and greater frequency. These storms believe that any passage that may have
can vary greatly in their nature, once led up to the peak of the mountain
including everything from blisteringly has been choked shut by debris, but
high winds, to boiling rain, to spewing many believe that not all hope is yet lost,
clouds of ash. Ground shattering bolts and that at least one path to salvation
of lightning mixed with searing flashes still exists through the mountain’s many
of intense flame are also quite common. winding passageways.
The dwarves that live in Earthquakes that happen near or
subterranean structures have been able under the sea have been known to cause
to weather these storms with only towering waves to race across the
moderate difficulty, however many Sabrak-Olar’s oceans, wrecking havoc
smaller dwarven surface villages have upon any coastal town that happens to
been wiped from the world completely fall in their path.
by a single, violent storm.
It is rumored that the magma Volcanoes
dwarves and their azer allies have found The elemental chaos has also caused
limited ways to tame these storms, and many once dormant volcanoes to return
steer their destructive might away from to life. Thick clouds of rolling ash and
dwarven settlements, however as the belching plumes of super-heated magma
storms continue to grow in ferocity, it is have become a common sight among
feared that not even the magma dwarves almost all of the Sabrak-Olar’s mountain
and azers, with their extensive ranges.
elemental backgrounds, will be able to The magma dwarves have thus
stem the tide of destruction. far proven to be the most adept at
dealing with the volcanic threat,
however even they can be overwhelmed very fabric of reality itself, where the
by the most massive of eruptions. In normal barrier between the mortal
such a case, early detection and world and the elemental chaos has been
relocation is the only hope. completely torn away. The size of these
rifts can vary, with some being nothing
more than a small plume of every-
flowing elemental energy, while others
spread across vast stretches, allowing
incursion into the Sabrak-Olar of entire
elemental and demonic armies.
Most of these rifts appear to be
random in nature, but others seem to be
the work of nefarious beings. In such
cases, entire swaths of land have been
completely replaced by a section of the
elemental chaos, often a region
containing the iron stronghold of some
minor demon-lord. The arrival of such
an aggressor often leads to the quick
conquering and enslavement of nearby
dwarves as the demon-lord’s forces fan
out from his elemental base of
operations.
These rifts also do not always
appear on the surface. Many dwarven
miner have stumbled across pockets of
In the last great dwarven civil the elemental chaos deep beneath the
war, the magma dwarves were able to earth, unleashing vile horrors into the
use their extensive elemental world below.
knowledge to trigger volcanic eruptions
within the mountain ranges of their The Underdark
enemies. Tales of this destruction are Those who delve deep enough into the
still remembered by many dwarves, even underdark have always been able to find
generations later, and as such many look passages that lead to the elemental
at the magma dwarves with suspicion, chaos, however those passages are now
wondering if they might not in some far less deeper than they were in ages
way be connected to the volcanic activity gone by. The duergar and magma
that plagues the Sabrak-Olar in the dwarves that routinely venture to these
present day. depths have been forced to steadily
backfill their tunnels due to the risked
Elemental Rifts posed by such connections, though both
The single most devastating effect of the are certain that their efforts are only a
elemental chaos upon the Sabrak-Olar stop-gap solution at best.
are elemental rifts. These are rips in the
Many different languages are spoken
across the varied lands of the Sabrak-
Olar. Due to the high number of
dwarves living upon the world, the
dwarven language has become the most
prevalent, however there are still many
other tongues that are used in every day
communication.
Unlike many other worlds,
however, the language often known as
“common” is not present in the Sabrak-
Olar. The ancient humans that originally
lived here spoke their own, uniquely
developed language, and when the
dwarves arrived, it was their own
language that they spread throughout
the world. Many of the primitive races
that were present during this initial
dwarf expansion adopted the dwarven
tongue as a means to trade and
communicate with the ever growing
dwarven empire.
The dwarves themselves, despite
being spread over such a large area,
maintained a uniform consistency to
their own language. This was mainly
due to the large value the dwarves place
upon tradition, history, and the
recording of clannish lore. The only
exception to this was the high dwarves,
who in their mighty mountain fortress of
Rrin-Morndin developed their own
variant of dwarven, known as Rrinther.
The return of the magma
dwarves along with the azer allies to the
Sabrak-Olar brought the primordial
tongue to the world, however the every
growing cataclysm caused by the
Sabrak-Olar’s decent into the elemental
chaos has caused many dwarves to look
with suspicion upon any that speak this
\ elemental language. Within Amethok,
primordial is still spoken openly, and has Ai Yes
become the primary language of legal Ain Fist
and business matters. A few dwarves in Al Forge
other regions have also taken up Alahel Bless
primordial, mainly in order to better Alna Tower
understand the many elemental and Alsia Wife
demonic enemies that they have been Ammor Future
forced to face in growing and growing Ana Eye
numbers. Ar Being
Ara Blood
LANGUAGES Arn Strike
Arda Guard/Guardian
Language Spoken by… Script
Astra Ring/Jewelry
Abyssal Demons, gnolls Barazhad
Deep Speech Drow, duergar Daelkyr Auk Clansman
Draconic Dragons, Iokharic Aura Great/Huge/Gigantic
dragonborn, Auraglor Sea/Ocean
kobolds Az Rock
Dwarven Dwarves Davek
Elven Elves, eladrin, Rellanic
gnomes, gully Bal Anger/Wrath
dwarves Barak Shield
Giant Giants, ogres Davek Bari Crushing/Mighty
Goblin Goblins, orcs Skuld Baz Fire/Of the Flame
Primordial Azers, Barazhad
Bazsonn Magma
elementals,
magma dwarves Bedorn Lies/Distortion
Rrinther High dwarves Davek Bek Pass/Ford
Skuldian Desert dwarves, Skuld Bel First
humans Bela Sister
Supernal Angels, devils Supernal
Beldarak Treachery
Benam Faith
Ber Gauntlet/Hand
Dwarven Words Bera Will
Birin Keeper/Warden
The following list of dwarven words and Bo Hair/Braid
their meaning can be used for naming Bof Ancient
dwarven people, places, and things, such Bol Hidden/Secret
as characters, strongholds, cities, clans, Burakin Passage
and weapons. Bryn Wise Woman

Acka Bridge Calass Thief


Aed Hearth Caurak Cavern
Aelin Goldwork Clang Conquer
Agland Sword Coral Killer
Aimand Slayer/Killer Cume East
Daern Familiar/Known Gal Shield
Dale Ale/Drink Ganon Mason
Dalum Stout/Heavy Gar Bear
Dare Burned/Burning Gath Lurker
Dauble Valuable Item Genis Monolith
Deladar Descend Gil Fire/Fiery
Delvar Dig Gilwhur Steel
Dinlar Smith/Blacksmith Gim Glad Cheerful
Dis Riches Girn Mountainhold
Dol Weapon/Sword Glan Forgotten/Lost
Don Ten Glander Uncut Precious Stones
Donnar Ore Glor Lake
Dora Red Glori Silver
Dredim Maiden Gordul Shock/Surprise
Drid Weaver Gret Daughter
Dris Romantic Love Grim Eternal/Lasting
Dwel Warrior Guk Steed
Dwe Three Gully Gnome
Dwo Fierce Gunn Warrioress
Duer Dark/Darkness Gur Boar
Dukr Wall Gyth Mine
Dun Underground
Duri Wolf Har Hearty/Stalwart
Duum Home/Manor Hel God's/Of the Gods
Heldul Amazement
Eft Castle Hia Priestess/Holy Woman
El Goblin/Foe Higgin Garrison
Ender Small Cave Hild Voice
Ent Mountain Hurnden Payment
Erg Town
Eri Elder/Old Ias Anvil
Erl Father Ida Air
Esli Skill Iess Mother
Est Cave Ifdim Mistress
Ifful Beautiful
Faern Home Ifra Cook
Fall Strong/Strength Ikuak Brother/Ally
Far Stronghold Ila Joy
Fikim Temple Ili Beard/Pride
Findar Luck Ilith Deal/Agreement
Fut Four Inadrem Art
Init Give/Giver
Ippa Pledge/Promise
Isi Treasure Lodel Citadel
Iz Fox Lom Song
Lond Friend
Jak Hold Lonak Raid/Raider
Jar Orc Lur River
Jargh Jokester/Idiot Lurgh Marsh/Swamp
Jet Seven Lurmurk Concealed Bog
Lyddok Revenge
Kam Hamlet
Kantus One Hundred Malk Village
Kara Heal/Healer Mar Gold/Golden
Kasum Scout/Seeker Maren Knowledge
Kil Proud/Powerful Marth Hope/Hopeful
Krak Fortress Mekum Outpost
Kral Hall Millus One Thousand
Kuld Axe Mora Seer/Prophet
Kuldar Badlands Dwarf Morgak Homeland
Mori Brave/Bold
Lagg Lair Morndin Peak/Large Mountain
Lin Twin Mrin Climb
Llarge Poor Stone Mul Half-Dwarf Half-Human
Mur Disagree
Murmelings Arguments/Criticism

Nai No
Nal Honored
Nora Mithril
Norem Point
Norogh Monsters/Evil Beings
Noror Enemy/Enemies
Noroth Dangerous Land
Nuk Nine
Nura Steady/Sure

Oak Barrow/Tomb
Odro Eight
Ol Large/Fat
Olara Primal Magic
Olar World
Ona White/Pure
Ong One
Ora Protector
Ori Gem
Oricil Judge/Lawgiver Skuld Desert
Ov Cunning/Wise Sonn Good Stone
Splendarr Bright/Shining
Parlyn Clothing Ster Kin
Stili Cousin
Qu Cold Sunnum Rider
Quan Elf
Qulom North Taern Brotherly Love
Quwurn Ice Ten Child/Son
Thal Mattock/Crusher
Ra Sun Tharn Lust
Rak Hammer Then Earthen/Soil
Ral Heart/Spirit Ther Oath
Ras South Thic Champion/Victor
Raugh Death Thor Noble/Loyal
Rei Vermin Thord Bone
Ren Life Thudul Fate/Doom/Misfortune
Ric Chest/Belly Thurom Hunter/Wayfinder
Riddim Craftsman Thra Black
Rim King Tiam Stream
Rimrak Spear/Thrown Weapon Tor Hill
Ring Armor/Hide/Skin Tore Soul
Ror Riddle Torst Adventure
Rorn Destruction Tryd Heroine
Rrin High/Above Tuk Two
Runedar Heaven/Mansion Tyn Field/Flat Land
Rurrin Master
Ultok Meeting-Place
Sabrak Crack/Flaw Undivver Plan/Strategy
Sak Five Urni Skull
Samman Battle Companion Urtker Berserk/Berserker/Rage
Sargh Disgusting Thing/Vile
Serd Virtue Valara Dragon/Magic/Magical
Set Storm Valka Destiny
Shar Moon Vallahir Mountain-Meadow
Siz Six Vaut Valley
Veltel Chivalry an elder member believes he or she has
Vemis West become too overcome with age to
Verga Party/Feast adequately oversee the book, it will be
Verhan Messenger passed down to another trusted
Villi Outcast/Exile member in the clan. In times of strife
Virvin Barrier and danger, the lore book will often be
Von Tunnel given to one who is seen to have the
Vudd Wood/Forest battle acumen necessary to protect the
book, regardless of his or her age.
Wera Battle/War Loss or destruction of a clan’s
Whur Iron lore book is considered a devastating
Wurgym Ugly/Ugliness event, and many clans have been know
Wurlar Fast Moving Water to collapse and disband after the loss of
Wurn Water their sacred lore book. As such,
Wynn Grace members of a clan will often enter
battles where death is all but assured in
Xor Dream the pursuit of protecting their lore book.
Xoth Lore/History A dwarven lore book is usually
bound in steel coverings with heavy,
Yag Guest reinforced hinges and a sturdy locking
Yaughadar Stairs mechanism. The pages are usually made
Ydrim Queen of arcane enchanted paper, designed to
Yur Run withstand centuries of wear and
exposure to the elements. The text
Zak Metal upon the pages is meticulously written
Zandar Adventurous Youth in compact, detailed lettering. Great
effort is made to ensure that the book is
free of embellishments and that space
within the lore book is not wasted upon
Dwarven Lore frivolous material or tales of personal
vanity.
The dwarves place great value upon
With the destruction caused by
remember the past and recording the
the elemental chaos, many dwarven
great deeds of dwarves over the ages.
clans have been scattered, and the safety
All clans maintain an extensive lore
and dedication to their lore books has
book, that is guarded and protected
equally suffered. Many dwarves have
with the fiercest of determination.
sunken into a malaise of hopelessness,
Within the pages of these lore books,
feeling that the ages of wonder and
each clan records the genealogy, history,
great deeds have now passed, and that
accomplishments, and battle valor of
soon all the histories of the dwarves of
their clan.
the Sabrak-Olar will be wiped from the
It is generally the responsibility
pages of time.
of the eldest member of a clan to
oversee the clan’s lore book, however if
Traditionally, the dwarves have always
held religion in very high regard.
Becoming a holy warrior of one’s church
is a calling than many a dwarf have
followed. However, as the Sabrak-Oral
enters into these final days, the religious
landscape amongst the many dwarves
has been thrown into great upheaval.
New religions have sprung up, drawing
followers away from the old faiths, while
at the same time the old faiths
themselves have gone through
transformations, in an effort to better
reflect the rapidly changing world
around them.

Morndinsamman
Good
When the dwarves first came to the
Sabrak-Olar, the Morndinsamman was
the pantheon they brought with them.
In fact, according to traditional
Morndinsamman teachings, the gods
themselves physically led the dwarves to
the Sabrak-Olar, and actively
participated in the exploration,
conquering, and exploitation of the then
new world.
Modern followers of the
Morndinsamman generally worship all
of the gods in the pantheon, offering
prayers up to the individual gods for
specific actions. For example, a miner
might offer a sacrifice to Dumathoin in
hopes of finding the ore or gems he
seeks, while a dwarf about to enter
battle will often announce his loyalty to
Clanggedin or Hanseath as a call for
divine power to be with him in combat.
Worship of the Morndinsamman dwarves believe that a night bathed in
is popular amongst high dwarves and hill the soft, silvery light of the full moon is a
dwarves, though the faith has followers good omen. Many silver miners also
all across the Sabrak-Olar. worship Berronar, out of the belief that
silver was originally her gift to the
Moradin dwarves.
Lawful Good
In the Sabrak-Olar’s ancient days, Clanggedin
Moradin was seen as being the all- Lawful Good
powerful head of the Morndinsamman Amongst most worshippers of the
pantheon, however ever since the high Morndinsamman, Clanggedin has taken
dwarves of the Rrin-Morndin sealed the role as the new head of the
their mountain fortress shut and pantheon. According to the ancient
disappeared, tales, when the
the faithfuls’ dwarves first
view of Moradin arrived in the
has changed. Sabrak-Olar, it
Many believe was Clanggedin
that he led the who marshaled
high dwarves the dwarven
out of the armies and led
Sabrak-Olar, and them to victory
that he is no longer present in the world after victory across the entire face of the
in the way that he once was. He is now known world. It is believed that he still
seen as a distant god who quietly calls has a great respect for the current
for the faithful to follow him to another dwarven empire, and that even as is
world, but does not actively participate slowly falls into ruin, he will be there to
in the world’s affairs. answers the prayers of his faithful.

Berronar Dugmaren
Lawful Good Good
Moradin’s wife and consort, Berronar is Many high dwarves, especially those
also viewed to have left the world at the who seek a greater unstanding of arcana
time of the high dwarves’ departure, and the nature of the world revere
however many believe that unlike Dugmaren. They believe that all
Moradin, knowledge
Berronar’s can be found
unyielding through him,
love for the even the most
dwarves obscure and
compels her to hidden secrets in the universe.
return and grant aid when called upon. According to legend, it was Dugmaren
The Sabrak-Olar’s largest moon is seen who engineered the vast stronghold
as a personification of her, and many
THE PANTHEONS AND DEITIES OF THE DWARVES OF THE SABRAK-OLAR
Faith, Pantheon, or Deity Alignment Domains
Morndinsamman Good
Moradin (Dwarffather, The Distant One) Lawful good Creation, earth
Berronar (The Revered Mother, True Silver) Lawful good Life, moon, protection
Clanggedin (The Rock of Battle, The Conqueror) Lawful good Justice, strength, war
Dugmaren (The Engineer, The Mantle of Knowing) Good Arcana, creation, knowledge
Dumathoin (The Miner, The Reclaimer) Unaligned Change, earth, destruction
Hanseath (The Bearded One, The Warrior) Unaligned Strength, strife, freedom
Tharmekhul (Tender of the Forge) Unaligned Fire, skill, war
Valkauna (The Runecarver, Destiny) Unaligned Death, fate, justice
Vergadain (The Merchant King, The Unsatisfied One) Unaligned Life, love, luck
Muamman (Marthammor, The Future) Good Civilization, hope, protection
Laduguer (The Gray Protector) Unaligned Arcana, freedom, protection
Flandal Steelskin (The Pyromancer) Good Earth, fire, skill
Archomentals Good
Entemoch (Primordial of Earth) Good Arcana, change, earth
Sunnis (Primordial of Stone) Good Earth, freedom, protection
Zaaman Rul (Primordial of Heat) Good Creation, destruction, fire
Chlimbia (Primordial of Magma) Unaligned Earth, fire, strength
Pantheon of the Skuld Good
Ra-Horakhty (Horus-Re) Lawful good Protection, sun, war
Yinepu (Anubis) Unaligned Darkness, death, fate
Aset (Isis) Good Arcana, life, luck
Setekh (Set) Unaligned Change, storm, war
Djehuty (Thoth) Unaligned Arcana, civilization, knowledge
Mayet (Ma’at) Good Justice, love, vengeance
Aura-Olara (The Great Natural Magic) Unaligned
Runedar-Sonn (Haven Stone, The Eternal Paradise) Good Freedom, life, love
Rrin-Morndin (The High Mountain, Salvation) Unaligned Hope, luck, protection
Thudul-Llargh (Doomed Stone, The Dying Land) Evil Earth, poison, wilderness
Norogh-Sargh (The Consuming Chaos) Chaotic Evil Destruction, madness, torment

built within the Rrin-Morndin. Those changed significantly. Where he was


who believe that the Rrin-Morndin offers once seen as a god of mining and gifts
a means for the dwarves to escape the from the earth, he
Sabrak-Olar often pray to Dugmaren for has instead now
guidance in unlocking the Rrin- taken on a role of
Morndin’s many secrets. duality. There are
many who feel
Dumathoin that the drying up
Unaligned of mines and the
With the destruction being wrought decay and destruction of the once great
upon the world by the elemental chaos, dwarven cities is Dumathoin collecting
the dwarven view of Dumathoin has payment for the generations of
prosperity that he granted to the turn to Tharmekhul for guidance.
dwarves when the world was still young. However, beyond the craftsman,
As such, most followers believe that one Tharmekhul
can only receive Dumathoin’s blessing if has other
a sacrifice of some sort is made first. followers who
believe that
Hanseath Tharmekhul
Unaligned extols the
Hanseath is the eternal warrior, who faithful to
relishes battle simply for combat’s sake. seek perfection in all their skilled
Those who follow him believe that a endeavors. Magma dwarves and azers
dwarf can achieve the greatest deeds in that have chosen to worship the
life by vanquishing all of his foes, or by Mordinsamman often select Tharmekhul
dying during such an attempt. Hanseath as their favored member of the
is also the god of pantheon.
travel, as the
stories tell that Valkauna
he was never Unaligned
happy to stay Worship of Valkauna has grown sharply
long in one in number during these end times. She
place, and is seen as the personification of destiny
always scoured itself, and as such, many dwarves have
the land in flocked to her church in an effort to
search of new adventures and new foes understand their place in the Sabrak-
to test his battle acumen against. Of the Olar’s waning days. Many of her
badlands dwarves that worship the followers believe that thoughts of
Morndinsamman, most find Hanseath to escape through the
be the god the most to their liking. Even Rrin-Morndin or
badands dwarves who do not worship other attempts to
the Morndinsamman have a strong avoid the coming
respect for followers of Hanseath. fury of the
elemental chaos are
Tharmekhul mere fools’ quests,
Unaligned and that the
In the legends of the Morndinsamman’s eventual destruction
ancient deeds, it was Tharmekhul’s of the Sabrak-Olar is
forge, along with Dumathoin’s ore, a destiny written by
Dugmaren’s engineering, and Moradin’s Valkauna herself.
creative mind that led to the Her most ardent followers believe that
construction of the many fabled artifacts the ever growing suffering in the world
and relics. Dwarves who strive to is merely the natural order of things, and
perfect their skill with the hammer and that it is their duty to accept this fate
forge, specifically when it comes to the until such times and their own spirits
use of fire and heat in creation, often may be set free from the mortal world.
Vergadain fighting spirit have the ability to create
Unaligned their own destiny. This message of hope
Vergadain is seen as the most jolly and has resounded with many dwarves,
most mischievous member of the helping to spread the message of
Mondisamman. He is said to be the Muamman far and wide. Ancient
master of all merchants, and that during historians know that in some of the
his time amongst the dwarves he helped dwarves’ oldest writings, the persona of
to spread trade Muamman was sometimes referenced as
and business being a part of the Morndinsamman
across the lands. itself, however both followers of the
Legend also holds Morndinsamman and followers of
that he believed in Muamman reject that idea. The young
using his wealth age of the church of Muamman, though,
to live life to the means that its dogma is still often going
fullest, through love, life, and drink, through extensive modification and
however the same legends tell that revision. Many
Vergadain was never satisfied in these followers believe
endeavors, and that he always sought that the old gods
new ways to celebrate his lust for life. It of the
was during one of these many quests for Morndinsamman
satisfaction that Vergadain is said to are an energy
have sired the first gully dwarf. As such, from the past,
gully dwarves that lean more towards that is fading
the dwarven side of their heritage often along with the Sabrak-Olar, whereas
give Vergadain a special standing within Muamman is something new, an eternal
the Morndinsamman. singular god, with no equal. This proto-
monotheistic vision is a new occurrence
among the dwarves of the Sabrak-Olar,
Muamman and many believe that it is a wave of
revolution that cannot be stopped.
Good
The church of Muamman is a new faith
within the Sabrak-Olar that has grown
rapidly in the last several decades. The Laduguer
church is extremely popular amongst Unaligned
urban dwarves, the young, and those Ladaguer is another god who’s roots can
who have become disillusioned with the be traced back to the ancient times. At
older, more traditional religions. one time, like Muamman, Laduguer was
Whereas many followers of the considered a member of the
Morndinsamman have ostensively Morndinsamman, however all but
resigned themselves to the fate of the religious scholars would now treat such
Sabrak-Olar, followers of Muamman a view as heresy. Followers of the
believe that the future is not yet written, Morndinsamman view Ladaguer as some
and that the dwarves, through their manner of non-deific deceiver, who led
the duergar away from the true dwarven perfection, as opposed to mirth and
pantheon. The duergar instead view trickery, which is more common
Ladaguer as their savior and protector, amongst the other gnomish deities. In
who delivered them addition to heavy worship amongst the
from slavery by the gully dwarves, some magma dwarves
high dwarves and now and azers, intrigued by tales of Flandal
gives them guidance Steelskin’s mystical flame, have taken to
and protection against revering the pyromancer as well.
the machinations and
schemes of the surface
dwarves. Worship of Archomentals
Laduguer is almost
Good
exclusive to the
When the magma dwarves lived in the
duergar, however
elemental chaos, they encountered
some surface dwarf miners, who spend
several powerful beings known as the
many long months toiling beneath the
Archomentals. These ancient
earth have been known to take up
primordials became strong allies of the
Laduguer’s banner.
magma dwarves, giving the wayward
dwarves the powers and abilities they
needed to survive in the harsh elemental
Flandal Steelskin chaos. In time, the magma dwarves
Good developed a religion around these
The gnomes of the Sabrak-Olar have primordials. When the magma dwarves,
many gods, however only one has found along with their new-found azer allies,
a following amongst the dwarves, returned to the Sabrak-Olar, they
especially the gully dwarves, and that is brought the worship of the
Flandal Steelskin. According to the Archomentals with them.
ancient tales of the Morndinsamman,
Flandal Steelskin Entemoch
was a gnomish ally Good
of the dwarves who As the primordial of earth, Entemoch is
provided them with seen to have mastery over all things
a magical flame within and upon the ground. He is
with which to considered to have a massive, ancient
power their forges. knowledge of magic and arcana, and the
As such, followers magma dwarves believe that it was
of Flandal Steelskin Entemoch who first instigated their
often take a strong transformation from regular dwarves
interest in flame, priding themselves in into the magma dwarves they are now.
knowing how to work and control it. Entemoch is also seen as an agent of
Flandal Steelskin is also viewed as one of change, one who does not like things to
the more disciplined of the gnomish stay static, who believes that the earth
gods, placing a high value on skill and should always be a churning sea of
motion, and that a stable, uneventful also drives those same sources of heat to
land is a dead land. As such, followers of burn and consume. From this cauldron
Entemoch strive to respect the power of of chaotic heat, he continually pushes
volcanoes and his followers to seek better, and more
earthquakes, and eternal strength,
believe that while that which
these constant is weak is
disruptions of destroyed, so that
the earth churn its core
up rewards and components can
treasures that be put to use
would otherwise stay locked away, while again. Many of
at the same time pushing to dwarves to the best magma
continually build and expand. dwarf and azer
craftsmen are
Sunnis worshippers of Zaaman Rul, putting his
Good teachings of perfection through
Sunnis is the primordial of stone, and destruction and reformation into
Entemoch’s consort. The magma practice in both their training and
dwarves see her as providing a stability construction techniques, and in the
to Entemoch’s endless, churning earthen products they craft.
sea. She is believed to be a countering
force to Chlimbia
Entemoch’s Unaligned
chaotic nature, Chlimbia is the primordial of magma,
and as such, her and as such he holds a special place
symbol often amongst magma dwarf worshippers.
adorns the walls Chlimbia’s motives are not always clear,
and caverns of and he is seen as highly chaotic. The
many of the magma dwarves view Chlimbia as the
magma dwarves’ massive stone father of volcanoes, lava flows, obsidian,
strongholds. Her faithful also hold that and ash.
Sunnis is the true master of flight, and According to
that all creatures that move without their ancient
setting foot upon the surface do so only legends, when
with her blessing. the magma
dwarves first
Zaaman Rul arrived in the
Good elemental
As the primordial of heat, Zaaman Rul is chaos, Chlimbia tried to destroy them,
an entity of both creation and unleashing wave after wave of elemental
destruction. He has mastery over fire fury upon the out of place dwarves. It
and flame as they pertain to the forging was only after Entemoch modified the
and shaping of metals and ore, but he magma dwarves into their present half-
elemental form that Chlimbia’s wrath for protection
was cooled. The followers of Chlimbia from evil and
believe that only be embracing the for strength
awesome power of magma can they and prowess in
learn to control and utilize it. battle. His
temples are
often massive,
Pantheon of the maze-filled pyramids adorned with
pressed gold and polished stone,
Skuld designed to reflect and glorify the rays
Good of the sun.
Prior to the arrival of the dwarves in the
Sabrak-Olar, there was a native Yinepu
population of humans that had Unaligned
established a large, but primitive empire The jackal headed god of the
located in the desert region known as underworld, Yinepu, also known as
the Skuld. When the dwarves Anubis, is often looked upon by
conquered this empire, they outsiders with a cautious view. His
incorporated much of the extant mastery of darkness, death, and fate
skuldian culture, including the Pantheon create of sinister, cult-like feel amongst
of the Skuld, into their own. Dwarven the teachings of
followers of this ancient formally human his followers. It is
religion believe that it was Ra-Horakhty, believed that he is
and not Moradin, that led the dwarves to the overlord of all
the Sabrak-Olar, and that their purpose undead, and that
for coming to this world was to discover such beings that
Ra-Horakhty’s pantheon. This complete operate beyond
abandonment of the Morndinsamman the underworld
has led to some strife with other must do so at Yinepu’s discretion. As
dwarves, however the dwarves that now such, Yinepu’s followers do not loathe
live in the Skuld, known as desert the undead, and some have even been
dwarves, don’t often organize into large, known to command undead servants,
organized armies, and thus holy however, the church of Yinepu shows no
crusades in the name of the skuldian mercy to any undead that they believe
pantheon are rare. are acting against the desires and wishes
of Yinepu.
Ra-Horakhty
Lawful Good Aset
Ra-Horakhty, also known as Horus-Re in Good
the skuldian tongue, is the head deity of Aset, also known as Isis, is the skuldian
the pantheon of the Skuld. He is goddess of magic and fertility. It is
personified as the sun itself, and it is believed that she causes life to spring
believed that his ever-gazing eye sees forth from the desert, and that she
all. His followers look to Ra-Horakhty grants luck to those who respect this life
and revere the mysteries of arcana. enemies are smashed and scattered. In
Many desert dwarf healers worship her, the few times in history that the desert
and her teachings are also popular dwarves have actively gone to war,
amongst many sorcerers and warlocks banners of Setekh have always been at
who believe magic should be personal the forefront of their armies.
and internal.
Some of the Djehuty
traits that were Unaligned
originally Djehuty, also known as Thoth, is the
proscribed to most popular deity in the skuldian urban
Berronar were areas. He is said to have a vast
transferred to knowledge of the universe and its
Isis when the function, and that he encourages his
desert dwarves followers to strive to expand their minds
adopted the and understand in the same way he has.
skuldian religion. Specifically, Aset is Many schools
sometimes personified as the moon, and of magic and
thus her protection is present when Ra- wizardy make
Horakhty’s sun is hidden from view. Djehuty their
organization’s
Setekh patron deity.
Unaligned His followers
Setekh is the skuldian god of storms. He believe that Djehuty is often present just
is quite popular amongst the desert out of site, such as in reeds at a
dwarves, and is worshiped by many riverbank or at the end of a secluded
nomadic clans and wandering street, and that he is always watching
adventurers. In fact, his followers are so from these quiet, private venues, taking
far spread, in all that his followers have built from
that his name the wastelands of the desert.
in the skuldian
tongue, Set, Mayet
has been Good
adopted into The skuldian agent of justice, Mayet is
the original the goddess of both love and vengeance.
dwarven She encourages
language to simply mean “storm”. It is her followers to
believed that Setekh is responsible for right wrongs,
the ever changing dunes that range especially those
across the Skuld, and that his secret wrongs
teachings can be heard across the winds. committed
Warriors that follow Setekh believe that against friends
combat should be fought along his and family. At
principles, in that it should be a fast, the same time she commands that those
brutal, whirlwind of destruction where who serve her to place loyalty to one’s
family and friends in the highest regard. Good
The desert dwarves have expanded this The great, high mountain is revered by
command to also include one’s clan. It is followers of the Aura-Olara, who believe
believed that the birds are her servants, that it is their salvation and conduit to
and that through their eyes she is always the eternal paradise. Of the four
vigilant in the enforcement of her laws. components of the universe, the Rrin-
Morndin is believed to be the most
closely tied to the mortals, and thus the
Aura-Olara most open to their pleas and prayers for
hope, luck, and protection.
Unaligned
The Aura-Olara, meaning “great natural
Thudul-Llargh
magic” in dwarven is a non-deity form of
Evil
spiritualism that focuses around the
The Thudul-Llargh is the present mortal
revering of the world and universe itself.
lands… it is the dying world of the
Followers of the Aura-Olara believe that
Sabrak-Olar. Followers of the Aura-
the so-called gods are simply forces and
Olara believe that as the world reaches
energies that are misunderstood by the
its end of days, its true evil nature is
various
being revealed. They do not worship the
mortals.
Thudul-Llargh, however they will often
Instead, the
make pleas and sacrifices to it, to beg
universe can
the world to hold back its wrath for just
be broken
a little longer.
down into four primary components. It
is believed that all of these components Norogh-Sargh
are actually intelligent, sentient entities,
Chaotic Evil
but that their form and intellect is so far
The Norogh-Sargh is the chaos below. It
beyond that of mortals that they can
is the universe’s engine of destruction,
only be perceived and understood in the
always seeking to consume, pervert, and
most basic of manners.
annihilate that which the Rundar-Sonn
has created. All followers of the Aura-
Runedar-Sonn Olara fear the Norogh-Sargh, only using
Good
its name in whispers, and believing that
In the Aura-Olara belief system, the
to succumb to the Norogh-Sargh’s
Runedar-Sonn is the revered heavens. It
violent destructive energy is to be wiped
is the engine of creation, and the eternal
from existence itself. Rather than
force of good and life in the universe. All
worship the Norogh-Sargh, those who
followers of the Aura-Olara strive to one
revere it instead seek to redirect its
day set foot upon the Runedar-Sonn,
consuming, chaotic energies upon their
and they often call out for the Runedar’s
enemies instead.
guidance and leadership in times of
difficulty, and for its healing blessing
when death and harm are present.
Rrin-Morndin
The known history of the Sabrak-Olar
can be broken down into several
periods. These periods are discussed
below. Most dwarves have a basic
knowledge of the general history of the
land, due to the high value placed upon
lore and record keeping present in most
of the clans. High dwarves in particular
are known to have many historians
amongst their numbers, though even the
savage badlands dwarves hold
knowledge of what has come before in
high regard.

The Glanxor
The most ancient period in the known
history or the Sabrak-Olar, is the time
before the arrival of the dwarves, known
as the glanxor, or “forgotten history.” In
these ancient days, the human empire of
The Skuld was the only large, persistent
civilized region.
The only records that exist from
this time are the handful of glyph
covered obelisks and crypts that have
survived until the current age, though
there are rumors of ancient caches of
preserved scrolls tucked away deep in
forgotten libraries and abandoned
desert fortresses.
The level of technology during
this period was limited to stone
construction, low-level farming, and
primitive bronze weapons, with only the
wealthiest citizens of the skuldian
empire having access to small amounts
of iron. Amongst the farther reaches of
the Sabrak-Olar, civilization was almost
non-existent. It is general believed that
the few elves, halflings, goblins, and many fierce battles before being driven
other races that lived in these wild lands to its doom in the heart of one of
existed at only a stone-age, nomadic Amenthok’s many volcanoes.
level of development. By the time this age ended, and
the last dwarves finished making the
journey from the old world, to this new
The Acka-Olar one, the foundations of a burgeoning
dwarven empire had already been laid.
The next period in the Sabrak-Olar’s
history is the days known as the Acka-
Olar, or “world bridge”. According to The Age of Deeds
the ancient legends contained within
the Morndinsamman, the dwarf gods With the dwarves now firmly entrenched
themselves led a massive host of across the Sabrak-Olar, the world
dwarves to this world, leading them out entered a period of several centuries
of an older, now forgotten world and where the dwarves expanded over all of
into the still new and unclaimed world the known lands. Many tales of great
of the Sabrak-Olar. Some dwarves deeds, incredible journeys, the forging
believe that these tales are merely of powerful artifacts, and the waging of
symbolic, while others hold the stories massive battles still survive from this
of the gods walking amongst time. Many of these ancient tales often
dwarvenkind as literal truth. include one or more deities from the
Regardless of the position taken, Morndinsamman interacting and
what is known for certain is that the first participating in these many legendary
dwarves in the Sabrak-Olar appeared feats.
within what is now known as the region
of Donnarent. From there they fanned
out quickly, pushing their way north into
Thorvyn and out into the Skuld. Due to
their engineering and metallurgical skill,
as well as their sheer numbers, the
dwarves were quickly able to establish
dominance over the ancient skuldian
empire. In the north they met little
resistance, allowing them to settle and
expand almost at will. It was also during
this time that the first dwarves began
settling in the Amenthok, though the
volcanic terrain there made life hard and
unforgiving. Legends from this region
tell of a powerful beast of flame and ash
that led armies of kobolds and lizardfolk
against the dwarves of Amenthok in
It was during this age of deeds that the resistance, and instead simply allowed
dwarves also first set eyes upon the Rrin- themselves to come under the Rrin-
Mordin. In fact many of the tales from Morndin’s sphere of influence. Most
this period involve the construction of historians consider the specific end to
the first fortresses within the mountain, the Age of Deeds to be the Battle of
and the numerous failed attempts to Khordal-Duum, when the now high
scale its incredible slopes. Throughout dwarves of the Rrin-Morndin defeated
the age of deeds, many smaller dwarven the last of the resistance in Donnarent,
kingdoms rose and fell, and inter-clan unifying all of the dwarven lands under
warfare was seen as a means to prove one banner, and established the Empire
the worth and superiority of individual of the Rrin-Morndin.
dwarves, through a never-ended test of
battle and adventure. Pax Morndin
Throughout all this strife,
however, the dwarves within the Rrin-
With the Empire of the Rrin-Morndin
Morndin were steadily growing in
now firmly in control of the known
power. The riches of the mines within
lands, the multitude of dwarves entered
the massive mountain, which proved
a prolonged period of stability and
almost limitless, coupled with an ever
prosperity. The ever growing fortress
growing knowledge of engineering and
city within the Rrin-Morndin became the
metallurgy led the dwarves of the Rrin-
economic and cultural hub for all
Morndin to soon become the most
dwarvenkind in the Sabrak-Olar as trade
powerful dwarven force in all of the
routes were extended to all corners of
Sabrak-Olar... and as their power grew,
the known lands. Warfare during these
many centuries was generally kept to a
minimum, due to the army of the Rrin-
Morndin’s unrivaled might, however civil
wars were not unheard of, and the
imperial crown did not always pass to
the next emperor in a peaceful manner.

Tale of the Magama Dwarves


While the high dwarves of the Rrin-
Morndin were busy with their empire,
so did their ambition. As the age of the dwarves of Amenthok were busy
deeds drew to a close, the kingdom of seeking fortunes of their own.
the Rrin-Morndin waged a series of Tunneling deep beneath the region’s
military campaigns in which they towering volcanic mountains, they
decisively took control of The Skuld, sought deeper and deeper access to
Amenthok, Thorvyn, Gwenifen, and veins of raw gold and mithral. These
Kuldar-Sonn. The outlying regions of maze-like mines soon descended to
the Sabrak-Olar were simply too sparsely depths deeper than the mountains were
populated and underdeveloped to offer high, yet still the dwarves excavated
further. At last they reached what many
believed was the bottom of the world,
punching through an ancient barrier and
into the elemental chaos itself.
It was here that they found an
incredibly mineral rich expanse of
obsidian mountains sliced by rivers of
lava and bordered by a sea of searing
flame. In this inhospitable place they
established an empire of there own, and
through great trial and tribulation they
were transformed into the magma
dwarves. In time this dwarven colony
empire at the border of the elemental
chaos lost contact with the Sabrak-Olar
above, but despite the growing
prosperity of their new-founded empire,
tales of the mortal world they had come
from were not forgotten.
In time, the magma dwarf empire
With their empire collapsed, they
came to the attention of their neighbors,
disembarked from the elemental chaos,
and the harsh, chaotic warfare of the
seeking to refind the land that their tales
elemental chaos was brought to bear
told they once came from. To the
upon them. A rival empire of fire giants,
magma dwarves’ surprise, the paths
backed by legions of enslaved azers
back to the Sabrak-Olar were now much
sought to wipe out the magma dwarves
shorter than they had been all those
and claim their obsidian realm for
years ago, and so, twenty centuries after
themselves. At first the giants and their
they departed, the dwarves of Amenthok
armies took the upper hand, routing the
returned, transformed and eager to
magma dwarves in a series of crushing
reestablish a great home for themselves.
attacks, but soon the tides would turn.
Once exposed to the magma dwarf
culture, the fire giants’ azer forces began
to defect, breaking away from their cruel Age of Strife
masters and reclaiming their dwarven
heritage at the side of the defiant The great imperial peace of the Rrin-
magma dwarves. Mordin came to a close when without
The dwarven counterattack, notice or warning the high dwarves
bolstered by their new-found allies sealed shut the massive gates of their
shattered the fire giant empire, casting mountain, breaking off all contact with
it down into ruin and rubble, but the the outside world. The reason for this
cost of such a victory was great, for the unexpected move to total isolation was
war left the magma dwarves’ empire a mystery to the dwarves outside the
nearly obliterated to the same degree. mountain, and left the many kingdoms
that had been under the rule of the Rrin- the Rrin-Morndin was not forgotten, but
Morndin in a state of shock. soon any evidence of its once mighty
The new power vacuum quickly stature only existed in the minds of the
led to a state of conflict and civil war. dwarves who passed on its tales.
Donnarent, Amenthok, The Skuld, Amenthok, Donnarent, and
Gwenifen, and Kuldar-Sonn all vied for Kuldar-Sonn slowly rebuilt themselves as
control of the now seemingly the leading centers of dwarven strength,
abandoned imperial thrown. Clans all and contact was reestablished with the
across the Sabrak-Olar waged merciless outlying realms, however prosperity and
war against each other, sacking cities, peace proved to be elusive and fleeting.
fouling mines, and laying waste to entire The forests and jungles of Gwenifen and
regions. Many clans were wiped out Millusvudd were now treacherous
during this time, and entire cities were expanses, filled with aggressive tribes of
razed to nothingness, with only the elves, cyclops, and other dangerous fey
faintest of evidence remaining that they creatures. The southern reaches of The
even once existed. Skuld slowly regained a measure of
When the fighting finally ended, stability, however the numerous orc
the once mighty dwarven empire was tribes of the north, no longer kept in
shattered into numerous, disparate and check by the forces of the Rrin-Morndin
ravished regions. The once numerous soon came to dominate the vast expanse
trade routes ceased to see travel, and of desert of the skuldian north.
the orcs and goblins began to multiply It was during these dark days
as the world sunk into a prolonged dark that the first signs of the coming
age. consumption by the elemental chaos
began to manifest. Earthquakes and
storms rose in severity and frequency,
The Duer-Xoth and the eerie visual presence of the
elemental chaos along the horizon
became an ever more prevalent nightly
These dark days stretched on for many
occurrence. Despite all this, the
generations. The glory of the empire of
dwarves slowly managed to reestablish a believe that somewhere with the Rrin-
sense of unity amongst each other. Morndin, a path leads to a world greater
Embassies were reopened, and the brave than what the high dwarves left behind.
began to seek to clear the now long-
unused trade routes.
The Present Age
The Rorn-Valka The current period of the Sabrak-Olar is
one of slow decay. The destructive
With the numerous kingdoms now effects of the elemental chaos upon the
weary from strife, and with trade and world are clearly evident, and nearly all
communication now reestablished, the dwarves believe that the world’s days
dwarves within the Sabrak-Olar once are nearly at an end. Some even believe
again sought out to do what dwarves do that this end will come within the
best; mine and build… but they soon current generation.
found their efforts were stymied by the Despite this pessimism, some
world itself. Their once rich mines one hope still remains. Not all dwarves are
by one slowly began to run dry. ready to simply give up and abandon the
Quarries that had once produced the future of their clans. The most ancient
finest of stone now only produces of tales tell that the dwarves came to this
flawed and cracked rubble, and all along, world from another, and if those tales
the effects of the elemental chaos upon are true, then perhaps such an exodus
the Sabrak-Olar were growing more and can be repeated yet again.
more pronounced.
It was during this time that the
first dwarves in over a thousand years
cut their way back into the Rrin-
Morndin. Inside they found the once
great dwarven citadel completely
abandoned. After great research, clues
to the reasons behind the mountain’s
original sealing were discovered. The
high dwarves had foreseen the coming
elemental apocalypse, and so they had
turned there energies away from
managing their massive empire, and had
instead focused all their resources into
climbing the Rrin-Morndin from the
inside. Weather this endeavor
ultimately led to their salvation remains
a mystery still, however the utter
disappearance of all the high dwarves of
the Rrin-Morndin led many a dwarf to
Dwarvenkind of all sorts range
across and below the Sabrak-Olar.
While they all possess some level of the
same underlying dwarven heritage, each
dwarven race has developed into its own
unique form of dwarf. Despite these
differences, they all recognize each
other as brothers of the same species,
though some prejudices still persist.
Some of the dwarven races
presented in the following pages are
somewhat region specific, however due
to the wanderlust and love of travel that
nearly all the dwarven cultures possess,
nearly every race of dwarf can be found
in any region of the Sabrak-Olar if one
looks hard enough. This is especially
true in urban areas and upon the more
heavily travelled trade routes.
Of the nine dwarven races, the
badlands dwarves, desert dwarves, high
dwarves, and hill dwarves consider
themselves to be culturally and
physically closer to the ideal true dwarf
than the other races, especially when
compared to the half-dwarf muls and
gully dwarves. Likewise, the duergar,
magma dwarves, and azers are all seen
as being racially transformed from that
of an original and true dwarf. Obviously,
these races don’t look down upon
themselves in such a manner, however
all dwarves are aware of the views, both
positive and negative, that the dwarves
of the other races have concerning
them.
Hailing from the elemental chaos, Azers came afoul of one of the many fire giant
are a distant relative of dwarves. In the empires. Like so many of their
earliest days of history, back when the conquests before, the fire giants
universe was still young, the dwarves believed they could rely upon the
were enslaved by giants and titans. strength of their azer armies. However,
While many dwarves eventually broke this war would be different. Upon being
free of this tyranny, not all were so exposed to the culture of their dwarven
lucky. Many dwarves were brought by cousins, the vast majority of the azer
fire giants into the elemental chaos to armies defected, and with the aid of the
magma dwarves, destroyed
their fire giant masters.
When the magma
dwarves returned to the
surface of the Sabrak-Olar,
their new-found azer allies
came with them. Though
the surface world was
considered strange and
unnatural by most azers,
they were quick to adapt,
using their skill with
crafting and fire to quickly
establish their place
amongst the other dwarves
of the Sabrak-Olar.
Due to their many
centuries of enslavement,
azers do not have any clans
of their own, however azer
family lines have been
adopted into the vast
majority of the larger
dwarven clans, especially
serve as the soldiers and laborers in the the magma dwarf clans. The familiarity
numerous fire giant empires. Over the with fire makes then a valuable worker
centuries, a combination of exposure to to have in any forge, and many an azer
the elemental chaos and the influence of have become skilled and renowned
their evil masters transformed these craftsman.
dwarven slaves into the fiery azers. Their elemental nature has also
While the magma dwarves were made them into keen advisors in the
in the elemental chaos themselves, they current troubling times. This elemental
RACIAL TRAITS nature has also brought the azers some
Average Height: 4’ 3” – 4’ 9” difficulty. Even though they have now
Average Weight: 160 – 220 lb.
been in the Sabrak-Olar for many
Ability Scores: +2 Intelligence, +2 Wisdom centuries, they are still viewed with
Size: Medium suspicion by many dwarves, particularly
Speed: 5 squares those who have suffered direct
Vision: Normal hardships due to the effects of the
elemental chaos upon the world.
Languages: Choice of one language, Dwarven,
Primordial
Skill Bonuses: +2 Arcana, +2 Diplomacy
Body of Light: Your body shines bright light to a radius
of 20 squares. You can reduce your brightness to
Physical Qualities
dim light out to 1 square as a minor action.
Dwarf Heritage: You can take feats that have dwarf as a Azers resemble a dwarf with brass-
prerequisite, (as well as those specifically for colored skin, and hair and beard of
azers), as long as you meet any other flames. They often wear kilts of bronze,
requirements.
Elemental Origin: Your ancestors were native to the
copper, or brass, though they will also
elemental chaos, so you are considered an often adopt the dress of the clan they
elemental creature for the purpose of effects that have been adopted into. An azer’s
relate to creature origin. flaming hair casts off bright light,
Encumbered Speed: You move at your normal speed illuminating all that is around them,
even when it would normally be reduced by armor
or a heavy load. Other effects that limit speed (such
though they can limit the brightness of
as difficult terrain or magical effects) affect you this light at will.
normally.
Fire Resistance: You have resist fire 5 + one-half your
level.
Stand Your Ground: When an effect forces you to Mental Qualities
move—through a pull, a push, or a slide—you can
move 1 square less than the effect specifies. This Azers have a sharp mind, and they value
means an effect that normally pulls, pushes, or
education and knowledge, this is
slides a target 1 square does not force you to
move. especially true of ancient dwarven lore.
In addition, when an attack would knock you Due to their long history of
prone, you can make an immediate saving throw to enslavement, many azers feel it is their
avoid falling prone. duty to learn as much about
Warding Flame: You can use warding flame as an
dwarvenkind as possible, to make up for
encounter power.
the lost time. Azers also place great
value on being able to provide for
Warding Flame Azer Racial Power oneself and to defend oneself in the face
You project searing flames out from your body. of threats. They believe that an azer
Encounter Fire who continually depends on others for
Minor Action Personal
his well being has left himself open to
Effect: Until the end of your next turn, any enemy that
starts its turn adjacent to you takes 5 fire damage. once again becoming a slave.
(Increase to 10 fire damage at 11th level, and to 15
fire damage at 21st level.)
Born and raised in the harshest regions Despite this often dangerous
of the Sabrak-Olar, the badlands lifestyle, they hold honor in high regard.
dwarves are a rough and rugged race of A badlands dwarf who is lazy, betrays his
warriors, hunters, and adventurers. friends, or shows cowardice in battle
They see prowess in combat and will often find himself shunned by much
of his or her clan.
The largest concentration of
badlands dwarves in the Sabrak-Olar is
in the region of Kuldar-Sonn. In fact,
most badlands dwarves believe that the
thick forests, treacherous plains, and
snow capped mountains of Kuldar-Sonn
are the birthplace of their race.
Most badlands dwarves belong
to a clan headed by badlands dwarves,
however due to their warlike nature, it is
not uncommon for a badlands dwarf clan
to be so decimated and scattered from
repeated battles that eventually the
remaining members of the clan become
essentially rogue and clanless. In such a
case, if a badlands dwarf still has his
honor, he will often seek to join another
clan, most likely one that was an ally of
his former clan.
Due to Kuldar-Sonn’s relatively
strong position amongst the dwarven
kingdoms, the larger badlands dwarf
clans maintain houses within all the
major cities across the Sabrak-Olar. In
some cases this may be nothing more
than a small fort housing two or three
dwarves, but in others these houses may
consist of sprawling fortified
compounds with their own adjoining
mines and forges.
mastery of nature as the epitome of While most badlands dwarves
dwarven greatness. They are quick to consider themselves to be the greatest
wage war upon each other, and quick to of the dwarven races, they give respect
celebrate their victories with feast and to any dwarf who proves himself to be
drink. an honorable, skilled warrior, regardless
of race.
RACIAL TRAITS climates they inhabit, and as a sign of
Average Height: 4’ 3” – 4’ 9” age, experience, and maturity.
Average Weight: 160 – 220 lb.
For clothing, badlands dwarves
Ability Scores: +2 Strength, +2 Wisdom prefer multiple layers of furs, leathers,
Size: Medium and other natural attire. A badlands
Speed: 5 squares dwarf who kills a large elusive or
Vision: Low-light dangerous beast will often make a cloak
or covering from the creatures hide as a
Languages: Dwarven
Skill Bonuses: +2 Athletics, +2 Nature means to display his victory in the hunt.
Bloodied Fury: When you’re bloodied, you gain a +1 When going to battle against other
bonus to damage rolls. dwarves, however, badlands dwarves
Dwarf Heritage: You can take feats that have dwarf as a will augment their coverings with
prerequisite, (as well as those specifically for
metallic armor.
badlands dwarves), as long as you meet any other
requirements.
Dwarven Resilience: You can use your second wind as a
minor action instead of a standard action.
Badlands Dwarf Weapon Proficiency: You gain
Mental Qualities
proficiency with the hand axe and the battleaxe.
Encumbered Speed: You move at your normal speed Badlands dwarves believe that a life
even when it would normally be reduced by armor without both challenge and reward is a
or a heavy load. Other effects that limit speed (such meaningless life. They would rather die
as difficult terrain or magical effects) affect you
normally.
risking battle for glory and treasure than
Stand Your Ground: When an effect forces you to to while away the days in safety and
move—through a pull, a push, or a slide—you can boredom. They are natural risk takers,
move 1 square less than the effect specifies. This and are often quick to spring to action,
means an effect that normally pulls, pushes, or even when further deliberation might be
slides a target 1 square does not force you to
move.
the more prudent course. In battle, they
In addition, when an attack would knock you are fierce warriors who rarely retreat,
prone, you can make an immediate saving throw to even going to far as to take joy in the
avoid falling prone. wounds they receive, knowing that if
they succeed, their scars will be proof of
the challenge they have overcome.
Physical Qualities As the world of the Sabrak-Olar
has entered into its final, chaotic days,
Badlands dwarves are physically the many of the badlands dwarves have
same as typical dwarves, being broad come to view their rough and tumble
and stocky. They generally have fairer way of life as the best means to survival
skin with hair color ranging from deep and continuation of the dwarven race.
red to blonde. Unlike many other They have always been distrustful of
dwarves, though, badlands dwarf males dwarves who try to build a society that is
don’t often go bald. Instead they prefer overly dependant on civilization and
to grow long, scruffy hair and beards, organization, and as those structures
both to give them warmth in the harsh have begun to crumble, they see their
own views being vindicated.
Hailing from the desert region of Skuld, extensive stone quarries and salt mines
the desert dwarves are the ancestors of provided the backbone of the skuldian
the dwarves who first subjugated the economy. These days are gone now,
ancient human skuldian empire. Over though, and the desert dwarves who live
the many centuries they have adapted to here have been forced to watch their
life in this vast, harsh desert, while at the once proud kingdom slowly crumble
same time adopting many of the cultural into ruin. While they were once
prodigious stone builders, that
industry has all but dried up. The
few quarries that still operate
rarely ship their stone beyond the
skuld, instead using their meager
outputs to reinforce the land’s
remaining fortifications.
Desert dwarf traders often
venture beyond The Skuld,
however few establish permanent
residence beyond the desert’s
borders. The desert dwarves have
grown accustomed to the heat,
and often find other colder
climates to be uncomfortable and
unappealing. Desert dwarves
themselves can be broken down
into two general groups. There are
those who live primarily in urban
areas, and those who are more
nomadic, and spend much of their
time travelling from oasis to oasis.
These is some antagonism
between the two groups, however
when The Skuld is threatened,
both groups will typically come
together to form a common
defense.
traits and practices of the human desert Religiously, most desert dwarves
civilization. This includes everything have adopted the ancient skuldian
from language, to religion, to dress. pantheon. They believe that it was the
In the ages gone by, The Skuld call of the sun god Ra-Horakhty, and not
has always been one of the dominant Moradin that originally brought the
regions in the Sabrak-Olar. Rich trade dwarves to the Sabrak-Olar. Despite
routes once criss-crossed its dunes, and this, not all of the desert dwarves reject
RACIAL TRAITS dark, swarthy complection, with skin
Average Height: 4’ 3” – 4’ 9” that shows the wear of near constant
Average Weight: 150 – 210 lb.
exposure to the beating rays of the sun.
Ability Scores: +2 Dexterity, +2 Wisdom When it comes to garb, most
Size: Medium desert dwarves prefer to wear elaborate,
Speed: 6 squares flowing robes and intricate detailed
Vision: Normal clothing, often adorned with various
skuldian symbols. It is also quite
Languages: Dwarven, Skuldian
Skill Bonuses: +2 Perception, +2 Stealth common for a desert dwarf to have
Dwarf Heritage: You can take feats that have dwarf as a several weapons concealed within the
prerequisite, (as well as those specifically for folds of his robes and cloak.
desert dwarves), as long as you meet any other
requirements.
Dwarven Resilience: You can use your second wind as a
minor action instead of a standard action.
Desert Dwarf Weapon Proficiency: You gain
Mental Qualities
proficiency with the kukri and the khopesh.
Focused Senses: You can use focused senses as an
Desert dwarves prefer to take a long
encounter power. outlook on life. Their skuldian kingdom
is arguably the oldest of the dwarven
civilizations within the Sabrak-Olar, and
Focused Senses Desert Dwarf Racial Power their have translated this longevity into a
Closing your eyes, you sense even the slightest of vibrations cold, almost detached view of history.
within your vicinity. They are not quick to enter into actions
Encounter that they see as rash or ill-planned. They
Minor Action Personal
also do not place much value in fleeting
Effect: Until the end of your next turn, you gain
tremorsense 5. glory, believing that time wipes away all
but the most important of things, like
the tales of the Morndinsamman. In the dunes rolling across the desert.
fact, many still hold a certain reverence The desert orcs of The Skuld
for the tales of the ancient dwarves, have always been one of the desert
however they believe that the skuldian dwarves primary enemies, however in
pantheon is the true source of divine the harsh current age, the orcish threat
power, and that its discovery was the has become much more prevalent. Most
true reason for the dwarves coming to desert dwarves have been raised to
the Sabrak-Olar in the first place. despise and distrust all orcs, viewing
them as nothing more than savage,
murderous beasts who want nothing
more than to sow death, chaos, and
Physical Qualities destruction upon The Skuld.

Desert dwarves are leaner and quicker


on their feet than average dwarves.
Their hair color varies greatly, ranging
from deep blacks to radiant reds. Many
of the nomadic desert dwarves have a
The secretive duergar, also known as path they took may have been more
gray dwarves, dwell mainly in the hidden and less illuminated, and was
Sabrak-Olar’s hidden underdark, though likely somewhere beneath the feet of all
some duergar settlements have been the other traveling dwarves, but it was
established upon the surface. How the there non-the-less. That being said, the
duergar first got to the Sabrak-Olar is a duergar still have a troubled past.
mystery to most dwarves, and many The most ancient duergar tales
different tales and legends and bandied tells that their reason for coming to the
about. Some claim that the duergar are Sabrak-Olar was to escape enslavement
a cursed clan of dwarves who were by hideous devils, however once in the
corrupted by aberrations, while other, Sabrak-Olar, they found themselves to
be shunned as
outcasts. Their
most dark time
was during the
early days of the
empire of the
Rrin-Morndin.
During that
period, many
duergar were enslaved by the high
dwarves and forced to due much of
the manual labor involved in the
construction of the great mountain
fortress. The duergar ultimately
revolted against this enslavement,
rallying around their faith in
Laduguer, and retreating deep into
the underground, beyond the reach
of the high dwarves.
With the empire of the Rrin-
Morndin now gone, and with the
power of the remaining high
dwarves greatly diminished, many
duergar have once again began
more prejudice dwarves claim that communicating with the surface. They
duergar are not dwarves at all but are are still very untrusting of most other
simply soulless animated servants of dwarves, however, and will engage in
otherworldly devils. hostility if they believe they are
The truth, however, is that the threatened.
duergar made the journey to the Sabrak- The only other dwarven race the
Olar just like all the other dwarves. The duergar have strong ties to are the
RACIAL TRAITS
Average Height: 4’ 2” – 4’ 8” magma dwarves decided to return to the
Average Weight: 155 – 220 lb. surface of the Sabrak-Olar, it was
duergar scouts that first helped them
Ability Scores: +2 Constitution, +2 Wisdom
rediscover the lost trails back to
Size: Medium
Speed: 6 squares Amenthok.
Vision: Darkvision

Languages: Deep Speech, Dwarven


Skill Bonuses: +2 Dungeoneering, +2 Insight Physical Qualities
Defiant Spirit: You have a +1 bonus to all defenses
against attacks made by dwarves. Duergar are slightly shorter than typical
Dual Heritage: You can take feats that have either dwarves, and are sometimes leaner.
duergar or dwarf as a prerequisite, as long as you
meet any other requirements.
They have gray skin and pale eyes. Their
Duergar Weapon Proficiency: You gain proficiency hair ranges in color from white, to
with the war pick and the light pick. vibrant orange and red, to dark grays
Infernal Past: Your most distant ancestors were and blacks. Sharp poisoned quills grow
corrupted by devils, so you are considered to have amongst the tufts of their thick hair.
the devil keyword for the purpose of effects that
relate to creature keywords.
They generally wear drab, dark clothing
Infernal Quills: You can use infernal quills as an that allows them to blend into their
encounter power. rocky surroundings.

Infernal Quills Duergar Racial Power


Mental Qualities
You tense and send the quills projecting from your body into the
gaps in your foe’s armor.
Encounter Poison Duergar are very untrusting of surface
Minor Action Ranged 3 dwellers, and assume that most other
Target: One creature dwarves, except for the magma dwarves,
Attack: Constitution +2 vs. AC
have ulterior motives in mind whenever
Level 11: Constitution + 4 vs. AC
Level 21: Constitution + 6 vs. AC they attempt to negotiate or deal with
Hit: 1d8 + Constitution modifier damage, and the the Duergar. They have a strong sense
target takes a -2 penalty to attack rolls and ongoing 2 of racial pride, and believe that as long
poison damage (save ends both). as they maintain their faith in Laduguer,
Level 11: 2d8 + Constitution modifier damage, and they will never be made into slaves
the target takes a -2 penalty to attack rolls and
ongoing 5 poison damage (save ends both). again. Many duergar also believe that
Level 21: 3d8 + Constitution modifier damage, and the Rrin-Morndin is also rightfully theirs,
the target takes a -2 penalty to attack rolls and since it was their enslaved ancestors that
ongoing 8 poison damage (save ends both). performed much of the mountain
fortress’s initial construction. Not all
magma dwarves. During the height of duergar believe in trying to escape the
the magma dwarves’ empire within the Sabrak-Olar, however. Some believe
elemental chaos, many of the deepest that if the duergar were to retake the
dwelling duergar maintained whole of the Rrin-Morndin, not even the
communication and trade with the elemental chaos could threaten them.
magma dwarves. In fact, when the
When the dwarves first arrived in the several lines of gully dwarves within
Sabrak-Olar, many of the forested their ranks to serve just such a purpose.
regions already contained large The gully dwarves have also established
populations of primitive, yet friendly, clans of their own, though most of these
gnomes. In the course of interacting clans are relatively small and are made
with the gnomes, unions between a up almost exclusively of only other gully
gnome and dwarf often occurred. The dwarves.
new breed of half-dwarf, half-gnome Some gully dwarves, especially
sired by these unions is known as a gully amongst the ranks of first generation
dwarf. While such unions still occur gully dwarves, have given up most of
their dwarven heritage and have instead
chosen to live primarily with other
gnomes. This choice is sometimes made
willingly, but other times it is the result
of the gully dwarf in question not having
the adequate proof of lineage to be
accepted to a dwarven clan. These
bastard gully dwarves are often looked
down upon by other dwarves, especially
if they have not accomplished any great
deeds in their lives.
Within dwarven clans, gully
dwarves fill almost any roll that a typical
dwarf might fill, weather it be soldier,
craftsman, scholar, or miner. Many gully
dwarves, however are known to be quite
crafty and mischievous, and are often
believed to be more devious in their
personal interactions than other
dwarves. Most dwarves disapprove of
this sort of behavior in inter-clan
relationships, believing instead in a
more straight-forward approach to such
things, however when attempting to
negotiate or deal with another clan,
quite frequently, the population of gully many of the clans are glad to have a gully
dwarves has grown large enough to dwarf, with his quick-whit and
support its own continued existence. diplomatic tricks, acting as their front
In political affairs, gully dwarves man.
often act as inter-mediators between Gully dwarves, due to their fey
dwarves and other few creatures. Many background, are also more comfortable
of the large dwarf clans often have dealing with elves and eladrin than most
RACIAL TRAITS
Average Height: 3’ 6” – 4’ 0” gully dwarf. They also generally have
Average Weight: 65 – 110 lb. facial features that are more chiseled
than typical dwarves. The thickness and
Ability Scores: +2 Wisdom, +2 Charisma
size of a male gully dwarf’s beard is
Size: Small
Speed: 5 squares generally about the same as a typical
Vision: Low-light dwarf, though some gully dwarves are
known to have rather sparse facial hair.
Languages: Dwarven, Elven Due to their fey blood, gully dwarves
Skill Bonuses: +2 Bluff, +2 Streetwise
often live longer than typical dwarves,
Dual Heritage: You can take feats that have either
dwarf or gnome as a prerequisite, (as well as those with many living to nearly 300 years of
specifically for gully dwarves), as long as you meet age.
any other requirements. For attire, gully dwarves often
Fey Blood: Your gnomish ancestors were native to the dress in a mix of traditional dwarven
Feywild, so you are considered a fey creature for
garb mixed with the more wild, nature
the purpose of effects that relate to creature
origin. inspired clothing of the gnomes.
Trickster’s Nature: You gain a +2 racial bonus to attack However, a gully dwarf of high standing
rolls when making attacks that have the illusion in a dwarven clan may style himself
keyword. entirely in a dwarven manner, while a
Trickster’s Blur: You can use trickster’s blur as an clan-less gully dwarf may have forsaken
encounter power.
dwarven attire all together.

Trickster’s Blur Gully Dwarf Racial Power


You become translucent and distorted, helping you to conceal Mental Qualities
yourself from your enemies.
Encounter Illusion
Gully dwarves have a keen sense for the
Minor Action Personal
Effect: You gain concealment until the end of your next world around them, often seeing
turn. In addition, any attacks you make until the end motives and deceptions that other
of your next turn gain the illusion keyword. dwarves would typically miss. They are
generally quite friendly, and are usually
dwarves. They share an affinity for open to interacting with other clans and
nature that most elves and other fey races. They enjoy knowledge, especially
creatures are able to respect, allowing aracana and craftsmanship, but also
many a gully dwarf and elf to become enjoy the pleasures in life, believing that
fast, life-long friends. hard work should be rewarded with a
properly satisfying and entertaining
leisure activity.
Physical Qualities Gully dwarves are generally not
as straight forward as typical dwarves.
Gully dwarves are proportionally smaller They believe that giving away all of one’s
than typical dwarves. Most gully intentions up front leaves you
dwarves also have slightly pointed ears, weakened, and that the proper
though the degree that this is diplomatic strategy should be as
pronounced varies from gully dwarf to thought out as any battle plan.
The high dwarves that still exist in the Sabrak-Olar, many high dwarves still
Sabrak-Olar are the descendants of maintain an air of superiority about
those that were outside the Rrin- themselves, believing that they were
Morndin when its great doors were Moradin’s true chosen, and that the
sealed shut. Most of them still live in the accomplishments of their now lost
empire will never be matched.
Most high dwarves also believe
that the bulk of their people already
escaped the doom of the elemental
chaos years ago, by ascending the Rrin-
Mornding internally. However not all
high dwarves hold the same views on
how their future should unfold. Many
older high dwarves believe that they
should simply accept the coming fate,
and be content with the knowledge that
the majority of their race already lives on
elsewhere, while many younger high
dwarves have rejected this idea and
instead believe that it is their duty as
high dwarves to re-enter the Rrin-
Morndin and follow the same path to
salvation that their ancestors once took.
Many of these younger high dwarves
have taken their disgust with their
elder’s apathy so far as to reject the
Morndinsamman altogether, instead
finding hope in the church of Muamman.
High dwarves also compromise
the largest segment of the clanless dwarf
population. When the Rrin-Morndin was
sealed shut, many of the high dwarves
outside the mountain were cut off
completely from the rest of their clan. In
the wake of this, some new clans have
formed, and some high dwarf lines have
been adopted into hill dwarf, desert
dwarf, and badlands dwarf clans,
mountains in the Rrin-Morndin’s vicinity, however a very large percentage of high
however over the centuries, some have dwarves have simply abandoned much of
migrated to other parts of the world. the clan structure. They still pay
Despite their reduced status in the homage to their ancient, departed clan,
RACIAL TRAITS in color from golden blonde, to deep
Average Height: 4’ 6” – 5’ 0” brown, to silvery gray. They often dress
Average Weight: 165 – 230 lb.
in ornate, formal attire that recalls the
Ability Scores: +2 Constitution, +2 Intelligence opulence and sophistication of their
Size: Medium once mighty empire. They value fine,
Speed: 5 squares detailed craftsmanship, especially when
Vision: Low-light it comes to the metalworking of armor
and weapons. Various suits of armor,
Languages: Choice of one language, Dwarven, Rrinther
Skill Bonuses: +2 Arcana, +2 History headdresses, jewelry, and other
Clarity of Mind: +5 racial bonus to saving throws accoutrements left over and preserved
against effects with the charm keyword. from the days of the Rrin-Morndin
Dwarf Heritage: You can take feats that have dwarf as a empire are often worn with great pride.
prerequisite, (as well as those specifically for high
Many high dwarves will also often carry a
dwarves), as long as you meet any other
requirements. sword of some sort, believing the sword
Dwarven Resilience: You can use your second wind as a to be a more elegant and refined
minor action instead of a standard action. weapon than the clumsy hammer and
High Dwarf Weapon Proficiency: You gain proficiency axe.
with the short sword and the broad sword.
Encumbered Speed: You move at your normal speed
even when it would normally be reduced by armor
or a heavy load. Other effects that limit speed (such
as difficult terrain or magical effects) affect you
Mental Qualities
normally.
Stand Your Ground: When an effect forces you to Many high dwarves exude a sense of
move—through a pull, a push, or a slide—you can arrogance when dealing with other
move 1 square less than the effect specifies. This dwarves. They are decidedly assured in
means an effect that normally pulls, pushes, or their own intellect, and don’t take well
slides a target 1 square does not force you to
move.
to other “lesser” dwarves correcting
In addition, when an attack would knock you them on matters of the mind, especially
prone, you can make an immediate saving throw to when it comes to arcana, history, and
avoid falling prone. engineering. Of all the major dwarves,
they often respect desert dwarves the
most, due to their mutual respect for
but make little effort to advance the history and tradition. At the same time,
clan’s standing throughout the world, they find the badlands dwarves to be the
believing that to do so would belittle the most uncivilized, believing that their
clan’s accomplishments in whatever wild, haphazard lifestyle is a backwards
world they have moved on to. regression in dwarven development.
Most high dwarves also respect magma
dwarves, but only to a certain degree.
Physical Qualities They view the magma dwarves’ original
journey to the elemental chaos as a folly,
High dwarves are slightly taller than while at the same time begrudgingly
typical dwarves, and are often quite admitting that the magma dwarves have
proud of their height. Their hair ranges accomplished much.
The most common type of dwarf in the culture and religion exerts a t least some
Sabrak-Olar, hill dwarves range across measure of influence on all other
nearly every kingdom and region. The dwarves. They are considered to be the
legends and tales of hill dwarves stretch most traditional of the dwarven races,
back farther than those of any other preferring to focus on the simple, yet
dwarves, and many believe that hill important things in dwarven life, such as
mining, engineering, protection of one’s
family and clan, and the stamping back
of darkness and evil.
Most hill dwarves still worship
the Morndinsamman, usually with a
special reverence for Clanggedin and
Dumathoin, however some younger hills
dwarves have begun to abandon the
Morndinsamman in favor of Muamman.
This has led to internal conflict within
some of the clans, and there are growing
rumors that a religious civil war might
be brewing amongst the hill dwarf ranks.
The followers of Muamman feel that the
only hope for the hill dwarves’ future is
to abandon the tired, old ways and to
seek escape and freedom from the
Sabrak-Olar. The traditionalists,
however, believe that the gods of the
Morndinsamman will always guide the
dwarves to the proper outcome, and if
that outcome involves destruction by
the elemental chaos, and what comes
beyond, then so be it.
Amongst the other dwarves, hill
dwarves generally consider badlands
dwarves and some high dwarves to be
their closest allies. They respect the
more traditional nature of these other
dwarves, and believe them to still be the
dwarves were the first dwarves to ever closet to the true ideal of a proper
exist. This proud heritage has led the dwarf. That being said, the hill dwarves
hill dwarves to accomplish much in the have long memories, and they
Sabrak-Olar. remember the brutal tactics employed
Their cities, mines, and mountain by all during the last great dwarven civil
fortresses dot the landscape, and their war, and as such they only fully trust a
RACIAL TRAITS comes in a wide variety of colors and
Average Height: 4’ 3” – 4’ 9” shades, though reddish and brown hair
Average Weight: 160 – 220 lb.
is the most common. Male hill dwarves
Ability Scores: +2 Constitution, +2 Wisdom are often bald and braid their long
Size: Medium beards into elaborate patterns. Female
Speed: 5 squares hill dwarves typically braid their hair to
Vision: Low-light show clan and ancestry.
Hill dwarf attire and equipment,
Languages: Dwarven
Skill Bonuses: +2 Dungeoneering, +2 Endurance including weapons and shields, are
Cast Iron Stomach: +5 racial bonus to saving throws decorated with bold geometric shapes,
against poison. natural gems, and clan and religious
Dwarf Heritage: You can take feats that have dwarf as a symbols. Many hill dwarves prefer
prerequisite as long as you meet any other
hammers over all other weapons, feeling
requirements.
Dwarven Resilience: You can use your second wind as a that to wield such weapons allows them
minor action instead of a standard action. to transfer their mastery of mining into
Hill Dwarf Weapon Proficiency: You gain proficiency mastery over the battlefield.
with the throwing hammer and the warhhamer.
Encumbered Speed: You move at your normal speed
even when it would normally be reduced by armor
or a heavy load. Other effects that limit speed (such
as difficult terrain or magical effects) affect you
Mental Qualities
normally.
Stand Your Ground: When an effect forces you to
Hill dwarves love mining, especially for
move—through a pull, a push, or a slide—you can gems. They believe that the epitome of
move 1 square less than the effect specifies. This artistry is to expertly cut a perfect gem
means an effect that normally pulls, pushes, or that one has mined with his own
slides a target 1 square does not force you to hammer and hands. They hold a sacred
move.
In addition, when an attack would knock you
reverence for the land itself, believing
prone, you can make an immediate saving throw to that it is a bountiful gift filled with
avoid falling prone. wondrous treasures. However the slow
dying of the land in the present age has
convinced many hill dwarves that the
non-hill dwarf ally as long as that ally is great treasure they have pulled for the
not in a militarily superior position. ground over the generations must be
They feel that to do so invites repaid. This sense of debt has led many
destruction, and that the hill dwarves hill dwarves to become highly religious
should always be prepared to face and dedicated to serving the will of the
challenges without reliance on the help gods.
of other dwarvenkind.

Physical Qualities
Hill dwarves are generally broad, stocky,
and muscular. Their skin, eyes, and hair
The magma dwarves are the decedents glory is fading. They have been forced to
of the dwarves that once lived at the dig their mines deeper and deeper,
edge of the elemental chaos. Since exposing themselves to greater and
returning to the Sabrak-Olar, they have greater risk from the even approaching
established a strong, expansive kingdom elemental chaos. In additional, the
in the region on Amenthok. In the chaos many volcanoes and lava flows that they
have come to rely on to power
their forges and factories have
become harder and harder to
control. There are many magma
dwarves who feel that in a very
short time, the entire future of
their race will be at a crossroads.
Upon the destruction of their
former empire in the elemental
chaos, many of the magma dwarf
clans were scattered and lost. As a
consequence, many of the magma
dwarves found themselves clanless
upon their return to the Sabrak-
Olar. Some were eventually
adopted into one
of the surviving
magma dwarf
clans, while
others used their
mining and
metallurgical
skills as leverage
to gain
membership
within a clan of a different dwarven
race. Some, often in conjunction
with azers even established new
clans.
caused by the sealing of the Rrin- Due to their relatively prosperity,
Morndin and the coming of the and their relatively recent return to the
elemental chaos, the magma dwarves Sabrak-Olar, the various magma dwarf
have emerged as the primary force of clans maintain a high level of unity
mining, industry, and political might amongst each other. It was only
within the Sabrak-Olar. However the through the unification of their entire
magma dwarves know that even their civilization that they were able to defeat
RACIAL TRAITS
Average Height: 4’ 3” – 4’ 9”
Average Weight: 175 – 250 lb.
Physical Qualities
Ability Scores: +2 Constitution, +2 Charisma Magma dwarves are similar in size, but
Size: Medium heavier than traditional dwarves, owing
Speed: 5 squares to their more stone like nature. Most
Vision: Darkvision have gray or brown hued skin, and hair
Languages: Dwarven, Primordial
that is a mix of granite-like grays with
Skill Bonuses: +2 Intimidate, +2 Endurance streaks of brown and deep red. Many
Dwarf Heritage: You can take feats that have dwarf as a magma dwarves also have fiery red eyes.
prerequisite, (as well as those specifically for For attire, magma dwarves usually wear
magma dwarves), as long as you meet any other clothing consisting of steel mail or
requirements.
Elemental Origin: You ancestors were transformed by
plates, thick layers of leather, or other
the elemental chaos, so you are considered an heat resistant materials. In battle, their
elemental creature for the purpose of effects that warriors often don suits of thick,
relate to creature origin. reinforced full plate.
Encumbered Speed: You move at your normal speed
even when it would normally be reduced by armor
or a heavy load. Other effects that limit speed (such
as difficult terrain or magical effects) affect you
normally.
Mental Qualities
Heart of Flame: +5 racial bonus to saving throws
against ongoing damage with the fire keyword. During the great dwarven civil war, after
Stand Your Ground: When an effect forces you to the sealing of the Rrin-Morndin, it was
move—through a pull, a push, or a slide—you can the magma dwarves’ ability to quickly
move 1 square less than the effect specifies. This unify into a singular military force that
means an effect that normally pulls, pushes, or
allowed Amenthok to emerge as the
slides a target 1 square does not force you to
move. Sabrak-Olar’s most dominant kingdom.
In addition, when an attack would knock you Their victories in the civil war were not
prone, you can make an immediate saving throw to without controversy, however. When it
avoid falling prone. comes to battle, the magma dwarves
Sheath of Stone: You can use sheath of stone as an
practice total war, believing that you
encounter power.
should not only destroy your enemy’s
soldiers, but also his entire economic
and industrial base. Their use of
Sheath of Stone Magma Dwarf Racial Power
volcanic eruptions as a means to destroy
The outer layer of your skin hardens and solidifies, protecting
you from damage. enemy cities has left many of the other
Encounter dwarven races with a lingering sense of
Minor Action Personal fear and anger directed at the magma
Effect: You gain resist all 5 until the end of your next dwarves. Also, unlike many of the other
turn. (Increase to resist all 10 at 11th level, and to dwarven races, the magma dwarves
resist all 15 at 21st level.)
recognize the horrors of war. They are
not quick to rush into it, but when war
their fire giant enemies below, and that
comes, they believe victory should be
mindset of strength through unity still
decisive and absolute.
runs strong.
Muls are the result of a union between a humans and dwarves can be found
dwarf and a human. Their name is throughout almost every region of the
derived from the fact that like a mule, all Sabrak-Olar, so can muls be found.
muls are always sterile, and as such are Historically muls were bred to
serve as gladiators and slaves, however
this practice was abolished during the
height of the empire of the Rrin-
Morndin. Muls are now afforded a level
of respect within the dwarven
civilization that ranges between
treatment as a full dwarf, down to the
treatment given a regular human. A mul
who has adequate proof of his or her
dwarven lineage can gain full
membership in a clan, and in fact most
of the larger clans prefer to have muls
amongst their ranks.
In combat, muls are considered
to be fierce warriors. They have the
sturdiness and durability of dwarves,
combined with the agility and cunning
of humans. During times of strife, many
clans will appoint an intelligent or
charismatic mul as the head of their
army. The reasoning being that in
addition to being a skilled and
aggressive general, the mul’s inability to
produce an heir lessens the chance of
the army being subverted as a means to
establish a dynasty.
Muls who are not part of a
dwarven clan, often live amongst
humans. In such situations, muls have
been known to adopt an orphan or some
other needy child as a means to continue
their “family” line. Within the dwarven
clans, such adoptions are frowned upon,
always first generation half-dwarves. with the belief being that if a child is
Muls are generally the most common in worthy of adoption, then he or she
regions populated by both humans and should be adopted by the clan as a
dwarfs. The Skuld possesses the largest whole, and not by a single individual.
population of them, however since
RACIAL TRAITS
Average Height: 5’ 3” – 5’ 9” human. Some muls are broad and
Average Weight: 155 – 220 lb. stocky like a dwarf, especially mul males,
while others have a slender, more
Ability Scores: +2 Strength or Dexterity, +2
human appearance. Their hair, skin, and
Constitution
Size: Medium eyes come in all the different shades of
Speed: 6 squares their parent races, however their hair is
Vision: Normal typically thicker and longer than that of
a typical human, while their skin often
Languages: Choice of one language, Dwarven
takes on the stone-like hues present
Skill Bonuses: +2 Acrobatics, +2 Athletics, +2
Endurance amongst dwarves.
Bonus Feat: You gain a bonus feat at 1st level. You For attire, most muls dress in
must meet the feat’s prerequisites. combat appropriate attire. Depending
Dual Heritage: You can take feats that have either on their role, they may prefer light, less
human or dwarf as a prerequisite, (as well as those
constricting clothing, or heavy,
specifically for muls), as long as you meet any other
requirements. reinforced metal armor. Like humans,
Unyielding to Pain: Enemies may never treat you as muls seem to be comfortable with a
bloodied. wide array of weapons. Some stick
Warrior’s Determination: You can still take immediate mainly to the hammers and axes of their
actions and opportunity actions while dazed, and dwarven kinsman, however many, often
you can still provide flank.
Warrior’s Drive: When an attack would result in you
at the urging of the same dwarves,
being slowed, you can make an immediate saving attempt to become skilled with a wide
throw to avoid becoming slowed. range of different combat equipment.

Many muls are simply the result of


unplanned trysts and random
Mental Qualities
encounters between adventuring
dwarven males and the human females The mental outlook of muls can vary
they encounter. The muls that result greatly. Many adopt a dwarf-like view,
from these encounters often find it quite while others are much more human in
difficult to gain acknowledgement from their behavior. Most muls are seen as
their father’s clan. Many of these being somewhat aggressive, however
rejected muls will spend a lifetime this may be more a product of the roles
seeking the riches, glory, and they are forced into and not a natural
accomplishment needed to gain trait. Regardless of the truth, many muls
admittance into the clan they believe relish in their aggressive, combat-
they should be a member of. focused persona. They see themselves
as both shock-troops and heavy brawlers
within the dwarven ranks. Though this
may result in many muls taking the brunt
Physical Qualities of punishment in any dwarven conflict, it
is a role they enjoy, feeling that acting as
Muls are taller than the average dwarf, a clan’s first line of defense gives them a
but slightly shorter than the average purpose and meaning in life.
The dwarves of the Sabrak-Olar are
a diverse and varied lot, with many
dwarves possessing unique skills and
abilities. The following sections present
options you can use to distinguish your
character both at creation and as he or
she advances through levels.
In the following pages you will
find three sections:

✦Character feats and their descriptions

✦Channel divinity options

✦Character backgrounds
In addition to the feats presented in this
book, you can select feats from any
other official source, as long as you meet
the feat’s prerequisites. You can also
select feats from other campaign
settings, however if the feat you wish to
select has setting specific thematic
elements, you must clear the feat with
the DM prior to selecting it.

Feat Descriptions
Alchemical Trickster
[Gully Dwarf]
Prerequisite: Gully Dwarf
Benefit: You gain a +2 bonus to
attack rolls with alchemical items, and
you can make alchemical items of your
level + 2 or lower. You must have the
correct formula and an appropriate skill.

Arcane Axe [Swordmage]


Prerequisite: Swordmage
Benefit: You can treat an axe as a
heavy blade for the purposes of your
swordmage class traits and features.

Arcane Disciple [Gully Dwarf]


Prerequisite: Gully Dwarf
Benefit: You gain a +2 bonus to
arcana checks. You gain a +2 feat bonus
to damage rolls with attacks that have
the illusion keyword. You can master
and perform rituals in the deception
category as if you had the Ritual Caster
feat and you do not need to meet any
prerequisites for these rituals other than
being of the appropriate level.
Badlands Wayfinder Duergar Weapon Training
[Badlands Dwarf] [Duergar]
Prerequisite: Badlands Dwarf Prerequisite: Duergar
Benefit: You gain a +2 bonus to Benefit: You gain proficiency and a
Nature and Perception checks. When +2 feat bonus to damage rolls with all
making a Nature check to forage, or a picks.
Perception check to track, you can roll
twice and keep the better of the two Enhanced Bloodied Fury
rolls. You can master and perform [Badlands Dwarf]
rituals in the exploration category as if Prerequisite: Badlands Dwarf
you had the Ritual Caster feat. Benefit: The damage bonus granted
by your bloodied fury racial feature
Bloodied Quills [Duergar] increases to +3.
Prerequisite: Duergar
Benefit: The first time you become Healing Sheath [Magma Dwarf]
bloodied in an encounter, your infernal Prerequisite: Magma Dwarf
quills racial power recharges. Benefit: When you use your Sheath of
Stone power you regain hit points equal
Desert Dwarf Soldier to your Constitution modifier.
[Desert Dwarf]
Prerequisite: Desert Dwarf High Dwarf Destiny
Benefit: You gain proficiency with the [High Dwarf]
javelin and scimitar, and a +2 feat bonus Prerequisite: Cha 13, High Dwarf
to damage rolls with the javelin, kukri, Benefit: When making death saves,
khopesh, and scimitar. you automatically spend a healing surge
on a natural roll of 19 or 20.
Desert Dwarf Stalker
[Desert Dwarf, Rogue] High Dwarf Education
Prerequisite: Dex 15, Desert Dwarf, [High Dwarf]
Rogue, Sneak Attack class feature Prerequisite: High Dwarf
Benefit: You gain proficiency with the Benefit: Choose two languages. You
short bow and can use the short bow can speak, read, and write those
with your Sneak Attack class feature and languages fluently. You gain a +2 bonus
with any rogue powers that require a to Diplomacy and History checks. You
ranged weapon. can master and perform rituals in the
creation category as if you had the Ritual
Desert Dwarf Viper Caster feat.
[Desert Dwarf]
Prerequisite: Dex 15, Desert Dwarf Long Range Quills [Duergar]
Benefit: You can treat the khopesh Prerequisite: Duergar
and scimitar as a light blade instead of a Benefit: The range of your infernal
heavy blade. quills power increases to 6 squares and
you do not provoke opportunity attacks
when you use this power.
HEROIC TIER FEATS
Name Prerequisites Benefit
Alchemical Trickster Gully Dwarf +2 damage with alchemical items and can
craft alchemical items of level + 2
Arcane Axe Swordmage Treat axe as heavy blade
Arcane Disciple Gully Dwarf +2 to arcana, +2 damage with illusion
attacks, master deception rituals
Badlands Wayfinder Badlands Dwarf +2 to nature and perception, roll twice for
forage and track, master exploration rituals
Bloodied Quills Duergar Recharge racial power when bloodied
Desert Dwarf Soldier Desert Dwarf +2 damage and proficiency with additional
weapons
Desert Dwarf Stalker Dex 15, Desert Proficiency with short bow and can use short
Dwarf, rouge, Sneak bow with rogue powers
Attack class feature
Desert Dwarf Viper Dex 15, Desert Dwarf Treat khopesh and scimitar as light blade
Duergar Warpon Training Duergar +2 damage and proficiency with all picks
Enhanced Bloodied Fury Badlands Dwarf Bloodied fury bonus increases to +3
Healing Sheath Magma Dwarf Regain hit points when you use racial power
High Dwarf Destiny High Dwarf Spend a healing surge on death save roll of
19 or 20
High Dwarf Education High Dwarf +2 to diplomacy and history, learn
additional languages, master creation rituals
Long Range Quills Duergar Racial power increases range and does not
provoke opportunity attacks
Lore Book Student Dwarf +2 to history and insight, roll twice for
research, master divination rituals.
Master Miner Dwarf +2 to dungeoneering and perception,
improvements to vision
Mastery of Flame Azer Racial power grants allies fire resistance
Mul Bloodlust Mul +2 damage against bloodied targets
Mul Juggernaut Mul Warrior’s drive also applies to immobilized
Reactive Sheath Magma Dwarf Racial power becomes free action and
immunity to forced movement
Relentless Illusion Gully Dwarf Racial power lasts additional round
Striking Flame Azer +3 fire damage to attacks when using racial
power
Unyielding Force of Battle Badlands Dwarf Free attack when reduced to 0 hit points

Lore Book Student [Dwarf] Master Miner [Dwarf]


Prerequisite: Dwarf Prerequisite: Dwarf
Benefit: You gain a +2 bonus to Benefit: You gain a +2 bonus to
History and Insight checks. When Dungeoneering and Perception checks.
making a History check for the purposes If you have normal vision, you can treat
of research, you can roll twice and keep yourself as having low-light vision out to
the better of the two rolls. You can 2 squares. If you have low-light vision,
master and perform rituals in the you can treat yourself as having
divination category as if you had the darkvision out to 2 squares.
Ritual Caster feat.
Mastery of Flame [Azer] Relentless Illusion
Prerequisite: Azer [Gully Dwarf]
Benefit: While under the effect of Prerequisite: Gully Dwarf
your Warding Flame power, allies within Benefit: When you use your
2 squares of you gain your fire Trickster’s Blur racial power, it lasts an
resistance. additional round.

Mul Bloodlust [Mul] Striking Flame [Azer]


Prerequisite: Mul Prerequisite: Azer
Benefit: You gain a +2 bonus to Benefit: While under the effect of
damage rolls against bloodied targets. your Warding Flame power, any attacks
you make gain the fire keyword and deal
Mul Juggernaut [Mul] an additional 3 points of fire damage.
Prerequisite: Mul
Benefit: Your Warrior’s Drive racial Unyielding Force of Battle
feature also applies to attacks that [Badlands Dwarf]
would result in you being immobilized. Prerequisite: Badlands Dwarf
Benefit: The first time in an encounter
Reactive Sheath [Magma Dwarf] that you are reduced to 0 hit points or
Prerequisite: Magma Dwarf lower you can make a basic attack as a
Benefit: You can activate your Sheath free action.
of Stone power as a free action. In
addition, while under the effect of your
Sheath of Stone power you cannot be
forced to move through a pull, push, or
slide.
The various pantheons and deities of the
Sabrak-Olar offer their followers an array
of divine powers. In the following
section you will find descriptions of the
channel divinity feats and associated
powers for all of the divine options
within the Sabrak-Olar. If a character
worships an entire pantheon, he or she
may select channel divinity feats and
domain feats for any deity within that
pantheon. If a player worships only a
single god, then he or she is limited
solely to that god’s channel divinity feats
and domains. The only domain
contained within this section is the fire
domain. All other domains can be found
in Divine Power.

Feat Descriptions
Call of Moradin [Divinity]
Prerequisite: Channel Divinity class
feature, must worship Moradin.
Benefit: You can invoke the power of
your deity to use call of Moradin.

Call of Moradin Feat Power


Moradin’s distant call inspires you to push forward.
Encounter Divine
Minor Action Personal
Effect: You gain a +1 power bonus to speed
and a +2 bonus to defenses until the end of
your next turn.

Berronar’s Illumination
[Divinity]
Prerequisite: Channel Divinity class
feature, must worship Berronar.
Benefit: You can invoke the power of
your deity to use Berronar’s illumination.
Berronar’s Illumination Feat Power
From the heavens, Berronar’s silver light washes over Dumathoin’s Consumption
you. [Divinity]
Encounter Divine Prerequisite: Channel Divinity class
Minor Action Personal feature, must worship Dumathoin.
Effect: Until the end of your next turn, you
Benefit: You can invoke the power of
shine bright light to a radius of 20 squares,
and enemies within the radius that are your deity to use Dumathoin’s
vulnerable to radiant damage take a -2 penalty consumption.
to attack rolls.
Dumathoin’s Consuption Feat Power
Dumathoin blesses you with the power to reclaim that
which has been taken from you.
Clanggedin’s Strength Encounter Divine
[Divinity]
Immediate Reaction Personal
Prerequisite: Channel Divinity class Trigger: An enemy adjacent to you hits you with
feature, must worship Clanggedin. an attack.
Benefit: You can invoke the power of Effect: Make a melee basic attack against the
your deity to use Clanggedin’s strength. triggering enemy. If your attack hits, you gain
temporary hit points equal to the damage the
triggering enemy dealt to you.
Clanggedin’s Strength Feat Power
You call upon Clanggedin’s might to give you
strength in battle.
Encounter Divine Hanseath’s Travel [Divinity]
Minor Action Personal Prerequisite: Channel Divinity class
Effect: On the next attack roll you make, you feature, must worship Hanseath.
score a critical on a natural roll of 18 or higher. Benefit: You can invoke the power of
In addition, if you miss with the attack, the
target still takes half damage.
your deity to use Hanseath’s travel.

Hanseath’s Travel Feat Power


Dugmaren’s Understanding Hanseath’s wandering, unrestrained spirit flows
through your limbs.
[Divinity]
Encounter Divine
Prerequisite: Channel Divinity class Minor Action Personal
feature, must worship Dugmaren. Effect: You gain a +2 power bonus to speed
Benefit: You can invoke the power of and a +5 bonus to Athletics checks until the
your deity to use Dugmaren’s end of your next turn.
understanding.

Dugmaren’s Feat Power Tharmekhul’s Forge Steel


Understanding [Divinity]
Dugmaren guides your mind, sharing his magnitude Prerequisite: Channel Divinity class
of knowledge with you. feature, must worship Tharmekhul.
Encounter Divine Benefit: You can invoke the power of
Minor Action Personal your deity to use Tharmekhul’s forge steel.
Effect: Until the end of your next turn, you
gain a +5 power bonus to all Intelligence and
Wisdom checks.
Tharmekhul’s Forge Feat Power Valkauna’s Judgement Feat Power
Steel Valkauna’s energy flows through you, punishing
The glory of Tharmekhul’s ancient forge blesses yours creatures that have defied the laws of death.
and your allies’ weapons. Encounter Divine, Implement, Radiant
Encounter Divine Standard Action Close burst 3 (5 at 11th
Minor Action Close burst 5 level, 7 at 21st level)
Target: You and each ally in burst Target: Each undead creature in burst
Effect: Until the end of your next turn, each Attack: Wisdom vs. Will
target can ignore the damage resistance of any Hit: 1d12 + Wisdom modifier damage, and
enemy he or she makes a weapon attack the target takes a -2 penalty to defenses (save
against. ends). (Increase damage to 2d12 at 11th level
and to 3d12 at 21st level.)

Valkauna’s Judgement [Divinity]


Prerequisite: Channel Divinity class Vergadain’s Facade [Divinity]
feature, must worship Valkauna. Prerequisite: Channel Divinity class
Benefit: You can invoke the power of feature, must worship Vergadain.
your deity to use Valkauna’s Judgement. Benefit: You can invoke the power of
your deity to use Vergadain’s facade.
Vergadain’s Facade Feat Power
In a spray of color and mirth, Vergadain’s spirit Flandal Steelskin’s Flame
confuses and distracts your enemies. [Divinity]
Encounter Divine, Illusion, Implement, Prerequisite: Channel Divinity class
Psychic feature, must worship Flandal Steelskin.
Standard Action Close blast 3
Benefit: You can invoke the power of
Target: Each enemy in blast
Attack: Wisdom vs. Will your deity to use Flandal Steelskin’s flame.
Hit: 1d8 + Wisdom modifier psychic damage,
and the target is dazed until the end of your Flandal Steelskin’s Flame Feat Power
next turn. (Increase damage to 2d8 at 11th Your body becomes one with Flandal Steelskin’s living,
level and to 3d8 at 21st level.) holy fire.
Encounter Divine, Fire
Move Action Personal
Effect: Your body transforms into a flaming
Supremacy of Muamman pillar, and you fly a number of squares equal to
[Divinity] your speed. Any enemy that attacks you
Prerequisite: Channel Divinity class during this movement takes fire damage equal
feature, must worship Muamman. to your Wisdom modifier.
Benefit: You can invoke the power of
your deity to use supremacy of Muamman.
Earthforce of Entemoch
Supremacy of Muamman Feat Power [Divinity]
Your unwavering faith in Muamman guides both your Prerequisite: Channel Divinity class
blows, and those of your allies. feature, must worship Entemoch.
Encounter Divine Benefit: You can invoke the power of
Minor Action Close burst 5 your deity to use earthforce of entemoch.
Target: You and each ally in burst
Effect: Until the end of your next turn, you and
each ally within the burst deal additional
Earthforce of Entemoch Feat Power
You call upon Entemoch to unleash the primordial
damage equal to your Wisdom modifier
against any enemy granting combat power of the earth itself.
advantage. Encounter Divine, Zone
Standard Action Area burst 1 within 10
Target: One non-flying creature within burst
Attack: Wisdom +2 vs. Fortitude (Increase to
Defiance of Laduguer [Divinity] +4 at 11th level and to +6 at 21st level.)
Prerequisite: Channel Divinity class Hit: The earth trembles and ruptures beneath
feature, must worship Laduguer. your target. 1d10 + Wisdom modifier
damage, and the target is knocked prone if it
Benefit: You can invoke the power of
is of large size or smaller. In addition, all
your deity to use defiance of Laduguer. squares within the burst become a zone of
difficult terrain until the end of the encounter.
Defiance of Laduguer Feat Power (Increase damage to 2d10 at 11th level and to
You stand firm against the attacks of your enemy, as 3d10 at 21st level.)
Laduguer’s protection flows over you.
Encounter Divine, Healing
Immediate Reaction Personal
Trigger: You are bloodied by an enemy’s attack.
Effect: You can spend a healing surge and
regain additional hit points equal to your
Wisdom modifier.
Chlimbia’s Chaos Feat Power
Binding of Sunnis [Divinity] You channel Chlimbia’s chaotic strength, unleashing
Prerequisite: Channel Divinity class it upon your enemies.
feature, must worship Sunnis. Encounter Divine, Fire
Benefit: You can invoke the power of Minor Action Close blast 3
Target: Enemies within the blast
your deity to use binding of Sunnis.
Attack: Wisdom +2 vs. Reflex (Increase to +4 at
11th level and to +6 at 21st level.)
Binding of Sunnis Feat Power Hit: 1d10 + Wisdom modifier fire damage and
Sunnis’ mastery of the earth draws your enemies ongoing 5 fire damage (save ends). (Increase
down from the skies. to 2d10 fire damage and ongoing 10 fire
Encounter Divine damage at 11th level and to 3d10 fire damage
Minor Action Close burst 5 (7 at 11th level, 9 and ongoing 15 fire damage at 21st level.)
at 21st level)
Effect: Flying creatures within the burst fall to
the ground. In addition any creature within Eye of Ra-Horakhty [Divinity]
the burst that has a fly speed loses its fly speed
Prerequisite: Channel Divinity class
(save ends).
feature, must worship Ra-Horakhty.
Benefit: You can invoke the power of
your deity to use eye of Ra-Horakhty.
Zaaman Rul’s Duality
[Divinity]
Prerequisite: Channel Divinity class Eye of Ra-Horakhty Feat Power
feature, must worship Zaaman Rul. Your devotion to the sun calls forth Ra-Horakhty’s
radiant, solar power.
Benefit: You can invoke the power of Encounter Divine, Implement, Radiant
your deity to use Zaaman Rul’s duality. Standard Action Ranged 10
Target: One creature
Attack: Wisdom +2 vs. Reflex
Zaaman Rul’s Duality Feat Power
Hit: 1d12 + Wisdom modifier radiant damage
Zaaman Rul imbues you with the primordial powers
and the target is pushed 3 squares. (Increase
of both creation and destruction.
to 2d12 damage at 11th level and to 3d12
Encounter Divine damage at 21st level.)
Standard Action Personal
Effect: You perform a 10th level or lower
creation ritual that you have mastered. The
ritual is completed at the end of your action, Yinepu’s Censure [Divinity]
however you must provide any component Prerequisite: Channel Divinity class
cost and focus that the ritual requires. In
feature, must worship Yinepu.
addition, you can make a Strength check to
break or force open an inanimate object with a Benefit: You can invoke the power of
+10 power bonus to the roll. your deity to use Yinepu’s censure.

Yinepu’s Censure Feat Power


Chlimbia’s Chaos [Divinity] You channel the power of Yinepu, god of the
Prerequisite: Channel Divinity class underworld, commanding those who disobey his rule.
Encounter Divine, Implement
feature, must worship Chlimbia.
Standard Action Ranged 10
Benefit: You can invoke the power of Target: One undead creature
your deity to use Chlimbia’s chaos. Attack: Wisdom vs. Will
Hit: The target is dominated (save ends).
Luck of Aset [Divinity] Storm of Setekh [Divinity]
Prerequisite: Channel Divinity class Prerequisite: Channel Divinity class
feature, must worship Aset. feature, must worship Setekh.
Benefit: You can invoke the power of Benefit: You can invoke the power of
your deity to use luck of Aset. your deity to use storm of Setekh.

Luck of Aset Feat Power Storm of Setekh Feat Power


Aset clears your mind, giving you a second chance at a You proclaim your devotion to Setekh, calling his
failed task. might down upon your enemies.
Encounter Divine Encounter Divine, Implement, Lightning
No Action Personal Minor Action Ranged 5
Trigger: You miss an attack, fail an ability or skill Target: One creature
check, or fail a death save. Attack: Wisdom vs. Reflex
Effect: Reroll the attack, check, or save with a Hit: 1d6 + Wisdom modifier lightning damage
bonus to the roll equal to your Wisdom and the target grants combat advantage to you
modifier. You must use the second roll, even if until the end of your next turn. (Increase to
it is lower. 2d6 damage at 11th level and to 3d6 damage
at 21st level.)
Special: This attack does not provoke
opportunity attacks.

Djehuty’s Empire of Ages


[Divinity]
Prerequisite: Channel Divinity class
feature, must worship Djehuty.
Benefit: You can invoke the power of
your deity to use Djehuty’s empire of ages.

Djehuty’s Empire of Ages Feat Power


You surrender your mind to Djehuty, drawing upon
the vast knowledge of his eon spanning empire.
Encounter Divine
Minor Action Personal
Effect: Until the end of your next turn, you can
roll twice for any skill checks you make,
keeping the better of the two rolls.

Justice of Mayet [Divinity]


Prerequisite: Channel Divinity class
feature, must worship Mayet.
Benefit: You can invoke the power of
your deity to use justice of Mayet.
Justice of Mayet Feat Power Salvation of the Rrin- Feat Power
You call out to Mayet, imploring her to right a wrong Morndin
committed against your allies. The world around you may be dying, but the Rrin-
Encounter Divine Morndin manifests itself, giving you and your allies
Immediate Reaction Ranged 10 hope for the future.
Trigger: An enemy reduces an ally within range Encounter Divine, Implement, Thunder
to 0 hit points or lower. Standard Action Close burst 3 (5 at 11th
Effect: The triggering ally is instead reduced level, 7 at 21st level)
to a number of hit points equal to your Target: Each enemy in burst
Wisdom modifier, and the triggering enemy is Attack: Wisdom vs. Fortitude
dazed (save ends). Hit: 1d8 + Wisdom modifier thunder damage,
and all allies within the burst gain a +2 bonus
to defenses until the end of your next turn.
Blessing of the Runedar-Sonn (Increase damage to 2d8 at 11th level and to
[Divinity] 3d8 at 21st level.)
Prerequisite: Channel Divinity class
feature, must worship the Runedar-
Sonn. Poison of the Thudul-Llargh
[Divinity]
Benefit: You can invoke the power of
Prerequisite: Channel Divinity class
your deity to use blessing of the Runedar-
feature, must worship the Thudul-
Sonn.
Llargh.
Benefit: You can invoke the power of
Blessing of the Feat Power your deity to use poison of the Thudul-
Runedar-Sonn Llargh.
You surrender yourself to the manifestation of the
Runedar-Sonn, absorbing its life-giving blessing.
Poison of the Thudul- Feat Power
Encounter Divine, Healing
No Action Personal Llargh
Trigger: You fail a death save. You remind your enemy that only those of strength
Effect: You regain hit points as if you had and virtue will escape the Thudul-Llargh’s grasp.
spent a healing surge. In addition you gain a Encounter Divine, Implement, Poison
+2 power bonus to your next d20 roll. Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d12 + Wisdom modifier poison damage,
Salvation of the Rrin- and the target takes ongoing 5 poison damage
Morndin [Divinity] (save ends). (Increase to 2d12 poison damage
Prerequisite: Channel Divinity class and ongoing 10 poison damage at 11th level
feature, must worship the Rrin-Morndin. and to 3d12 poison damage and ongoing 15
poison damage at 21st level.)
Benefit: You can invoke the power of
your deity to use salvation of the Rrin-
Morndin.
Doom of the Norogh-Sargh Power of Fire [Domain]
[Divinity] Prerequisite: Any divine class, must
Prerequisite: Channel Divinity class worship a deity of the fire domain.
feature, must worship the Norogh- Benefit: You gain a +2 feat bonus to
Sargh. endurance checks.
Benefit: You can invoke the power of When you use a power associated
your deity to use doom of the Norogh- with this feat, you can choose to change
Sargh. its damage type to fire (the power gains
the fire keyword and loses the keywords
Doom of the Norogh- Feat Power of its former damage types). If you do
Sargh so, you gain a +2 bonus to the damage
You plead with the Norogh-Sargh to spare you, and to roll. The bonus increases to +3 at 11th
consume your enemies instead. level and +4 at 21st level.
Encounter Divine, Implement, Psychic Powers: ardent strike (paladin DP),
Standard Action Area burst 1 within 5
divine bolts (invoker PH2), lance of faith
Special: You must be bloodied to use this power
Target: Each creature in burst (cleric PH), overwhelming strike (avenger
Attack: Wisdom vs. Fortitude PH2)
Hit: 1d8 + Wisdom modifier psychic damage,
and the target is weakened until the end of Purity of Flame [Divinity]
your next turn. (Increase to 2d8 damage at Prerequisite: Channel Divinity class
11th level and to 3d8 damage at 21st level.)
feature, must worship a deity of the fire
domain.
Benefit: You gain the Channel Divinity
Fire Domain power purity of flame.

Tharmekhul, Flandal Steelskin, and Purity of Flame Feat Power


several of the Archomentals command Your god’s mastery and power of flame washes over
the raw elemental power of fire. The you, strengthening your attacks and weakening your
dwarf and gnome god value it for its use enemies.
in creation, imploring their followers to Encounter Divine
work and control flame as a means to Minor Action Ranged 10
better and improve the world around Target: One creature
Effect: The target gains vulnerable 5 fire to
them… for no blade can be hammered
your attacks and you gain a +1 bonus to
and no steel can be forged without the attack rolls for attacks with the fire keyword.
empowering heat of fire. If the target has fire resistance, it loses that
The Archomentals Zaaman Rul resistance against your attacks. These effects
and Chlimbia see fire differently. They last until the end of your next turn.
relish in fire’s primordial form. Zaaman
Rul values fire for its ability to undue
that which has been created, as a means
to ensure balance within the universe,
while Chlimbia sees fire as a means by
which all can be tested, and where all
but the strongest will be consumed.
When designing your character, you
should choose several background
elements to help flesh out your
characters history. You can create this
background entirely yourself, or you can
pick from one of the backgrounds
presented in the following section, or
from any other official Dungeons &
Dragons book, excluding region and
world specific backgrounds from other
campaign settings.
After constructing your
character’s background, either by
designing a background yourself or by
choosing a pre-made one, you can select
one of the following background
benefits:

✦ Gain a +2 bonus to checks with a skill


associated with your background.
✦ Add a skill associated with your
background to your class’s skills list
before you choose your trained skills.
✦ Choose one language connected to
your background. You can speak,
read, and write that language fluently.

Sample
Backgrounds
Acolyte: You were raised in a highly
religious order. You have spent many
years learning the mysteries of both the
heavens and the hells, giving you a
glimpse of these higher powers.
Associated Skills: Arcana, Religion
Associated Languages: Abyssal, Supernal

Arcane Student: You have been taught


the basic fundamentals of magic. You
understand a measure of the awesome Desert Nomad: You have spent your
power behind arcane energy, allowing life criss-crossing the barren desert
you to further open your mind to it. wastelands. You have learned to read
Associated Skills: Arcana the world around you, lest you succumb
Associated Languages: Draconic, Rrinther to either the endless expanse of sand, or
the foul creatures that hunt upon it.
Clanless Dwarf: For one reason or Associated Skills: Endurance, Nature
another you are not a member of a Associated Languages: Goblin, Skuldian
dwarven clan. Perhaps you have been
banished, or your clan has been Displaced Dwarf: Your lifelong home
destroyed and scattered. You are was destroyed in a deadly cataclysm.
unsure of your future, and fear what The life you once knew has become no
history will think of you. more, and you have been forced to seek
Associated Skills: Bluff, Endurance out shelter and safety in a new land.
Associated Skills: Endurance, Streetwise
Deep Miner: You have spent many
days, if not years, delving into the Emissary: You clan has sent you to a
world’s deepest mines. The harsh distant land, to act as their
environment of the underdark is a place representative and contact. You pride
you have learned to both fear and yourself on learning the culture and
respect, while at the same time striving history of others. You place a high value
to master it. on communication and trade.
Associated Skills: Dungeoneering, Endurance Associated Skills: Diplomacy, History
Associated Languages: Deep Speech, Primordial Associated Languages: Rrinther, Skuldian

Forge Tender: The blast furnaces and


forges of the dwarven strongholds have
always been your home. The clang of
hammers upon freshly poured steel
echoes through your heart. You have a
deep respect for metallurgy,
craftsmanship, and magical items.
Associated Skills: Arcana, Endurance

Gambler: You are a risk taker, always


travelling from city to city, seeking
action and profit. You crave wealth,
though when you have it you often
spend it quickly. So far, however, luck
seems to be on your side.
Associated Skills: Bluff, Streetwise

Giant Slayer: You have been raised to


despise and hunt all manner of giants.
The dwarves may have once been
enslaved by giants, but you will do you there is strength in numbers, and that
best to make sure this never happens dwarves should fight to protect that
again. which they value.
Associated Skills: Athletics, Nature Associated Skills: Athletics, Intimidate
Associated Language: Giant
Mountaineer: The world’s high peaks
Medic: As the world dies around you, call out to you. Some you climb for
you have felt a calling to provide aid and challenge, others for exploration. Like
comfort to the injured. You seek a many dwarves before you, you strive
greater understanding of medicine, both to look down on the world from
healing, and of life itself. above, but to also see what lies beyond.
Associated Skills: Heal, Insight Associated Skills: Athletics, Perception
Associated Languages: Giant, Goblin

Noble Dwarf: You are a member of


your clan’s aristocracy. Your family
holds a noble rank, but their current
standing may be in question. Many
dwarves respect your names, but others
may curse it.
Associated Skills: Diplomacy, Insight
Associated Language: Rrinther

Sailor: You have traversed the worlds


many seas. You seek the glory of
adventure and exploration, and the
chance to set foot on distant shores.
You know your way around a sailing
vessel.
Associated Skills: Athletics, Acrobatics
Associated Languages: Elven, Skuldian

Savage: You have shunned the civilized


world, or perhaps it has shunned you.
You have made your home deep within
the wild lands. You feel an animal
calling within your heart… a primal
force driving you to hunt, fight, and
survive.
Associated Skills: Nature, Perception
Associated Languages: Elven, Goblin
Militiaman: You have already taken
the first steps towards becoming a
Scholar: You have spent much of your
soldier in your clan or community. Your
life studying the vast history of the
experience may be lacking, but your
world. You pride yourself on knowing
confidence is strong. You believe that
EXAMPLE BACKGROUNDS
Background Associated Skills Associated Language(s)
Acolyte Arcana, Religion Abyssal, Supernal
Arcane Student Arcana Rrinther
Classless Dwarf Bluff, Endurance
Deep Miner Dungeoneering, Endurance Deep Speech, Primordial
Desert Nomad Endurance, Nature Goblin, Skuldian
Displaced Dwarf Endurance, Streetwise
Emissary Diplomacy, History Rrinther, Skuldian
Forge Tender Arcana, Endurance
Gambler Bluff, Streetwise
Giant Slayer Athletics, Nature Giant
Medic Heal, Insight
Militiaman Athletics, Intimidate
Mountaineer Athletics, Perception Giant, Goblin
Noble Dwarf Diplomacy, Insight Rrinther
Sailor Athletics, Acrobatics Elven, Skuldian
Savage Nature, Perception Elven, Goblin
Scholar History, Religion Rrinther, Supernal
Scoundrel Streetwise, Thievery
Trader Diplomacy, Streetwise
Urbanite Streetwise Rrinther, Skuldian
Zealot Intimidate, Religion Supernal

where your forefathers have been, and Urbanite: A dense, dwarven


what they have accomplished. You metropolis has always been your home.
believe that for every lesson one can You have seen civilization both at its
learn in the future, another can be best and at its worst. You have always
learned by studying the past. been curious of the outside world, but in
Associated Skills: History, Religion your heart you always crave the bustle
Associated Languages: Rrinther, Supernal and action of the city.
Associated Skills: Streetwise
Scoundrel: You have always led a Associated Language: Rrinther, Skuldian
shadowy life, living by no one’s laws but
your own. Many judge you to be from Zealot: Your life, and the lives of those
the seedier half of society. You distrust around you have always been dedicated
authority, and feel that life works out to religion. You despise heretics and
best when you’re looking out for heathens, and seek nothing more than
yourself. to become an unstoppable instrument of
Associated Skills: Streetwise, Thievery your god.
Associated Skills: Intimidate, Religion
Trader: You have ridden the caravans Associated Language: Supernal
across the world’s many trade routes.
You bring goods from those who
produce to those who need, believing in
the value and strength of commerce…
and if you can make a little profit for
yourself along the way, all the better.
Associated Skills: Diplomacy, Streetwise
Several house rules will be used during
this campaign. These rules are
described below. If you are unsure how
any of these house rules work, please
talk to the DM. Additional house rules
may also be employed at the DM’s
discretion, however the following house
rules are the primary alterations to the
normal game system.

Weapon Expertise and


Implement Expertise
Weapon Expertise feats and Implement
Expertise feats may not be selected.
Instead you gain a +1 bonus to attack
rolls at 5th level. This bonus increases
to +2 at 15th level, and to +3 at 25th
level.

Healing
If you are below 0 hit points, and you
regain hit points through healing or by
spending a healing surge, you do not
first return to 0 hit points before
applying the healing. Instead you must
heal all of the negative hit points before
regaining consciousness.

Wounds
Whenever you are struck by a critical hit,
you receive a wound. For each wound
you have, you regain one less healing
surge when taking an extended rest.
Wounds can be treated and removed
with a heal check. The DC of the check is
15 + the level of the creature that
inflicted the wound. You can also ignore
up to one wound during each extended
rest by making an endurance check. The Forced Movement
DC for this check is the same as the heal When using forced movement to move a
check. If there are multiple wounds, you creature, the number of squares you are
must declare which wound you are able to move the creature is reduced by
trying to heal or ignore before making the creature’s size according to the
the appropriate check. following table…
Treating a wound takes 30
Creature’s Size Forced Movement Penalty
minutes, and only a single check may be
Same size of smaller No penalty
attempted upon an individual during a 1 size larger No penalty
24 hour period. (An endurance check 2 sizes larger -2 penalty
can still be made to ignore a second 3 sizes larger -4 penalty
wound in addition to a heal check.) If 4 sizes larger -6 penalty
you are making a heal check to treat a
wound upon yourself, you take a -5
penalty to the roll.
If at any point you have more
wounds than your number of healing
surges, you immediately fall
unconscious and begin dying. You
cannot regain consciousness until the
number of wounds you have is less than
your healing surge amount.

Versatile Weapons
When wielded with both hands, a
weapon with the versatile trait is treated
as both a one-handed and two-handed
weapon.

Knocking Creatures Prone


If a creature is two or more sizes larger
than you, you cannot knock it prone. If
you strike such a creature with an attack
that would normally result in it being
knocked prone, the creature instead
simply grants combat advantage as if it
was prone until the start of its next turn,
however the creature is able to remain
on its feet and does not have to spend a
move action to recover from your hit.
Dying World,
Deadly Challenges
The dwarves of the Sabrak-Olar have
built much, but in time all things must
end. Their once great empire now sits
on the edge of ruin, and as it fades, so
does the rest of the world. The
elemental chaos claws from below,
slowly pulling all of dwarvenkind into
the churning maelstrom of destruction.
But not all hope is lost. The
dwarves came to this world from one
before, and to another they may yet
escape. Time runs short though, as the
world enters its final days. Who will
escape to a new future, and who will be
wiped from the pages of time?

This 4th Edition D&D rules supplement


tells players what their characters know
about the world where they were born.
It includes information on the many
regions of the Sabrak-Olar, as well as an
overview of the multitude of dwarven
races. There’s plenty of game material
inside, too, such as feats, new deities,
and character backgrounds.

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