Sabrak-Olar Player's Guide

March 28, 2017 | Author: positronica | Category: N/A
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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 upon with suspicion and fear.

Drow Deep dwarven miners often encounter these vile, dark-skinned elves. They are considered a curse upon those who driven by greed, dig too deep into the earth.

Dwarves As the most numerous race of people in the Sabrak-Olar, the dwarves present a unified force that none of the other races can match. Many have a sense of entitlement over the world, feeling that in the ages gone by Moradin himself led the dwarves here, granting them this world as their own.

Eladrin & Elves Most of the Sabrak-Olar’s vast woods contain small, dispersed populations of eladrin and elves, especially in the northern regions. The dwarves have a cold respect for the elves, due to their love of history.

Halflings Small numbers of halflings are known to exist along the Glorinorem peninsula. Most of them are primitive and nomadic in nature, working only with stone tools are surviving in small clans of hunters and gatherers.

Tieflings A very small number of tieflings exist within the kingdom of Amenthok, usually serving as advisors to the Magma Dwarves and Azers that dominate the region.

Gnomes Plentiful gnome populations range across the forests of Millusvudd, Gwenifen, and Tiamtyn. Their skill with alchemy and simple craftsmanship has made them into strong trading partners with the Dwarves.

Giants The ruins of numerous giant kingdoms litter the mountains of Donnarent and Kuldar-Sonn, crushed and destroyed ages ago by the conquering dwarven masses. The few giant tribes that still remain stay hidden, striking out only when they believe the advantage is clearly theirs.

Goblins Savage and brutal goblin tribes live like vermin in most of the Sabrak-Olar’s many mountain ranges and foothills. Occasionally they form into larger raiding parties, striking out at weaker dwarven towns and villages, but generally their numbers are kept in check.

Orcs Humans As the second most populous race in the Sabrak-Olar, humans occupy almost all the same regions as the dwarves, though most humans are concentrated in the regions around the great Skuld desert, an area where an ancient human empire once stood.

Marauding orc tribes range across the northern reaches of The Skuld, often preying upon the many caravans crisscrossing the scorched land. In especially dry times they have been known to push much farther beyond their normal territories.

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 Sabrak-Olar as the best steel one can acquire. The slowly dying nature of the world, however, has not been kind to Amenthok. Several elemental rifts have opened deep within the mountains, triggering earthquakes and unexpected volcanic eruptions. Rumors of vile demons and other elemental evils slipping through these rifts are also rampant.

The magma dwarves and azers, who’s ancestors came from the elemental chaos, are less fearful of the coming cataclysm than many other dwarfs. They are saddened by the chaos that is being wrought upon the cities and strongholds, but they believe that their history has proven that their people have it within themselves to overcome any elemental obstacle, and as such, a sense of hope and determination is prevalent throughout much of the region.

Alna: This port city serves as one of Amenthok’s chief export center. Processed ores and metals from numerous mines find their way to Alna before being shipped to other dwarven cities throughout the Sabrak-Olar. Bazsonn-Krak: The capital of 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.

dwarven garrisons surround the mine, ever vigilant against outside enemies. Hirg: The church of Muamman has established a strong presence in this city, making it stand apart from the rest of Donnarent as one of the few places where hope can still be found.

Donnarent One of the oldest regions in the SabrakOlar’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 in remote valleys, protected by near constant elemental storms. Elak-Gyth: As the last great mine in the region, the Donnarent leadership has made Elak-Gyth’s protection one of their chief priorities. Numerous

Khordal-Duum: No longer the city of splendor it once was, the mighty capital of Donnarent has been reduced to an impoverished city of displaced miners, aging soldiers, and starving beggars.

Glorinorem A long, mountainous peninsula, Glorinorem is only sparsely populated. Virtually all of the dwarves that live in this region make their homes in one of the several coastal cities. The interior mountains are treacherous to even the most hearty of dwarves, due to the many tropical storms that blow across the peninsula throughout much of the year. As the impact of the elemental chaos upon the Sabrak-Olar has grown more intense, so has the frequency and strength of these storms. Several gully dwarf clans have however braved the interior mountains, using their arcanist skills to protect themselves from the pummeling storms. Badlands dwarves from the north have also been known to seek out riches here, seeing the known dangers are merely a challenge to be overcome.

Lur-Bek: A seedy, and bustling port city, this coastal dwarven town is the stopping point for those attempting to run the nearby straights. Navigating the straights is no easy task, but the several hundred miles of travel distance that is saved by short-circuiting the peninsula has tempted many a captain. Ras-Norem: Another port city, this hill dwarf outpost is the largest city on the peninsula. Numerous ships from Amenthok and Millusvudd make port here before setting out for The Skuld and Donnarent, and vice-versa.

Gwenifen The densely forested region of Gwenifenn is home to the gully dwarves, as well as many small pockets of gnomes, elves, and eladrin. Roving bands of cyclops and other evil fey creatures are also known to occupy the region.

The trees of the Gwenifen forests are said to be the oldest in all of the Sabrak-Olar, allowing the gully dwarves to provide some of the finest and strongest wood for the many dwarf workshops across world. Even then, however, the gully dwarves make a point of charging exorbitant prices for their wood, ensuring that any tree they cut down is put to the most esteemed of uses. Flanlodel: Ancient coal mines extend deep beneath this city, which the gully dwarves mine extensively. Much of the mining is overseen by the church of Flandal Steelskin, ensuring that only the best coal is prepared for shipment to distant dwarven forges. Gully-Vudd: Build amongst the trees themselves, the largest city in Gwenifen is home to nearly an equal number of both gnomes and gully dwarves. Recently an elemental rift expelled a pair of twin demons of fire and ash into the heart of the city. The Gully-Vudd army took heavy losses in driving the intruders from the city,

leaving a path of destruction in the process. If will be many generations, if ever, before the trees of the city fully recover.

Kuldar-Sonn Known as the land of the axe, the harsh region of Kuldar-Sonn is home to the fearless and primal badlands dwarves. The towering, snow-capped mountains along Kuldar-Sonn’s eastern shore are considered to be the least-tamed mountains in all of the Sabrak-Olar, but that has not kept the badlands dwarves from staking their claim to them. The thick pine forests of KuldarSonn serve as the winter home for many of the dwarves in this region, however come spring, as the mountain passes begin to open, many of the badlands dwarves head east, seeking adventure and fortune in the towering coastal mountains. Ori-Runedar: The largest city in the mountains of Kuldar-Sonn, OriRunedar is one of the few stronghold peaks that remains heavily occupied all

year round. Some of the Sabrak-Olar’s most fabulous gems have been found in the mines deep below this nearly frozen city. Qu-Far: Built upon the ruins of an ancient giant citadel, the capital city of Qu-Far has become a bustling, rambunctious city, rife with ale, women, and duals. Many experienced dwarven

warriors have flocked to Qu-Far, eager to prove their worth by doing battle against the every growing population of elemental creatures that have steadily been flooding into the vast Kuldar-Sonn woods. Nal-Oak: This ancient badlands dwarf necropolis is now only visited by the bravest of souls. Rumors persist that

some form of vile undeath has laid claim to the decrepit city, and is intent on maintaining its grip over the many tombs and barrows that make up NalOak. Nora-Norem: Mithril mined in the Kuldar-Sonn mountains is brought down to this city before being shipped off to the forges and workshops of neighboring Amenthok.

Millusvudd This sprawling, dense forest region stretches along the eastern edge of the Sabrak-Olar’s north-eastern continent. Known as the thousand-mile wood, it is home to several hill dwarf and gully

dwarf clans, as well as a few wild bands of primitive elves and eladrin. The region is broken up by several large bays that provide excellent fishing, though there have been reports of strange and dangerous elemental beings being sighted within the bays’ deep, cool waters. Many ships in the region have taken up the practice of hiring dwarven marines in order to provide added protection against such threats. Most of the wood that is harvested in Millusvudd is shipped overland to Amenthok for use in many a dwarven workshop. The thick, untamed 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 Sabrak-Olar’s last great dwarven civil war, and stand as an imposing reminder to any raiders that dare try to prey upon the Millusvudd’s shipping. Lurmurkent: Founded at the mouth of a mighty river, this city serves as the gateway for most travelers coming to the Millusvudd. Extensive trade takes place alongside the many sages and primal mystics who frequent the city. River barge service is available for those who wish to travel deeper into the continent.

Qu-Thudul The harsh, frozen north of the SabrakOlar is a sparsely populated region of icy mountains and glaciers. A small number of badlands dwarves have made the western portion of the region their home, however most the area is simply vast stretches of desolate ice flows.

The influence of the elemental chaos upon the region has resulted in many powerful earthquakes. Avalanches and rockslides are a common occurrence, and rumors hold that several of the most violent earthquakes have shattered ancient ice sheets, exposing ancient dangerous and evils that have been buried away in the ice for eons. Qudol-Dun: The largest city in Qu-Thudul, this badlands dwarf fortress offers the only real comfort and civilization in the frozen north. Ice breakers keep access to the cities ports open during all but the coldest of months, while coal mined in the nearby mountains provide the city with an industrial warmth that is unique for this region. Qulomerg: This small settlement rarely makes contact with the rest of the 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 RrinMorndin 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 vast network or fortifications, mansions, mines, and forges were constructed within the massive heart of the mountain. The high dwarves that lived within this impressive abode soon become the most powerful dwarven force across all of the Sabrak-Olar. Those days are now long gone, however. When the ravages of the elemental chaos first began to strike out at the Sabrak-Olar, the learned high dwarves knew that the days of their mighty empire were numbered, so they sealed shut the gates of the RrinMorndin, cutting themselves off completely from the outside world. Many centuries later, when other dwarves broke the gates open from the outside, they found the vast mountain citadel abandoned. What little evidence could be found indicated that the high dwarves had dug upwards, climbing the mountain from the inside, ascending to

what they believed were the heavens beyond. Unfortunately many of the maze like passages within the RrinMorndin have collapsed upon themselves. Numerous explorers have set out in the mountain in search of the fabled pathway to the heavens, but as of yet, no route to the mountains upper regions have been found. Rrin-Morndin: Most of the accessible portions of the mountain are still uninhabited. Numerous goblinoid bands roam the Rrin-Morndin’s foothills, making attempts at settlement in the area difficult. Despite this, several small clans of hill dwarves and high dwarves have attempted to reclaim the mountain. Glor-Vaut: The large lake-city contains the largest population of high dwarves in the region. The cities many libraries are considered the greatest repository of high dwarf knowledge left in the Sabrak-Olar.

The Skuld When the dwarves first arrived in the Sabrak-Olar, they found a large human empire occupying the desert between Donnarent and the Rrin-Morndin. Though large, this empire was quite primitive compared to the dwarves; stone tools and bronze weapons were the norm. With the introduction of iron,

steel, and their advanced mining techniques, the dwarves were able to quickly gain dominance over the region. This human civilization was not wiped out, however. The dwarves that settled in The Skuld adopted many of

the practices of the native humans, blending it with their own culture. Despite the heavy dwarf presence in the area, The Skuld is still a dangerous place to travel. The northern reaches of The Skuld, between the cities of Ahktum and Baz is home to many marauding orc tribes that routinely prey 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 dwarves seat of power. A massive temple pyramid to the sun god RaHorakhty sits at the heart of the city, making it quite possibly the most ancient structure in the Sabrak-Olar still in use.

Thorvyn Located between The Skuld and KuldarSonn, the temperate region of Thorvyn is home to a mix of hill dwarves and badlands dwarves. Like the rest of the Sabrak-Olar, Thorvyn has found itself subject to the ever increasing threat of the elemental chaos’s destructive power. Intense flooding of Thorvyn’s lowland regions has displaced many clans, and a renewed threat of giants in the eastern mountains has begun to tax the Thorvyn army’s reserve. Iashiggin: While technically the largest city in Thorvyn, this impressive coastal city has more in common with Amenthok than with the hill dwarves and badlands dwarves on the far side of the adjacent mountain range. Numerous shops, factories, and trade houses line the city’s many streets. Keld-Gyth: The largest mine in Thorvyn, Keld-Gyth also serves and the home city for many of Thorvyn’s most

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 against the ever growing giant threat would be greatly compromised. Sunnim-Tyn: This large coastal city has been ravaged by excessive flooding. Several entire districts within the city have been completely abandoned, with rumors that the fleeing dwarf population has been replaced by an insidious kobold infestation.

Tiamtyn This wide, marshy plain stretches between the woods of Gwenifen, containing a mixed population of gully dwarves, hill dwarves, and humans. Navigating the many swamps is considered quite dangerous, both from the mazelike nature of the many canals, and from the numerous bands of Gnolls and goblins. A small number of Duergar have also established themselves in the region, constructing an impressive

citadel in a series of limestone caverns in Tiamtyn’s eastern edge. Bolerg: A remote island city, Bolerg is known mainly as a city of pirates and brigands. Many a disgraced and criminal dwarf eventually find their way to this cut-throat, dangerous, and lawless city. Dwe-Lur: This impressive city is built upon the juncture of several large rivers, and serves as a staging point for those who wish to start an expedition into one of Tiamtyn’s many swamps. Heavy trade with Gwenifen also passes through Dwe-Lur. Izila: This massive limestone city is home to one of the few populations of Duergar living upon the Sabrak-Olar’s surface. The juncture of two rivers has created a massive waterfall, that over the years has hollowed out a twisting maze of passages throughout the surrounding limestone. Some believe the Duergar have enlarged and expanded the passageway enough to connect all the

way back to the distant underdark. Weather or not this is true is unknown, but there are many dwarves in Tiamtyn and Gwenifen who are fearful of what the Duergar’s ultimate plans for the region might be.

Cosmology To understand the effects of the elemental chaos upon the Sabrak-Olar, one must first understand the cosmology in which the Sabrak-Olar exists. The nature of the universe can be divided into three realms. At the top sits the astral sea, home of the heavens and the birthplace of creation. At the bottom rests the elemental chaos, a swirling maelstrom of energy and destruction, driven to fury by the ever consuming force of the abyss.

Between these two realms is the mortal lands. All worlds, when they are new and young begin closer to the astral sea, but nothing in the mortal lands is eternal. Though the distance may initially be great, the ever-pulling force of the abyss eventually draws all into the swirling destruction of the elemental chaos. So is the fate of the SabrakOlar… to end its days broken up and scattered through the primal energies of the elemental chaos. This ultimate demise may still be many years away, but the many signs have already begun

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 SabrakOlar’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 mines dot the hillside, while the numerous dwarven cities watch their once mighty fortresses and strongholds slowly slip into disrepair. Violent elemental threats have also been unleashed upon the SabrakOlar. With the world now in such close proximity to the elemental chaos, many vile elemental beings and demons have crossed over, intent on staking a claim to various fragments of the world, prior to it being physically carved up by the elemental chaos’s churning engine of destruction. These beings are aided in their nefarious endeavors by ever

increasing storms, earthquakes, and volcanic eruptions. Many of the dwarves that still remain upon the Sabrak-Olar see only a bleak existence in their future. There is hope, however. Many believe that the great mountain RrinMorndin will provide the dwarves with their salvation, for surely its incredible height still links it to the astral sea, providing the dwarves a towering stone bridge through which they can escape the fury and damnation of the elemental chaos.

Elemental Storms As the Sabrak-Olar has moved closer towards the elemental chaos, strange and violent storms known as elemental storms have begun to occur in greater and greater frequency. These storms can vary greatly in their nature, including everything from blisteringly high winds, to boiling rain, to spewing clouds of ash. Ground shattering bolts of lightning mixed with searing flashes of intense flame are also quite common. The dwarves that live in subterranean structures have been able to weather these storms with only moderate difficulty, however many smaller dwarven surface villages have been wiped from the world completely by a single, violent storm. It is rumored that the magma dwarves and their azer allies have found limited ways to tame these storms, and steer their destructive might away from dwarven settlements, however as the storms continue to grow in ferocity, it is feared that not even the magma dwarves and azers, with their extensive elemental backgrounds, will be able to stem the tide of destruction.

Earthquakes Severe, mountain shattering earthquakes are another consequence of the elemental chaos’s impact upon the Sabrak-Olar. The dwarves have been forced to undertake massive reinforcing projects at many of those most vulnerable strongholds in order to ensure that the caverns do not collapse in around them should they be struck by one of these massive quakes. Despite these efforts, many lesser mines and fortifications have been decimated by these intense quakes. The Rrin-Morndin itself has been subject to several of these intense geological shifts, resulting in the collapse of many of the interior passageways. There are some who believe that any passage that may have once led up to the peak of the mountain has been choked shut by debris, but many believe that not all hope is yet lost, and that at least one path to salvation still exists through the mountain’s many winding passageways. Earthquakes that happen near or under the sea have been known to cause towering waves to race across the Sabrak-Olar’s oceans, wrecking havoc upon any coastal town that happens to fall in their path.

Volcanoes The elemental chaos has also caused many once dormant volcanoes to return to life. Thick clouds of rolling ash and belching plumes of super-heated magma have become a common sight among almost all of the Sabrak-Olar’s mountain ranges. The magma dwarves have thus far proven to be the most adept at dealing with the volcanic threat,

however even they can be overwhelmed by the most massive of eruptions. In such a case, early detection and relocation is the only hope.

In the last great dwarven civil war, the magma dwarves were able to use their extensive elemental knowledge to trigger volcanic eruptions within the mountain ranges of their enemies. Tales of this destruction are still remembered by many dwarves, even generations later, and as such many look at the magma dwarves with suspicion, wondering if they might not in some way be connected to the volcanic activity that plagues the Sabrak-Olar in the present day.

Elemental Rifts The single most devastating effect of the elemental chaos upon the Sabrak-Olar are elemental rifts. These are rips in the

very fabric of reality itself, where the normal barrier between the mortal world and the elemental chaos has been completely torn away. The size of these rifts can vary, with some being nothing more than a small plume of everyflowing 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 the elemental chaos deep beneath the earth, unleashing vile horrors into the world below.

The Underdark Those who delve deep enough into the underdark have always been able to find passages that lead to the elemental chaos, however those passages are now far less deeper than they were in ages gone by. The duergar and magma dwarves that routinely venture to these depths have been forced to steadily backfill their tunnels due to the risked posed by such connections, though both are certain that their efforts are only a stop-gap solution at best.

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Many different languages are spoken across the varied lands of the SabrakOlar. 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 SabrakOlar. 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 become the primary language of legal and business matters. A few dwarves in other regions have also taken up primordial, mainly in order to better understand the many elemental and demonic enemies that they have been forced to face in growing and growing numbers.

Ai Ain Al Alahel Alna Alsia Ammor Ana Ar Ara Arn Arda Astra Auk Aura Auraglor Az

Yes Fist Forge Bless Tower Wife Future Eye Being Blood Strike Guard/Guardian Ring/Jewelry Clansman Great/Huge/Gigantic Sea/Ocean Rock

The following list of dwarven words and their meaning can be used for naming dwarven people, places, and things, such as characters, strongholds, cities, clans, and weapons.

Bal Barak Bari Baz Bazsonn Bedorn Bek Bel Bela Beldarak Benam Ber Bera Birin Bo Bof Bol Burakin Bryn

Anger/Wrath Shield Crushing/Mighty Fire/Of the Flame Magma Lies/Distortion Pass/Ford First Sister Treachery Faith Gauntlet/Hand Will Keeper/Warden Hair/Braid Ancient Hidden/Secret Passage Wise Woman

Acka Aed Aelin Agland Aimand

Calass Caurak Clang Coral Cume

Thief Cavern Conquer Killer East

LANGUAGES Language

Spoken by…

Abyssal Deep Speech Draconic

Demons, gnolls Drow, duergar Dragons, dragonborn, kobolds Dwarves Elves, eladrin, gnomes, gully dwarves Giants, ogres Goblins, orcs Azers, elementals, magma dwarves High dwarves Desert dwarves, humans Angels, devils

Dwarven Elven

Giant Goblin Primordial

Rrinther Skuldian Supernal

Script Barazhad Daelkyr Iokharic

Davek Rellanic

Davek Skuld Barazhad

Davek Skuld Supernal

Dwarven Words

Bridge Hearth Goldwork Sword Slayer/Killer

Daern Dale Dalum Dare Dauble Deladar Delvar Dinlar Dis Dol Don Donnar Dora Dredim Drid Dris Dwel Dwe Dwo Duer Dukr Dun Duri Duum

Familiar/Known Ale/Drink Stout/Heavy Burned/Burning Valuable Item Descend Dig Smith/Blacksmith Riches Weapon/Sword Ten Ore Red Maiden Weaver Romantic Love Warrior Three Fierce Dark/Darkness Wall Underground Wolf Home/Manor

Eft El Ender Ent Erg Eri Erl Esli Est

Castle Goblin/Foe Small Cave Mountain Town Elder/Old Father Skill Cave

Faern Fall Far Fikim Findar Fut

Home Strong/Strength Stronghold Temple Luck Four

Gal Ganon Gar Gath Genis Gil Gilwhur Gim Girn Glan Glander Glor Glori Gordul Gret Grim Guk Gully Gunn Gur Gyth

Shield Mason Bear Lurker Monolith Fire/Fiery Steel Glad Cheerful Mountainhold Forgotten/Lost Uncut Precious Stones Lake Silver Shock/Surprise Daughter Eternal/Lasting Steed Gnome Warrioress Boar Mine

Har Hel Heldul Hia Higgin Hild Hurnden

Hearty/Stalwart God's/Of the Gods Amazement Priestess/Holy Woman Garrison Voice Payment

Ias Ida Iess Ifdim Ifful Ifra Ikuak Ila Ili Ilith Inadrem Init Ippa

Anvil Air Mother Mistress Beautiful Cook Brother/Ally Joy Beard/Pride Deal/Agreement Art Give/Giver Pledge/Promise

Isi Iz

Treasure Fox

Jak Jar Jargh Jet

Hold Orc Jokester/Idiot Seven

Kam Kantus Kara Kasum Kil Krak Kral Kuld Kuldar

Hamlet One Hundred Heal/Healer Scout/Seeker Proud/Powerful Fortress Hall Axe Badlands Dwarf

Lagg Lin Llarge

Lair Twin Poor Stone

Lodel Lom Lond Lonak Lur Lurgh Lurmurk Lyddok

Citadel Song Friend Raid/Raider River Marsh/Swamp Concealed Bog Revenge

Malk Mar Maren Marth Mekum Millus Mora Morgak Mori Morndin Mrin Mul Mur Murmelings

Village Gold/Golden Knowledge Hope/Hopeful Outpost One Thousand Seer/Prophet Homeland Brave/Bold Peak/Large Mountain Climb Half-Dwarf Half-Human Disagree Arguments/Criticism

Nai Nal Nora Norem Norogh Noror Noroth Nuk Nura

No Honored Mithril Point Monsters/Evil Beings Enemy/Enemies Dangerous Land Nine Steady/Sure

Oak Odro Ol Olara Olar Ona Ong Ora Ori

Barrow/Tomb Eight Large/Fat Primal Magic World White/Pure One Protector Gem

Oricil Ov

Judge/Lawgiver Cunning/Wise

Parlyn

Clothing

Qu Quan Qulom Quwurn

Cold Elf North Ice

Ra Rak Ral Ras Raugh Rei Ren Ric Riddim Rim Rimrak Ring Ror Rorn Rrin Runedar Rurrin

Sun Hammer Heart/Spirit South Death Vermin Life Chest/Belly Craftsman King Spear/Thrown Weapon Armor/Hide/Skin Riddle Destruction High/Above Heaven/Mansion Master

Sabrak Sak Samman Sargh Serd Set Shar Siz

Crack/Flaw Five Battle Companion Disgusting Thing/Vile Virtue Storm Moon Six

Skuld Sonn Splendarr Ster Stili Sunnum

Desert Good Stone Bright/Shining Kin Cousin Rider

Taern Ten Thal Tharn Then Ther Thic Thor Thord Thudul Thurom Thra Tiam Tor Tore Torst Tryd Tuk Tyn

Brotherly Love Child/Son Mattock/Crusher Lust Earthen/Soil Oath Champion/Victor Noble/Loyal Bone Fate/Doom/Misfortune Hunter/Wayfinder Black Stream Hill Soul Adventure Heroine Two Field/Flat Land

Ultok Undivver Urni Urtker

Meeting-Place Plan/Strategy Skull Berserk/Berserker/Rage

Valara Valka Vallahir Vaut

Dragon/Magic/Magical Destiny Mountain-Meadow Valley

Veltel Vemis Verga Verhan Villi Virvin Von Vudd

Chivalry West Party/Feast Messenger Outcast/Exile Barrier Tunnel Wood/Forest

Wera Whur Wurgym Wurlar Wurn Wynn

Battle/War Iron Ugly/Ugliness Fast Moving Water Water Grace

Xor Xoth

Dream Lore/History

Yag Yaughadar Ydrim Yur

Guest Stairs Queen Run

Zak Zandar

Metal Adventurous Youth

Dwarven Lore The dwarves place great value upon remember the past and recording the great deeds of dwarves over the ages. All clans maintain an extensive lore book, that is guarded and protected with the fiercest of determination. Within the pages of these lore books, each clan records the genealogy, history, accomplishments, and battle valor of their clan. It is generally the responsibility of the eldest member of a clan to oversee the clan’s lore book, however if

an elder member believes he or she has become too overcome with age to adequately oversee the book, it will be passed down to another trusted member in the clan. In times of strife and danger, the lore book will often be given to one who is seen to have the battle acumen necessary to protect the book, regardless of his or her age. Loss or destruction of a clan’s lore book is considered a devastating event, and many clans have been know to collapse and disband after the loss of their sacred lore book. As such, members of a clan will often enter battles where death is all but assured in the pursuit of protecting their lore book. A dwarven lore book is usually bound in steel coverings with heavy, reinforced hinges and a sturdy locking mechanism. The pages are usually made of arcane enchanted paper, designed to withstand centuries of wear and exposure to the elements. The text upon the pages is meticulously written 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 frivolous material or tales of personal vanity. With the destruction caused by the elemental chaos, many dwarven clans have been scattered, and the safety and dedication to their lore books has equally suffered. Many dwarves have sunken into a malaise of hopelessness, feeling that the ages of wonder and great deeds have now passed, and that soon all the histories of the dwarves of the Sabrak-Olar will be wiped from the pages of time.

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 is popular amongst high dwarves and hill dwarves, though the faith has followers all across the Sabrak-Olar.

Moradin Lawful Good In the Sabrak-Olar’s ancient days, Moradin was seen as being the allpowerful head of the Morndinsamman pantheon, however ever since the high dwarves of the Rrin-Morndin sealed their mountain fortress shut and disappeared, the faithfuls’ view of Moradin has changed. Many believe that he led the high dwarves out of the Sabrak-Olar, and that he is no longer present in the world in the way that he once was. He is now seen as a distant god who quietly calls for the faithful to follow him to another world, but does not actively participate in the world’s affairs.

dwarves believe that a night bathed in the soft, silvery light of the full moon is a good omen. Many silver miners also worship Berronar, out of the belief that silver was originally her gift to the dwarves.

Clanggedin Lawful Good Amongst most worshippers of the Morndinsamman, Clanggedin has taken the role as the new head of the pantheon. According to the ancient tales, when the dwarves first arrived in the Sabrak-Olar, it was Clanggedin who marshaled the dwarven armies and led them to victory after victory across the entire face of the known world. It is believed that he still has a great respect for the current dwarven empire, and that even as is slowly falls into ruin, he will be there to answers the prayers of his faithful.

Berronar

Dugmaren

Lawful Good Moradin’s wife and consort, Berronar is also viewed to have left the world at the time of the high dwarves’ departure, however many believe that unlike Moradin, Berronar’s unyielding love for the dwarves compels her to return and grant aid when called upon. The Sabrak-Olar’s largest moon is seen as a personification of her, and many

Good Many high dwarves, especially those who seek a greater unstanding of arcana and the nature of the world revere Dugmaren. They believe that all knowledge can be found through him, even the most obscure and hidden secrets in the universe. According to legend, it was Dugmaren who engineered the vast stronghold

THE PANTHEONS AND DEITIES OF THE DWARVES OF THE SABRAK-OLAR Faith, Pantheon, or Deity

Alignment

Domains

Morndinsamman Moradin (Dwarffather, The Distant One) Berronar (The Revered Mother, True Silver) Clanggedin (The Rock of Battle, The Conqueror) Dugmaren (The Engineer, The Mantle of Knowing) Dumathoin (The Miner, The Reclaimer) Hanseath (The Bearded One, The Warrior) Tharmekhul (Tender of the Forge) Valkauna (The Runecarver, Destiny) Vergadain (The Merchant King, The Unsatisfied One)

Good Lawful good Lawful good Lawful good Good Unaligned Unaligned Unaligned Unaligned Unaligned

Creation, earth Life, moon, protection Justice, strength, war Arcana, creation, knowledge Change, earth, destruction Strength, strife, freedom Fire, skill, war Death, fate, justice 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 Entemoch (Primordial of Earth) Sunnis (Primordial of Stone) Zaaman Rul (Primordial of Heat) Chlimbia (Primordial of Magma)

Good Good Good Good Unaligned

Arcana, change, earth Earth, freedom, protection Creation, destruction, fire Earth, fire, strength

Pantheon of the Skuld Ra-Horakhty (Horus-Re) Yinepu (Anubis) Aset (Isis) Setekh (Set) Djehuty (Thoth) Mayet (Ma’at)

Good Lawful good Unaligned Good Unaligned Unaligned Good

Protection, sun, war Darkness, death, fate Arcana, life, luck Change, storm, war Arcana, civilization, knowledge Justice, love, vengeance

Aura-Olara (The Great Natural Magic) Runedar-Sonn (Haven Stone, The Eternal Paradise) Rrin-Morndin (The High Mountain, Salvation) Thudul-Llargh (Doomed Stone, The Dying Land) Norogh-Sargh (The Consuming Chaos)

Unaligned Good Unaligned Evil Chaotic Evil

Freedom, life, love Hope, luck, protection Earth, poison, wilderness Destruction, madness, torment

built within the Rrin-Morndin. Those who believe that the Rrin-Morndin offers a means for the dwarves to escape the Sabrak-Olar often pray to Dugmaren for guidance in unlocking the RrinMorndin’s many secrets.

Dumathoin Unaligned With the destruction being wrought upon the world by the elemental chaos, the dwarven view of Dumathoin has

changed significantly. Where he was once seen as a god of mining and gifts from the earth, he has instead now taken on a role of duality. There are many who feel that the drying up of mines and the decay and destruction of the once great dwarven cities is Dumathoin collecting payment for the generations of

prosperity that he granted to the dwarves when the world was still young. As such, most followers believe that one can only receive Dumathoin’s blessing if a sacrifice of some sort is made first.

Hanseath Unaligned Hanseath is the eternal warrior, who relishes battle simply for combat’s sake. Those who follow him believe that a dwarf can achieve the greatest deeds in life by vanquishing all of his foes, or by dying during such an attempt. Hanseath is also the god of travel, as the stories tell that he was never happy to stay long in one place, and always scoured the land in search of new adventures and new foes to test his battle acumen against. Of the badlands dwarves that worship the Morndinsamman, most find Hanseath to be the god the most to their liking. Even badands dwarves who do not worship the Morndinsamman have a strong respect for followers of Hanseath.

Tharmekhul Unaligned In the legends of the Morndinsamman’s ancient deeds, it was Tharmekhul’s forge, along with Dumathoin’s ore, Dugmaren’s engineering, and Moradin’s creative mind that led to the construction of the many fabled artifacts and relics. Dwarves who strive to perfect their skill with the hammer and forge, specifically when it comes to the use of fire and heat in creation, often

turn to Tharmekhul for guidance. However, beyond the craftsman, Tharmekhul has other followers who believe that Tharmekhul extols the faithful to seek perfection in all their skilled endeavors. Magma dwarves and azers that have chosen to worship the Mordinsamman often select Tharmekhul as their favored member of the pantheon.

Valkauna Unaligned Worship of Valkauna has grown sharply in number during these end times. She is seen as the personification of destiny itself, and as such, many dwarves have flocked to her church in an effort to understand their place in the SabrakOlar’s waning days. Many of her followers believe that thoughts of escape through the Rrin-Morndin or other attempts to avoid the coming fury of the elemental chaos are mere fools’ quests, and that the eventual destruction of the Sabrak-Olar is a destiny written by Valkauna herself. Her most ardent followers believe that the ever growing suffering in the world is merely the natural order of things, and that it is their duty to accept this fate until such times and their own spirits may be set free from the mortal world.

Vergadain Unaligned Vergadain is seen as the most jolly and most mischievous member of the Mondisamman. He is said to be the master of all merchants, and that during his time amongst the dwarves he helped to spread trade and business across the lands. Legend also holds that he believed in using his wealth to live life to the fullest, through love, life, and drink, however the same legends tell that Vergadain was never satisfied in these endeavors, and that he always sought new ways to celebrate his lust for life. It was during one of these many quests for satisfaction that Vergadain is said to have sired the first gully dwarf. As such, gully dwarves that lean more towards the dwarven side of their heritage often give Vergadain a special standing within the Morndinsamman.

Muamman Good The church of Muamman is a new faith within the Sabrak-Olar that has grown rapidly in the last several decades. The church is extremely popular amongst urban dwarves, the young, and those who have become disillusioned with the older, more traditional religions. Whereas many followers of the Morndinsamman have ostensively resigned themselves to the fate of the Sabrak-Olar, followers of Muamman believe that the future is not yet written, and that the dwarves, through their

fighting spirit have the ability to create their own destiny. This message of hope has resounded with many dwarves, helping to spread the message of Muamman far and wide. Ancient historians know that in some of the dwarves’ oldest writings, the persona of Muamman was sometimes referenced as being a part of the Morndinsamman itself, however both followers of the Morndinsamman and followers of Muamman reject that idea. The young age of the church of Muamman, though, means that its dogma is still often going through extensive modification and revision. Many followers believe that the old gods of the Morndinsamman are an energy from the past, that is fading along with the Sabrak-Olar, whereas Muamman is something new, an eternal singular god, with no equal. This protomonotheistic vision is a new occurrence among the dwarves of the Sabrak-Olar, and many believe that it is a wave of revolution that cannot be stopped.

Laduguer Unaligned Ladaguer is another god who’s roots can be traced back to the ancient times. At one time, like Muamman, Laduguer was considered a member of the Morndinsamman, however all but religious scholars would now treat such a view as heresy. Followers of the Morndinsamman view Ladaguer as some manner of non-deific deceiver, who led

the duergar away from the true dwarven pantheon. The duergar instead view Ladaguer as their savior and protector, who delivered them from slavery by the high dwarves and now gives them guidance and protection against the machinations and schemes of the surface dwarves. Worship of Laduguer is almost exclusive to the duergar, however some surface dwarf miners, who spend many long months toiling beneath the earth have been known to take up Laduguer’s banner.

Flandal Steelskin Good The gnomes of the Sabrak-Olar have many gods, however only one has found a following amongst the dwarves, especially the gully dwarves, and that is Flandal Steelskin. According to the ancient tales of the Morndinsamman, Flandal Steelskin was a gnomish ally of the dwarves who provided them with a magical flame with which to power their forges. As such, followers of Flandal Steelskin often take a strong interest in flame, priding themselves in knowing how to work and control it. Flandal Steelskin is also viewed as one of the more disciplined of the gnomish gods, placing a high value on skill and

perfection, as opposed to mirth and trickery, which is more common amongst the other gnomish deities. In addition to heavy worship amongst the gully dwarves, some magma dwarves and azers, intrigued by tales of Flandal Steelskin’s mystical flame, have taken to revering the pyromancer as well.

Archomentals Good When the magma dwarves lived in the elemental chaos, they encountered several powerful beings known as the Archomentals. These ancient primordials became strong allies of the magma dwarves, giving the wayward dwarves the powers and abilities they needed to survive in the harsh elemental chaos. In time, the magma dwarves developed a religion around these primordials. When the magma dwarves, along with their new-found azer allies, returned to the Sabrak-Olar, they brought the worship of the Archomentals with them.

Entemoch Good As the primordial of earth, Entemoch is seen to have mastery over all things within and upon the ground. He is considered to have a massive, ancient knowledge of magic and arcana, and the magma dwarves believe that it was Entemoch who first instigated their transformation from regular dwarves into the magma dwarves they are now. Entemoch is also seen as an agent of change, one who does not like things to stay static, who believes that the earth should always be a churning sea of

motion, and that a stable, uneventful land is a dead land. As such, followers of Entemoch strive to respect the power of volcanoes and earthquakes, and believe that these constant disruptions of the earth churn up rewards and treasures that would otherwise stay locked away, while at the same time pushing to dwarves to continually build and expand.

Sunnis Good Sunnis is the primordial of stone, and Entemoch’s consort. The magma dwarves see her as providing a stability to Entemoch’s endless, churning earthen sea. She is believed to be a countering force to Entemoch’s chaotic nature, and as such, her symbol often adorns the walls and caverns of many of the magma dwarves’ massive stone strongholds. Her faithful also hold that Sunnis is the true master of flight, and that all creatures that move without setting foot upon the surface do so only with her blessing.

Zaaman Rul Good As the primordial of heat, Zaaman Rul is an entity of both creation and destruction. He has mastery over fire and flame as they pertain to the forging and shaping of metals and ore, but he

also drives those same sources of heat to burn and consume. From this cauldron of chaotic heat, he continually pushes his followers to seek better, and more eternal strength, while that which is weak is destroyed, so that its core components can be put to use again. Many of the best magma dwarf and azer craftsmen are worshippers of Zaaman Rul, putting his teachings of perfection through destruction and reformation into practice in both their training and construction techniques, and in the products they craft.

Chlimbia Unaligned Chlimbia is the primordial of magma, and as such he holds a special place amongst magma dwarf worshippers. Chlimbia’s motives are not always clear, and he is seen as highly chaotic. The magma dwarves view Chlimbia as the father of volcanoes, lava flows, obsidian, and ash. According to their ancient legends, when the magma dwarves first arrived in the elemental chaos, Chlimbia tried to destroy them, unleashing wave after wave of elemental fury upon the out of place dwarves. It was only after Entemoch modified the magma dwarves into their present half-

elemental form that Chlimbia’s wrath was cooled. The followers of Chlimbia believe that only be embracing the awesome power of magma can they learn to control and utilize it.

Pantheon of the Skuld Good Prior to the arrival of the dwarves in the Sabrak-Olar, there was a native population of humans that had established a large, but primitive empire located in the desert region known as the Skuld. When the dwarves conquered this empire, they incorporated much of the extant skuldian culture, including the Pantheon of the Skuld, into their own. Dwarven followers of this ancient formally human religion believe that it was Ra-Horakhty, and not Moradin, that led the dwarves to the Sabrak-Olar, and that their purpose for coming to this world was to discover Ra-Horakhty’s pantheon. This complete abandonment of the Morndinsamman has led to some strife with other dwarves, however the dwarves that now live in the Skuld, known as desert dwarves, don’t often organize into large, organized armies, and thus holy crusades in the name of the skuldian pantheon are rare.

for protection from evil and for strength and prowess in battle. His temples are often massive, maze-filled pyramids adorned with pressed gold and polished stone, designed to reflect and glorify the rays of the sun.

Yinepu Unaligned The jackal headed god of the underworld, Yinepu, also known as Anubis, is often looked upon by outsiders with a cautious view. His mastery of darkness, death, and fate create of sinister, cult-like feel amongst the teachings of his followers. It is believed that he is the overlord of all undead, and that such beings that operate beyond the underworld must do so at Yinepu’s discretion. As such, Yinepu’s followers do not loathe the undead, and some have even been known to command undead servants, however, the church of Yinepu shows no mercy to any undead that they believe are acting against the desires and wishes of Yinepu.

Ra-Horakhty Lawful Good Ra-Horakhty, also known as Horus-Re in the skuldian tongue, is the head deity of the pantheon of the Skuld. He is personified as the sun itself, and it is believed that his ever-gazing eye sees all. His followers look to Ra-Horakhty

Aset Good Aset, also known as Isis, is the skuldian goddess of magic and fertility. It is believed that she causes life to spring forth from the desert, and that she grants luck to those who respect this life

and revere the mysteries of arcana. Many desert dwarf healers worship her, and her teachings are also popular amongst many sorcerers and warlocks who believe magic should be personal and internal. Some of the traits that were originally proscribed to Berronar were transferred to Isis when the desert dwarves adopted the skuldian religion. Specifically, Aset is sometimes personified as the moon, and thus her protection is present when RaHorakhty’s sun is hidden from view.

Setekh Unaligned Setekh is the skuldian god of storms. He is quite popular amongst the desert dwarves, and is worshiped by many nomadic clans and wandering adventurers. In fact, his followers are so far spread, that his name in the skuldian tongue, Set, has been adopted into the original dwarven language to simply mean “storm”. It is believed that Setekh is responsible for the ever changing dunes that range across the Skuld, and that his secret teachings can be heard across the winds. Warriors that follow Setekh believe that combat should be fought along his principles, in that it should be a fast, brutal, whirlwind of destruction where

enemies are smashed and scattered. In the few times in history that the desert dwarves have actively gone to war, banners of Setekh have always been at the forefront of their armies.

Djehuty Unaligned Djehuty, also known as Thoth, is the most popular deity in the skuldian urban areas. He is said to have a vast knowledge of the universe and its function, and that he encourages his followers to strive to expand their minds and understand in the same way he has. Many schools of magic and wizardy make Djehuty their organization’s patron deity. His followers believe that Djehuty is often present just out of site, such as in reeds at a riverbank or at the end of a secluded street, and that he is always watching from these quiet, private venues, taking in all that his followers have built from the wastelands of the desert.

Mayet Good The skuldian agent of justice, Mayet is the goddess of both love and vengeance. She encourages her followers to right wrongs, especially those wrongs committed against friends and family. At the same time she commands that those who serve her to place loyalty to one’s

family and friends in the highest regard. The desert dwarves have expanded this command to also include one’s clan. It is believed that the birds are her servants, and that through their eyes she is always vigilant in the enforcement of her laws.

Aura-Olara Unaligned The Aura-Olara, meaning “great natural magic” in dwarven is a non-deity form of spiritualism that focuses around the revering of the world and universe itself. Followers of the Aura-Olara believe that the so-called gods are simply forces and energies that are misunderstood by the various mortals. Instead, the universe can be broken down into four primary components. It is believed that all of these components are actually intelligent, sentient entities, but that their form and intellect is so far beyond that of mortals that they can only be perceived and understood in the most basic of manners.

Runedar-Sonn Good In the Aura-Olara belief system, the Runedar-Sonn is the revered heavens. It is the engine of creation, and the eternal force of good and life in the universe. All followers of the Aura-Olara strive to one day set foot upon the Runedar-Sonn, and they often call out for the Runedar’s guidance and leadership in times of difficulty, and for its healing blessing when death and harm are present.

Rrin-Morndin

Good The great, high mountain is revered by followers of the Aura-Olara, who believe that it is their salvation and conduit to the eternal paradise. Of the four components of the universe, the RrinMorndin is believed to be the most closely tied to the mortals, and thus the most open to their pleas and prayers for hope, luck, and protection.

Thudul-Llargh Evil The Thudul-Llargh is the present mortal lands… it is the dying world of the Sabrak-Olar. Followers of the AuraOlara believe that as the world reaches its end of days, its true evil nature is being revealed. They do not worship the Thudul-Llargh, however they will often make pleas and sacrifices to it, to beg the world to hold back its wrath for just a little longer.

Norogh-Sargh Chaotic Evil The Norogh-Sargh is the chaos below. It is the universe’s engine of destruction, always seeking to consume, pervert, and annihilate that which the Rundar-Sonn has created. All followers of the AuraOlara fear the Norogh-Sargh, only using its name in whispers, and believing that to succumb to the Norogh-Sargh’s violent destructive energy is to be wiped from existence itself. Rather than worship the Norogh-Sargh, those who revere it instead seek to redirect its consuming, chaotic energies upon their enemies instead.

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 other races that lived in these wild lands existed at only a stone-age, nomadic level of development.

The Acka-Olar The next period in the Sabrak-Olar’s history is the days known as the AckaOlar, or “world bridge”. According to the ancient legends contained within the Morndinsamman, the dwarf gods themselves led a massive host of dwarves to this world, leading them out of an older, now forgotten world and into the still new and unclaimed world of the Sabrak-Olar. Some dwarves believe that these tales are merely symbolic, while others hold the stories of the gods walking amongst dwarvenkind as literal truth. Regardless of the position taken, what is known for certain is that the first dwarves in the Sabrak-Olar appeared 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

many fierce battles before being driven to its doom in the heart of one of Amenthok’s many volcanoes. By the time this age ended, and the last dwarves finished making the journey from the old world, to this new one, the foundations of a burgeoning dwarven empire had already been laid.

The Age of Deeds With the dwarves now firmly entrenched across the Sabrak-Olar, the world entered a period of several centuries where the dwarves expanded over all of the known lands. Many tales of great deeds, incredible journeys, the forging of powerful artifacts, and the waging of massive battles still survive from this time. Many of these ancient tales often include one or more deities from the Morndinsamman interacting and participating in these many legendary feats.

It was during this age of deeds that the dwarves also first set eyes upon the RrinMordin. In fact many of the tales from this period involve the construction of the first fortresses within the mountain, and the numerous failed attempts to scale its incredible slopes. Throughout the age of deeds, many smaller dwarven kingdoms rose and fell, and inter-clan warfare was seen as a means to prove the worth and superiority of individual dwarves, through a never-ended test of battle and adventure. Throughout all this strife, however, the dwarves within the RrinMorndin were steadily growing in power. The riches of the mines within the massive mountain, which proved almost limitless, coupled with an ever growing knowledge of engineering and metallurgy led the dwarves of the RrinMorndin to soon become the most powerful dwarven force in all of the Sabrak-Olar... and as their power grew,

resistance, and instead simply allowed themselves to come under the RrinMorndin’s sphere of influence. Most historians consider the specific end to the Age of Deeds to be the Battle of Khordal-Duum, when the now high dwarves of the Rrin-Morndin defeated the last of the resistance in Donnarent, unifying all of the dwarven lands under one banner, and established the Empire of the Rrin-Morndin.

Pax Morndin With the Empire of the Rrin-Morndin now firmly in control of the known lands, the multitude of dwarves entered a prolonged period of stability and prosperity. The ever growing fortress city within the Rrin-Morndin became the economic and cultural hub for all dwarvenkind in the Sabrak-Olar as trade routes were extended to all corners of the known lands. Warfare during these many centuries was generally kept to a minimum, due to the army of the RrinMorndin’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 so did their ambition. As the age of deeds drew to a close, the kingdom of the Rrin-Morndin waged a series of military campaigns in which they decisively took control of The Skuld, Amenthok, Thorvyn, Gwenifen, and Kuldar-Sonn. The outlying regions of the Sabrak-Olar were simply too sparsely populated and underdeveloped to offer

While the high dwarves of the RrinMorndin were busy with their empire, the dwarves of Amenthok were busy seeking fortunes of their own. Tunneling deep beneath the region’s towering volcanic mountains, they sought deeper and deeper access to veins of raw gold and mithral. These maze-like mines soon descended to depths deeper than the mountains were 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 came to the attention of their neighbors, and the harsh, chaotic warfare of the elemental chaos was brought to bear upon them. A rival empire of fire giants, backed by legions of enslaved azers sought to wipe out the magma dwarves and claim their obsidian realm for themselves. At first the giants and their armies took the upper hand, routing the magma dwarves in a series of crushing 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 masters and reclaiming their dwarven heritage at the side of the defiant magma dwarves. The dwarven counterattack, bolstered by their new-found allies shattered the fire giant empire, casting it down into ruin and rubble, but the cost of such a victory was great, for the war left the magma dwarves’ empire nearly obliterated to the same degree.

With their empire collapsed, they disembarked from the elemental chaos, seeking to refind the land that their tales told they once came from. To the magma dwarves’ surprise, the paths back to the Sabrak-Olar were now much shorter than they had been all those years ago, and so, twenty centuries after they departed, the dwarves of Amenthok returned, transformed and eager to reestablish a great home for themselves.

Age of Strife The great imperial peace of the RrinMordin came to a close when without notice or warning the high dwarves sealed shut the massive gates of their mountain, breaking off all contact with the outside world. The reason for this unexpected move to total isolation was a mystery to the dwarves outside the mountain, and left the many kingdoms

that had been under the rule of the RrinMorndin in a state of shock. The new power vacuum quickly led to a state of conflict and civil war. Donnarent, Amenthok, The Skuld, Gwenifen, and Kuldar-Sonn all vied for control of the now seemingly abandoned imperial thrown. Clans all across the Sabrak-Olar waged merciless war against each other, sacking cities, fouling mines, and laying waste to entire regions. Many clans were wiped out during this time, and entire cities were razed to nothingness, with only the faintest of evidence remaining that they even once existed. When the fighting finally ended, the once mighty dwarven empire was shattered into numerous, disparate and ravished regions. The once numerous trade routes ceased to see travel, and the orcs and goblins began to multiply as the world sunk into a prolonged dark age.

The Duer-Xoth These dark days stretched on for many generations. The glory of the empire of

the Rrin-Morndin was not forgotten, but soon any evidence of its once mighty stature only existed in the minds of the dwarves who passed on its tales. Amenthok, Donnarent, and Kuldar-Sonn slowly rebuilt themselves as the leading centers of dwarven strength, and contact was reestablished with the outlying realms, however prosperity and peace proved to be elusive and fleeting. The forests and jungles of Gwenifen and Millusvudd were now treacherous expanses, filled with aggressive tribes of elves, cyclops, and other dangerous fey creatures. The southern reaches of The Skuld slowly regained a measure of stability, however the numerous orc tribes of the north, no longer kept in check by the forces of the Rrin-Morndin soon came to dominate the vast expanse of desert of the skuldian north. It was during these dark days that the first signs of the coming consumption by the elemental chaos began to manifest. Earthquakes and storms rose in severity and frequency, and the eerie visual presence of the elemental chaos along the horizon became an ever more prevalent nightly occurrence. Despite all this, the

dwarves slowly managed to reestablish a sense of unity amongst each other. Embassies were reopened, and the brave began to seek to clear the now longunused trade routes.

believe that somewhere with the RrinMorndin, a path leads to a world greater than what the high dwarves left behind.

The Present Age The Rorn-Valka With the numerous kingdoms now weary from strife, and with trade and communication now reestablished, the dwarves within the Sabrak-Olar once again sought out to do what dwarves do best; mine and build… but they soon found their efforts were stymied by the world itself. Their once rich mines one by one slowly began to run dry. Quarries that had once produced the finest of stone now only produces flawed and cracked rubble, and all along, the effects of the elemental chaos upon the Sabrak-Olar were growing more and more pronounced. It was during this time that the first dwarves in over a thousand years cut their way back into the RrinMorndin. 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

The current period of the Sabrak-Olar is one of slow decay. The destructive effects of the elemental chaos upon the world are clearly evident, and nearly all dwarves believe that the world’s days are nearly at an end. Some even believe that this end will come within the current generation. Despite this pessimism, some hope still remains. Not all dwarves are ready to simply give up and abandon the future of their clans. The most ancient of tales tell that the dwarves came to this world from another, and if those tales are true, then perhaps such an exodus can be repeated yet again.

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 are a distant relative of dwarves. In the earliest days of history, back when the universe was still young, the dwarves were enslaved by giants and titans. While many dwarves eventually broke free of this tyranny, not all were so lucky. Many dwarves were brought by fire giants into the elemental chaos to

serve as the soldiers and laborers in the numerous fire giant empires. Over the centuries, a combination of exposure to the elemental chaos and the influence of their evil masters transformed these dwarven slaves into the fiery azers. While the magma dwarves were in the elemental chaos themselves, they

came afoul of one of the many fire giant empires. Like so many of their conquests before, the fire giants believed they could rely upon the strength of their azer armies. However, this war would be different. Upon being exposed to the culture of their dwarven cousins, the vast majority of the azer 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 the magma dwarf clans. The familiarity with fire makes then a valuable worker to have in any forge, and many an azer have become skilled and renowned craftsman. Their elemental nature has also made them into keen advisors in the current troubling times. This elemental

RACIAL TRAITS Average Height: 4’ 3” – 4’ 9” Average Weight: 160 – 220 lb. Ability Scores: +2 Intelligence, +2 Wisdom Size: Medium Speed: 5 squares Vision: Normal 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 dim light out to 1 square as a minor action. Dwarf Heritage: You can take feats that have dwarf as a prerequisite, (as well as those specifically for azers), as long as you meet any other requirements. Elemental Origin: Your ancestors were native to the elemental chaos, so you are considered an elemental creature for the purpose of effects that relate to creature origin. 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. Fire Resistance: You have resist fire 5 + one-half your level. Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move. In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone. Warding Flame: You can use warding flame as an encounter power.

Warding Flame

Azer Racial Power You project searing flames out from your body. Encounter Fire Minor Action Personal Effect: Until the end of your next turn, any enemy that starts its turn adjacent to you takes 5 fire damage. (Increase to 10 fire damage at 11th level, and to 15 fire damage at 21st level.)

nature has also brought the azers some difficulty. Even though they have now been in the Sabrak-Olar for many centuries, they are still viewed with suspicion by many dwarves, particularly those who have suffered direct hardships due to the effects of the elemental chaos upon the world.

Physical Qualities Azers resemble a dwarf with brasscolored skin, and hair and beard of flames. They often wear kilts of bronze, copper, or brass, though they will also often adopt the dress of the clan they have been adopted into. An azer’s flaming hair casts off bright light, illuminating all that is around them, though they can limit the brightness of this light at will.

Mental Qualities Azers have a sharp mind, and they value education and knowledge, this is especially true of ancient dwarven lore. Due to their long history of enslavement, many azers feel it is their duty to learn as much about dwarvenkind as possible, to make up for the lost time. Azers also place great value on being able to provide for oneself and to defend oneself in the face of threats. They believe that an azer who continually depends on others for his well being has left himself open to once again becoming a slave.

Born and raised in the harshest regions of the Sabrak-Olar, the badlands dwarves are a rough and rugged race of warriors, hunters, and adventurers. They see prowess in combat and

mastery of nature as the epitome of dwarven greatness. They are quick to wage war upon each other, and quick to celebrate their victories with feast and drink.

Despite this often dangerous lifestyle, they hold honor in high regard. A badlands dwarf who is lazy, betrays his friends, or shows cowardice in battle 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. While most badlands dwarves consider themselves to be the greatest of the dwarven races, they give respect to any dwarf who proves himself to be an honorable, skilled warrior, regardless of race.

RACIAL TRAITS Average Height: 4’ 3” – 4’ 9” Average Weight: 160 – 220 lb. Ability Scores: +2 Strength, +2 Wisdom Size: Medium Speed: 5 squares Vision: Low-light Languages: Dwarven Skill Bonuses: +2 Athletics, +2 Nature Bloodied Fury: When you’re bloodied, you gain a +1 bonus to damage rolls. Dwarf Heritage: You can take feats that have dwarf as a prerequisite, (as well as those specifically for 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 proficiency with the hand axe and the battleaxe. 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. Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move. In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone.

Physical Qualities Badlands dwarves are physically the same as typical dwarves, being broad and stocky. They generally have fairer skin with hair color ranging from deep red to blonde. Unlike many other dwarves, though, badlands dwarf males don’t often go bald. Instead they prefer to grow long, scruffy hair and beards, both to give them warmth in the harsh

climates they inhabit, and as a sign of age, experience, and maturity. For clothing, badlands dwarves prefer multiple layers of furs, leathers, and other natural attire. A badlands dwarf who kills a large elusive or dangerous beast will often make a cloak or covering from the creatures hide as a means to display his victory in the hunt. When going to battle against other dwarves, however, badlands dwarves will augment their coverings with metallic armor.

Mental Qualities Badlands dwarves believe that a life without both challenge and reward is a meaningless life. They would rather die risking battle for glory and treasure than to while away the days in safety and boredom. They are natural risk takers, and are often quick to spring to action, even when further deliberation might be the more prudent course. In battle, they are fierce warriors who rarely retreat, even going to far as to take joy in the wounds they receive, knowing that if they succeed, their scars will be proof of the challenge they have overcome. As the world of the Sabrak-Olar has entered into its final, chaotic days, many of the badlands dwarves have come to view their rough and tumble way of life as the best means to survival and continuation of the dwarven race. They have always been distrustful of dwarves who try to build a society that is overly dependant on civilization and organization, and as those structures have begun to crumble, they see their own views being vindicated.

Hailing from the desert region of Skuld, the desert dwarves are the ancestors of the dwarves who first subjugated the ancient human skuldian empire. Over the many centuries they have adapted to life in this vast, harsh desert, while at the same time adopting many of the cultural

traits and practices of the human desert civilization. This includes everything from language, to religion, to dress. In the ages gone by, The Skuld has always been one of the dominant regions in the Sabrak-Olar. Rich trade routes once criss-crossed its dunes, and

extensive stone quarries and salt mines provided the backbone of the skuldian economy. These days are gone now, though, and the desert dwarves who live here have been forced to watch their once proud kingdom slowly crumble 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. Religiously, most desert dwarves have adopted the ancient skuldian pantheon. They believe that it was the call of the sun god Ra-Horakhty, and not Moradin that originally brought the dwarves to the Sabrak-Olar. Despite this, not all of the desert dwarves reject

RACIAL TRAITS Average Height: 4’ 3” – 4’ 9” Average Weight: 150 – 210 lb. Ability Scores: +2 Dexterity, +2 Wisdom Size: Medium Speed: 6 squares Vision: Normal Languages: Dwarven, Skuldian Skill Bonuses: +2 Perception, +2 Stealth Dwarf Heritage: You can take feats that have dwarf as a prerequisite, (as well as those specifically for 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 proficiency with the kukri and the khopesh. Focused Senses: You can use focused senses as an encounter power.

Focused Senses

Desert Dwarf Racial Power Closing your eyes, you sense even the slightest of vibrations within your vicinity. Encounter Minor Action Personal Effect: Until the end of your next turn, you gain tremorsense 5.

the tales of the Morndinsamman. In fact, many still hold a certain reverence for the tales of the ancient dwarves, however they believe that the skuldian pantheon is the true source of divine power, and that its discovery was the true reason for the dwarves coming to the Sabrak-Olar in the first place.

Physical Qualities 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

dark, swarthy complection, with skin that shows the wear of near constant exposure to the beating rays of the sun. When it comes to garb, most desert dwarves prefer to wear elaborate, flowing robes and intricate detailed clothing, often adorned with various skuldian symbols. It is also quite common for a desert dwarf to have several weapons concealed within the folds of his robes and cloak.

Mental Qualities Desert dwarves prefer to take a long outlook on life. Their skuldian kingdom is arguably the oldest of the dwarven civilizations within the Sabrak-Olar, and their have translated this longevity into a cold, almost detached view of history. They are not quick to enter into actions that they see as rash or ill-planned. They also do not place much value in fleeting glory, believing that time wipes away all but the most important of things, like the dunes rolling across the desert. The desert orcs of The Skuld have always been one of the desert dwarves primary enemies, however in the harsh current age, the orcish threat has become much more prevalent. Most desert dwarves have been raised to despise and distrust all orcs, viewing them as nothing more than savage, murderous beasts who want nothing more than to sow death, chaos, and destruction upon The Skuld.

The secretive duergar, also known as gray dwarves, dwell mainly in the Sabrak-Olar’s hidden underdark, though some duergar settlements have been established upon the surface. How the duergar first got to the Sabrak-Olar is a mystery to most dwarves, and many different tales and legends and bandied about. Some claim that the duergar are a cursed clan of dwarves who were corrupted by aberrations, while other,

more prejudice dwarves claim that duergar are not dwarves at all but are simply soulless animated servants of otherworldly devils. The truth, however, is that the duergar made the journey to the SabrakOlar just like all the other dwarves. The

path they took may have been more hidden and less illuminated, and was likely somewhere beneath the feet of all the other traveling dwarves, but it was there non-the-less. That being said, the duergar still have a troubled past. The most ancient duergar tales tells that their reason for coming to the Sabrak-Olar was to escape enslavement by hideous devils, however once in the 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 RrinMorndin now gone, and with the power of the remaining high dwarves greatly diminished, many duergar have once again began communicating with the surface. They are still very untrusting of most other dwarves, however, and will engage in hostility if they believe they are threatened. The only other dwarven race the duergar have strong ties to are the

RACIAL TRAITS Average Height: 4’ 2” – 4’ 8” Average Weight: 155 – 220 lb. Ability Scores: +2 Constitution, +2 Wisdom Size: Medium Speed: 6 squares Vision: Darkvision

magma dwarves decided to return to the surface of the Sabrak-Olar, it was duergar scouts that first helped them rediscover the lost trails back to Amenthok.

Languages: Deep Speech, Dwarven Skill Bonuses: +2 Dungeoneering, +2 Insight Defiant Spirit: You have a +1 bonus to all defenses against attacks made by dwarves. Dual Heritage: You can take feats that have either duergar or dwarf as a prerequisite, as long as you meet any other requirements. Duergar Weapon Proficiency: You gain proficiency with the war pick and the light pick. Infernal Past: Your most distant ancestors were corrupted by devils, so you are considered to have the devil keyword for the purpose of effects that relate to creature keywords. Infernal Quills: You can use infernal quills as an encounter power.

Physical Qualities

Infernal Quills

Mental Qualities

Duergar Racial Power You tense and send the quills projecting from your body into the gaps in your foe’s armor. Encounter Poison Minor Action Ranged 3 Target: One creature Attack: Constitution +2 vs. AC Level 11: Constitution + 4 vs. AC Level 21: Constitution + 6 vs. AC Hit: 1d8 + Constitution modifier damage, and the target takes a -2 penalty to attack rolls and ongoing 2 poison damage (save ends both). Level 11: 2d8 + Constitution modifier damage, and the target takes a -2 penalty to attack rolls and ongoing 5 poison damage (save ends both). Level 21: 3d8 + Constitution modifier damage, and the target takes a -2 penalty to attack rolls and ongoing 8 poison damage (save ends both).

magma dwarves. During the height of the magma dwarves’ empire within the elemental chaos, many of the deepest dwelling duergar maintained communication and trade with the magma dwarves. In fact, when the

Duergar are slightly shorter than typical dwarves, and are sometimes leaner. They have gray skin and pale eyes. Their hair ranges in color from white, to vibrant orange and red, to dark grays and blacks. Sharp poisoned quills grow amongst the tufts of their thick hair. They generally wear drab, dark clothing that allows them to blend into their rocky surroundings.

Duergar are very untrusting of surface dwellers, and assume that most other dwarves, except for the magma dwarves, have ulterior motives in mind whenever they attempt to negotiate or deal with the Duergar. They have a strong sense of racial pride, and believe that as long as they maintain their faith in Laduguer, they will never be made into slaves again. Many duergar also believe that the Rrin-Morndin is also rightfully theirs, since it was their enslaved ancestors that performed much of the mountain fortress’s initial construction. Not all duergar believe in trying to escape the Sabrak-Olar, however. Some believe that if the duergar were to retake the whole of the Rrin-Morndin, not even the elemental chaos could threaten them.

When the dwarves first arrived in the Sabrak-Olar, many of the forested regions already contained large populations of primitive, yet friendly, gnomes. In the course of interacting with the gnomes, unions between a gnome and dwarf often occurred. The new breed of half-dwarf, half-gnome sired by these unions is known as a gully dwarf. While such unions still occur

quite frequently, the population of gully dwarves has grown large enough to support its own continued existence. In political affairs, gully dwarves often act as inter-mediators between dwarves and other few creatures. Many of the large dwarf clans often have

several lines of gully dwarves within their ranks to serve just such a purpose. The gully dwarves have also established clans of their own, though most of these clans are relatively small and are made up almost exclusively of only other gully dwarves. Some gully dwarves, especially amongst the ranks of first generation 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, many of the clans are glad to have a gully dwarf, with his quick-whit and diplomatic tricks, acting as their front man. Gully dwarves, due to their fey background, are also more comfortable dealing with elves and eladrin than most

RACIAL TRAITS Average Height: 3’ 6” – 4’ 0” Average Weight: 65 – 110 lb. Ability Scores: +2 Wisdom, +2 Charisma Size: Small Speed: 5 squares Vision: Low-light Languages: Dwarven, Elven Skill Bonuses: +2 Bluff, +2 Streetwise Dual Heritage: You can take feats that have either dwarf or gnome as a prerequisite, (as well as those specifically for gully dwarves), as long as you meet any other requirements. Fey Blood: Your gnomish ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin. Trickster’s Nature: You gain a +2 racial bonus to attack rolls when making attacks that have the illusion keyword. Trickster’s Blur: You can use trickster’s blur as an encounter power.

Trickster’s Blur

Gully Dwarf Racial Power You become translucent and distorted, helping you to conceal yourself from your enemies. Encounter Illusion Minor Action Personal Effect: You gain concealment until the end of your next turn. In addition, any attacks you make until the end of your next turn gain the illusion keyword.

dwarves. They share an affinity for nature that most elves and other fey creatures are able to respect, allowing many a gully dwarf and elf to become fast, life-long friends.

Physical Qualities Gully dwarves are proportionally smaller than typical dwarves. Most gully dwarves also have slightly pointed ears, though the degree that this is pronounced varies from gully dwarf to

gully dwarf. They also generally have facial features that are more chiseled than typical dwarves. The thickness and size of a male gully dwarf’s beard is generally about the same as a typical dwarf, though some gully dwarves are known to have rather sparse facial hair. Due to their fey blood, gully dwarves often live longer than typical dwarves, with many living to nearly 300 years of age. For attire, gully dwarves often dress in a mix of traditional dwarven garb mixed with the more wild, nature inspired clothing of the gnomes. However, a gully dwarf of high standing in a dwarven clan may style himself entirely in a dwarven manner, while a clan-less gully dwarf may have forsaken dwarven attire all together.

Mental Qualities Gully dwarves have a keen sense for the world around them, often seeing motives and deceptions that other dwarves would typically miss. They are generally quite friendly, and are usually open to interacting with other clans and races. They enjoy knowledge, especially aracana and craftsmanship, but also enjoy the pleasures in life, believing that hard work should be rewarded with a properly satisfying and entertaining leisure activity. Gully dwarves are generally not as straight forward as typical dwarves. They believe that giving away all of one’s intentions up front leaves you weakened, and that the proper diplomatic strategy should be as thought out as any battle plan.

The high dwarves that still exist in the Sabrak-Olar are the descendants of those that were outside the RrinMorndin when its great doors were sealed shut. Most of them still live in the

mountains in the Rrin-Morndin’s vicinity, however over the centuries, some have migrated to other parts of the world. Despite their reduced status in the

Sabrak-Olar, many high dwarves still maintain an air of superiority about themselves, believing that they were Moradin’s true chosen, and that 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 RrinMornding 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 RrinMorndin 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, however a very large percentage of high dwarves have simply abandoned much of the clan structure. They still pay homage to their ancient, departed clan,

RACIAL TRAITS Average Height: 4’ 6” – 5’ 0” Average Weight: 165 – 230 lb. Ability Scores: +2 Constitution, +2 Intelligence Size: Medium Speed: 5 squares Vision: Low-light Languages: Choice of one language, Dwarven, Rrinther Skill Bonuses: +2 Arcana, +2 History Clarity of Mind: +5 racial bonus to saving throws against effects with the charm keyword. Dwarf Heritage: You can take feats that have dwarf as a prerequisite, (as well as those specifically for high 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. High Dwarf Weapon Proficiency: You gain proficiency 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 normally. Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move. In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone.

but make little effort to advance the clan’s standing throughout the world, believing that to do so would belittle the clan’s accomplishments in whatever world they have moved on to.

Physical Qualities High dwarves are slightly taller than typical dwarves, and are often quite proud of their height. Their hair ranges

in color from golden blonde, to deep brown, to silvery gray. They often dress in ornate, formal attire that recalls the opulence and sophistication of their once mighty empire. They value fine, detailed craftsmanship, especially when it comes to the metalworking of armor and weapons. Various suits of armor, headdresses, jewelry, and other accoutrements left over and preserved from the days of the Rrin-Morndin empire are often worn with great pride. Many high dwarves will also often carry a sword of some sort, believing the sword to be a more elegant and refined weapon than the clumsy hammer and axe.

Mental Qualities Many high dwarves exude a sense of arrogance when dealing with other dwarves. They are decidedly assured in their own intellect, and don’t take well to other “lesser” dwarves correcting them on matters of the mind, especially when it comes to arcana, history, and engineering. Of all the major dwarves, they often respect desert dwarves the most, due to their mutual respect for history and tradition. At the same time, they find the badlands dwarves to be the most uncivilized, believing that their wild, haphazard lifestyle is a backwards regression in dwarven development. Most high dwarves also respect magma dwarves, but only to a certain degree. They view the magma dwarves’ original journey to the elemental chaos as a folly, while at the same time begrudgingly admitting that the magma dwarves have accomplished much.

The most common type of dwarf in the Sabrak-Olar, hill dwarves range across nearly every kingdom and region. The legends and tales of hill dwarves stretch back farther than those of any other dwarves, and many believe that hill

dwarves were the first dwarves to ever exist. This proud heritage has led the hill dwarves to accomplish much in the Sabrak-Olar. Their cities, mines, and mountain fortresses dot the landscape, and their

culture and religion exerts a t least some measure of influence on all other dwarves. They are considered to be the most traditional of the dwarven races, preferring to focus on the simple, yet 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 closet to the true ideal of a proper dwarf. That being said, the hill dwarves have long memories, and they remember the brutal tactics employed by all during the last great dwarven civil war, and as such they only fully trust a

RACIAL TRAITS Average Height: 4’ 3” – 4’ 9” Average Weight: 160 – 220 lb. Ability Scores: +2 Constitution, +2 Wisdom Size: Medium Speed: 5 squares Vision: Low-light Languages: Dwarven Skill Bonuses: +2 Dungeoneering, +2 Endurance Cast Iron Stomach: +5 racial bonus to saving throws against poison. Dwarf Heritage: You can take feats that have dwarf as a prerequisite 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. Hill Dwarf Weapon Proficiency: You gain proficiency 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 normally. Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move. In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone.

non-hill dwarf ally as long as that ally is not in a militarily superior position. They feel that to do so invites destruction, and that the hill dwarves should always be prepared to face challenges without reliance on the help of other dwarvenkind.

Physical Qualities Hill dwarves are generally broad, stocky, and muscular. Their skin, eyes, and hair

comes in a wide variety of colors and shades, though reddish and brown hair is the most common. Male hill dwarves are often bald and braid their long beards into elaborate patterns. Female hill dwarves typically braid their hair to show clan and ancestry. Hill dwarf attire and equipment, including weapons and shields, are decorated with bold geometric shapes, natural gems, and clan and religious symbols. Many hill dwarves prefer hammers over all other weapons, feeling that to wield such weapons allows them to transfer their mastery of mining into mastery over the battlefield.

Mental Qualities Hill dwarves love mining, especially for gems. They believe that the epitome of artistry is to expertly cut a perfect gem that one has mined with his own hammer and hands. They hold a sacred reverence for the land itself, believing that it is a bountiful gift filled with wondrous treasures. However the slow dying of the land in the present age has convinced many hill dwarves that the great treasure they have pulled for the ground over the generations must be repaid. This sense of debt has led many hill dwarves to become highly religious and dedicated to serving the will of the gods.

The magma dwarves are the decedents of the dwarves that once lived at the edge of the elemental chaos. Since returning to the Sabrak-Olar, they have established a strong, expansive kingdom in the region on Amenthok. In the chaos

caused by the sealing of the RrinMorndin and the coming of the elemental chaos, the magma dwarves have emerged as the primary force of mining, industry, and political might within the Sabrak-Olar. However the magma dwarves know that even their

glory is fading. They have been forced to dig their mines deeper and deeper, exposing themselves to greater and greater risk from the even approaching elemental chaos. In additional, the 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 SabrakOlar. 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. Due to their relatively prosperity, and their relatively recent return to the Sabrak-Olar, the various magma dwarf clans maintain a high level of unity amongst each other. It was only through the unification of their entire civilization that they were able to defeat

RACIAL TRAITS Average Height: 4’ 3” – 4’ 9” Average Weight: 175 – 250 lb. Ability Scores: +2 Constitution, +2 Charisma Size: Medium Speed: 5 squares Vision: Darkvision Languages: Dwarven, Primordial Skill Bonuses: +2 Intimidate, +2 Endurance Dwarf Heritage: You can take feats that have dwarf as a prerequisite, (as well as those specifically for magma dwarves), as long as you meet any other requirements. Elemental Origin: You ancestors were transformed by the elemental chaos, so you are considered an elemental creature for the purpose of effects that relate to creature origin. 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. Heart of Flame: +5 racial bonus to saving throws against ongoing damage with the fire keyword. Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move. In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone. Sheath of Stone: You can use sheath of stone as an encounter power.

Sheath of Stone

Magma Dwarf Racial Power The outer layer of your skin hardens and solidifies, protecting you from damage. Encounter Minor Action Personal Effect: You gain resist all 5 until the end of your next turn. (Increase to resist all 10 at 11th level, and to resist all 15 at 21st level.)

their fire giant enemies below, and that mindset of strength through unity still runs strong.

Physical Qualities Magma dwarves are similar in size, but heavier than traditional dwarves, owing to their more stone like nature. Most have gray or brown hued skin, and hair that is a mix of granite-like grays with streaks of brown and deep red. Many magma dwarves also have fiery red eyes. For attire, magma dwarves usually wear clothing consisting of steel mail or plates, thick layers of leather, or other heat resistant materials. In battle, their warriors often don suits of thick, reinforced full plate.

Mental Qualities During the great dwarven civil war, after the sealing of the Rrin-Morndin, it was the magma dwarves’ ability to quickly unify into a singular military force that allowed Amenthok to emerge as the Sabrak-Olar’s most dominant kingdom. Their victories in the civil war were not without controversy, however. When it comes to battle, the magma dwarves practice total war, believing that you should not only destroy your enemy’s soldiers, but also his entire economic and industrial base. Their use of volcanic eruptions as a means to destroy enemy cities has left many of the other dwarven races with a lingering sense of fear and anger directed at the magma dwarves. Also, unlike many of the other dwarven races, the magma dwarves recognize the horrors of war. They are not quick to rush into it, but when war comes, they believe victory should be decisive and absolute.

Muls are the result of a union between a dwarf and a human. Their name is derived from the fact that like a mule, all muls are always sterile, and as such are

always first generation half-dwarves. Muls are generally the most common in regions populated by both humans and dwarfs. The Skuld possesses the largest population of them, however since

humans and dwarves can be found throughout almost every region of the Sabrak-Olar, so can muls be found. Historically muls were bred to serve as gladiators and slaves, however this practice was abolished during the height of the empire of the RrinMorndin. 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, with the belief being that if a child is worthy of adoption, then he or she should be adopted by the clan as a whole, and not by a single individual.

RACIAL TRAITS Average Height: 5’ 3” – 5’ 9” Average Weight: 155 – 220 lb. Ability Scores: +2 Strength or Dexterity, +2 Constitution Size: Medium Speed: 6 squares Vision: Normal Languages: Choice of one language, Dwarven Skill Bonuses: +2 Acrobatics, +2 Athletics, +2 Endurance Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites. Dual Heritage: You can take feats that have either human or dwarf as a prerequisite, (as well as those specifically for muls), as long as you meet any other requirements. Unyielding to Pain: Enemies may never treat you as bloodied. Warrior’s Determination: You can still take immediate actions and opportunity actions while dazed, and you can still provide flank. Warrior’s Drive: When an attack would result in you being slowed, you can make an immediate saving throw to avoid becoming slowed.

Many muls are simply the result of unplanned trysts and random encounters between adventuring dwarven males and the human females they encounter. The muls that result from these encounters often find it quite difficult to gain acknowledgement from their father’s clan. Many of these rejected muls will spend a lifetime seeking the riches, glory, and accomplishment needed to gain admittance into the clan they believe they should be a member of.

Physical Qualities Muls are taller than the average dwarf, but slightly shorter than the average

human. Some muls are broad and stocky like a dwarf, especially mul males, while others have a slender, more human appearance. Their hair, skin, and eyes come in all the different shades of their parent races, however their hair is typically thicker and longer than that of a typical human, while their skin often takes on the stone-like hues present amongst dwarves. For attire, most muls dress in combat appropriate attire. Depending on their role, they may prefer light, less constricting clothing, or heavy, reinforced metal armor. Like humans, muls seem to be comfortable with a wide array of weapons. Some stick mainly to the hammers and axes of their dwarven kinsman, however many, often at the urging of the same dwarves, attempt to become skilled with a wide range of different combat equipment.

Mental Qualities The mental outlook of muls can vary greatly. Many adopt a dwarf-like view, while others are much more human in their behavior. Most muls are seen as being somewhat aggressive, however this may be more a product of the roles they are forced into and not a natural trait. Regardless of the truth, many muls relish in their aggressive, combatfocused 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 of punishment in any dwarven conflict, it is a role they enjoy, feeling that acting as a clan’s first line of defense gives them a 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] Prerequisite: Badlands Dwarf Benefit: You gain a +2 bonus to Nature and Perception checks. When making a Nature check to forage, or a Perception check to track, you can roll twice and keep the better of the two rolls. You can master and perform rituals in the exploration category as if you had the Ritual Caster feat.

[Duergar] Prerequisite: Duergar Benefit: You gain proficiency and a +2 feat bonus to damage rolls with all picks.

Bloodied Quills [Duergar] Prerequisite: Duergar Benefit: The first time you become bloodied in an encounter, your infernal quills racial power recharges.

Desert Dwarf Soldier [Desert Dwarf] Prerequisite: Desert Dwarf Benefit: You gain proficiency with the javelin and scimitar, and a +2 feat bonus to damage rolls with the javelin, kukri, khopesh, and scimitar.

Desert Dwarf Stalker [Desert Dwarf, Rogue] Prerequisite: Dex 15, Desert Dwarf, Rogue, Sneak Attack class feature Benefit: You gain proficiency with the short bow and can use the short bow with your Sneak Attack class feature and with any rogue powers that require a ranged weapon.

Desert Dwarf Viper [Desert Dwarf] Prerequisite: Dex 15, Desert Dwarf Benefit: You can treat the khopesh and scimitar as a light blade instead of a heavy blade.

Enhanced Bloodied Fury [Badlands Dwarf] Prerequisite: Badlands Dwarf Benefit: The damage bonus granted by your bloodied fury racial feature increases to +3.

Healing Sheath [Magma Dwarf] Prerequisite: Magma Dwarf Benefit: When you use your Sheath of Stone power you regain hit points equal to your Constitution modifier.

High Dwarf Destiny [High Dwarf] Prerequisite: Cha 13, High Dwarf Benefit: When making death saves, you automatically spend a healing surge on a natural roll of 19 or 20.

High Dwarf Education [High Dwarf] Prerequisite: High Dwarf Benefit: Choose two languages. You can speak, read, and write those languages fluently. You gain a +2 bonus to Diplomacy and History checks. You can master and perform rituals in the creation category as if you had the Ritual Caster feat.

Long Range Quills [Duergar] Prerequisite: Duergar Benefit: The range of your infernal 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

Arcane Axe Arcane Disciple

Swordmage Gully Dwarf

Badlands Wayfinder

Badlands Dwarf

Bloodied Quills Desert Dwarf Soldier

Duergar Desert Dwarf

Desert Dwarf Stalker

Desert Dwarf Viper Duergar Warpon Training Enhanced Bloodied Fury Healing Sheath High Dwarf Destiny

Dex 15, Desert Dwarf, rouge, Sneak Attack class feature Dex 15, Desert Dwarf Duergar Badlands Dwarf Magma Dwarf High Dwarf

+2 damage with alchemical items and can craft alchemical items of level + 2 Treat axe as heavy blade +2 to arcana, +2 damage with illusion attacks, master deception rituals +2 to nature and perception, roll twice for forage and track, master exploration rituals Recharge racial power when bloodied +2 damage and proficiency with additional weapons Proficiency with short bow and can use short bow with rogue powers

High Dwarf Education

High Dwarf

Long Range Quills

Duergar

Lore Book Student

Dwarf

Master Miner

Dwarf

Mastery of Flame Mul Bloodlust Mul Juggernaut Reactive Sheath

Azer Mul Mul Magma Dwarf

Relentless Illusion Striking Flame

Gully Dwarf Azer

Unyielding Force of Battle

Badlands Dwarf

Treat khopesh and scimitar as light blade +2 damage and proficiency with all picks Bloodied fury bonus increases to +3 Regain hit points when you use racial power Spend a healing surge on death save roll of 19 or 20 +2 to diplomacy and history, learn additional languages, master creation rituals Racial power increases range and does not provoke opportunity attacks +2 to history and insight, roll twice for research, master divination rituals. +2 to dungeoneering and perception, improvements to vision Racial power grants allies fire resistance +2 damage against bloodied targets Warrior’s drive also applies to immobilized Racial power becomes free action and immunity to forced movement Racial power lasts additional round +3 fire damage to attacks when using racial power Free attack when reduced to 0 hit points

Lore Book Student [Dwarf]

Master Miner [Dwarf]

Prerequisite: Dwarf Benefit: You gain a +2 bonus to History and Insight checks. When making a History check for the purposes of research, you can roll twice and keep the better of the two rolls. You can master and perform rituals in the divination category as if you had the Ritual Caster feat.

Prerequisite: Dwarf Benefit: You gain a +2 bonus to Dungeoneering and Perception checks. If you have normal vision, you can treat yourself as having low-light vision out to 2 squares. If you have low-light vision, you can treat yourself as having darkvision out to 2 squares.

Mastery of Flame [Azer]

Relentless Illusion

Prerequisite: Azer Benefit: While under the effect of your Warding Flame power, allies within 2 squares of you gain your fire resistance.

[Gully Dwarf] Prerequisite: Gully Dwarf Benefit: When you use your Trickster’s Blur racial power, it lasts an additional round.

Mul Bloodlust [Mul]

Striking Flame [Azer]

Prerequisite: Mul Benefit: You gain a +2 bonus to damage rolls against bloodied targets.

Mul Juggernaut [Mul] Prerequisite: Mul Benefit: Your Warrior’s Drive racial feature also applies to attacks that would result in you being immobilized.

Reactive Sheath [Magma Dwarf] Prerequisite: Magma Dwarf Benefit: You can activate your Sheath 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.

Prerequisite: Azer Benefit: While under the effect of your Warding Flame power, any attacks you make gain the fire keyword and deal an additional 3 points of fire damage.

Unyielding Force of Battle [Badlands Dwarf] Prerequisite: Badlands Dwarf Benefit: The first time in an encounter that you are reduced to 0 hit points or lower you can make a basic attack as a free action.

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 you. Encounter Divine Minor Action Personal Effect: Until the end of your next turn, you shine bright light to a radius of 20 squares, and enemies within the radius that are vulnerable to radiant damage take a -2 penalty to attack rolls.

Dumathoin’s Consumption [Divinity] Prerequisite: Channel Divinity class feature, must worship Dumathoin. Benefit: You can invoke the power of your deity to use Dumathoin’s consumption. Dumathoin’s Consuption

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

Feat Power You call upon Clanggedin’s might to give you strength in battle. Encounter Divine Minor Action Personal Effect: On the next attack roll you make, you score a critical on a natural roll of 18 or higher. In addition, if you miss with the attack, the target still takes half damage.

Feat Power Dumathoin blesses you with the power to reclaim that which has been taken from you. Encounter Divine Immediate Reaction Personal Trigger: An enemy adjacent to you hits you with an attack. Effect: Make a melee basic attack against the triggering enemy. If your attack hits, you gain temporary hit points equal to the damage the triggering enemy dealt to you.

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

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

Feat Power

Dugmaren guides your mind, sharing his magnitude of knowledge with you. Encounter Divine Minor Action Personal Effect: Until the end of your next turn, you gain a +5 power bonus to all Intelligence and Wisdom checks.

Feat Power Hanseath’s wandering, unrestrained spirit flows through your limbs. Encounter Divine Minor Action Personal Effect: You gain a +2 power bonus to speed and a +5 bonus to Athletics checks until the end of your next turn.

Tharmekhul’s Forge Steel [Divinity] Prerequisite: Channel Divinity class feature, must worship Tharmekhul. Benefit: You can invoke the power of your deity to use Tharmekhul’s forge steel.

Tharmekhul’s Forge Steel

Feat Power

The glory of Tharmekhul’s ancient forge blesses yours and your allies’ weapons. Encounter Divine Minor Action Close burst 5 Target: You and each ally in burst Effect: Until the end of your next turn, each target can ignore the damage resistance of any enemy he or she makes a weapon attack against.

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

Valkauna’s Judgement

Feat Power Valkauna’s energy flows through you, punishing creatures that have defied the laws of death. Encounter Divine, Implement, Radiant Standard Action Close burst 3 (5 at 11th level, 7 at 21st level) Target: Each undead creature in burst Attack: Wisdom vs. Will Hit: 1d12 + Wisdom modifier damage, and the target takes a -2 penalty to defenses (save ends). (Increase damage to 2d12 at 11th level and to 3d12 at 21st level.)

Vergadain’s Facade [Divinity] Prerequisite: Channel Divinity class feature, must worship Vergadain. 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 confuses and distracts your enemies. Encounter Divine, Illusion, Implement, Psychic Standard Action Close blast 3 Target: Each enemy in blast Attack: Wisdom vs. Will Hit: 1d8 + Wisdom modifier psychic damage, and the target is dazed until the end of your next turn. (Increase damage to 2d8 at 11th level and to 3d8 at 21st level.)

Supremacy of Muamman [Divinity] Prerequisite: Channel Divinity class feature, must worship Muamman. Benefit: You can invoke the power of your deity to use supremacy of Muamman.

Flandal Steelskin’s Flame [Divinity] Prerequisite: Channel Divinity class feature, must worship Flandal Steelskin. Benefit: You can invoke the power of your deity to use Flandal Steelskin’s flame. Flandal Steelskin’s Flame

Feat Power Your body becomes one with Flandal Steelskin’s living, holy fire. Encounter Divine, Fire Move Action Personal Effect: Your body transforms into a flaming pillar, and you fly a number of squares equal to your speed. Any enemy that attacks you during this movement takes fire damage equal to your Wisdom modifier.

Earthforce of Entemoch Supremacy of Muamman

Feat Power Your unwavering faith in Muamman guides both your blows, and those of your allies. Encounter Divine Minor Action Close burst 5 Target: You and each ally in burst Effect: Until the end of your next turn, you and each ally within the burst deal additional damage equal to your Wisdom modifier against any enemy granting combat advantage.

Defiance of Laduguer [Divinity] Prerequisite: Channel Divinity class feature, must worship Laduguer. Benefit: You can invoke the power of your deity to use defiance of Laduguer. Defiance of Laduguer

Feat Power You stand firm against the attacks of your enemy, as 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.

[Divinity] Prerequisite: Channel Divinity class feature, must worship Entemoch. Benefit: You can invoke the power of your deity to use earthforce of entemoch. Earthforce of Entemoch

Feat Power You call upon Entemoch to unleash the primordial power of the earth itself. Encounter Divine, Zone Standard Action Area burst 1 within 10 Target: One non-flying creature within burst Attack: Wisdom +2 vs. Fortitude (Increase to +4 at 11th level and to +6 at 21st level.) Hit: The earth trembles and ruptures beneath your target. 1d10 + Wisdom modifier damage, and the target is knocked prone if it is of large size or smaller. In addition, all squares within the burst become a zone of difficult terrain until the end of the encounter. (Increase damage to 2d10 at 11th level and to 3d10 at 21st level.)

Binding of Sunnis [Divinity] Prerequisite: Channel Divinity class feature, must worship Sunnis. Benefit: You can invoke the power of your deity to use binding of Sunnis. Binding of Sunnis

Feat Power Sunnis’ mastery of the earth draws your enemies down from the skies. Encounter Divine Minor Action Close burst 5 (7 at 11th level, 9 at 21st level) Effect: Flying creatures within the burst fall to the ground. In addition any creature within the burst that has a fly speed loses its fly speed (save ends).

Zaaman Rul’s Duality [Divinity] Prerequisite: Channel Divinity class feature, must worship Zaaman Rul. Benefit: You can invoke the power of your deity to use Zaaman Rul’s duality. Zaaman Rul’s Duality

Feat Power Zaaman Rul imbues you with the primordial powers of both creation and destruction. Encounter Divine 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, however you must provide any component cost and focus that the ritual requires. In addition, you can make a Strength check to break or force open an inanimate object with a +10 power bonus to the roll.

Chlimbia’s Chaos

Feat Power You channel Chlimbia’s chaotic strength, unleashing it upon your enemies. Encounter Divine, Fire Minor Action Close blast 3 Target: Enemies within the blast Attack: Wisdom +2 vs. Reflex (Increase to +4 at 11th level and to +6 at 21st level.) Hit: 1d10 + Wisdom modifier fire damage and ongoing 5 fire damage (save ends). (Increase to 2d10 fire damage and ongoing 10 fire damage at 11th level and to 3d10 fire damage and ongoing 15 fire damage at 21st level.)

Eye of Ra-Horakhty [Divinity] Prerequisite: Channel Divinity class feature, must worship Ra-Horakhty. Benefit: You can invoke the power of your deity to use eye of Ra-Horakhty. Eye of Ra-Horakhty

Feat Power Your devotion to the sun calls forth Ra-Horakhty’s radiant, solar power. Encounter Divine, Implement, Radiant Standard Action Ranged 10 Target: One creature Attack: Wisdom +2 vs. Reflex Hit: 1d12 + Wisdom modifier radiant damage and the target is pushed 3 squares. (Increase to 2d12 damage at 11th level and to 3d12 damage at 21st level.)

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

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

Feat Power You channel the power of Yinepu, god of the underworld, commanding those who disobey his rule. Encounter Divine, Implement Standard Action Ranged 10 Target: One undead creature Attack: Wisdom vs. Will Hit: The target is dominated (save ends).

Luck of Aset [Divinity]

Storm of Setekh [Divinity]

Prerequisite: Channel Divinity class feature, must worship Aset. Benefit: You can invoke the power of your deity to use luck of Aset.

Prerequisite: Channel Divinity class feature, must worship Setekh. Benefit: You can invoke the power of your deity to use storm of Setekh.

Luck of Aset

Feat Power Aset clears your mind, giving you a second chance at a failed task. Encounter Divine No Action Personal Trigger: You miss an attack, fail an ability or skill check, or fail a death save. Effect: Reroll the attack, check, or save with a bonus to the roll equal to your Wisdom modifier. You must use the second roll, even if it is lower.

Storm of Setekh

Feat Power You proclaim your devotion to Setekh, calling his might down upon your enemies. Encounter Divine, Implement, Lightning Minor Action Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d6 + Wisdom modifier lightning damage and the target grants combat advantage to you until the end of your next turn. (Increase to 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 You call out to Mayet, imploring her to right a wrong committed against your allies. Encounter Divine Immediate Reaction Ranged 10 Trigger: An enemy reduces an ally within range to 0 hit points or lower. Effect: The triggering ally is instead reduced to a number of hit points equal to your Wisdom modifier, and the triggering enemy is dazed (save ends).

Blessing of the Runedar-Sonn [Divinity] Prerequisite: Channel Divinity class feature, must worship the RunedarSonn. Benefit: You can invoke the power of your deity to use blessing of the RunedarSonn. Blessing of the Runedar-Sonn

Feat Power

You surrender yourself to the manifestation of the Runedar-Sonn, absorbing its life-giving blessing. Encounter Divine, Healing No Action Personal Trigger: You fail a death save. Effect: You regain hit points as if you had spent a healing surge. In addition you gain a +2 power bonus to your next d20 roll.

Salvation of the RrinMorndin [Divinity] Prerequisite: Channel Divinity class feature, must worship the Rrin-Morndin. Benefit: You can invoke the power of your deity to use salvation of the RrinMorndin.

Salvation of the RrinMorndin

Feat Power

The world around you may be dying, but the RrinMorndin manifests itself, giving you and your allies hope for the future. Encounter Divine, Implement, Thunder Standard Action Close burst 3 (5 at 11th level, 7 at 21st level) Target: Each enemy in burst Attack: Wisdom vs. Fortitude 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. (Increase damage to 2d8 at 11th level and to 3d8 at 21st level.)

Poison of the Thudul-Llargh [Divinity] Prerequisite: Channel Divinity class feature, must worship the ThudulLlargh. Benefit: You can invoke the power of your deity to use poison of the ThudulLlargh. Poison of the ThudulLlargh

Feat Power

You remind your enemy that only those of strength and virtue will escape the Thudul-Llargh’s grasp. Encounter Divine, Implement, Poison Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Fortitude Hit: 1d12 + Wisdom modifier poison damage, and the target takes ongoing 5 poison damage (save ends). (Increase to 2d12 poison damage and ongoing 10 poison damage at 11th level and to 3d12 poison damage and ongoing 15 poison damage at 21st level.)

Doom of the Norogh-Sargh

Power of Fire [Domain]

[Divinity] Prerequisite: Channel Divinity class feature, must worship the NoroghSargh. Benefit: You can invoke the power of your deity to use doom of the NoroghSargh.

Prerequisite: Any divine class, must worship a deity of the fire domain. Benefit: You gain a +2 feat bonus to endurance checks. When you use a power associated with this feat, you can choose to change its damage type to fire (the power gains the fire keyword and loses the keywords of its former damage types). If you do so, you gain a +2 bonus to the damage roll. The bonus increases to +3 at 11th level and +4 at 21st level. Powers: ardent strike (paladin DP), divine bolts (invoker PH2), lance of faith (cleric PH), overwhelming strike (avenger PH2)

Doom of the NoroghSargh

Feat Power

You plead with the Norogh-Sargh to spare you, and to consume your enemies instead. Encounter Divine, Implement, Psychic Standard Action Area burst 1 within 5 Special: You must be bloodied to use this power Target: Each creature in burst Attack: Wisdom vs. Fortitude Hit: 1d8 + Wisdom modifier psychic damage, and the target is weakened until the end of your next turn. (Increase to 2d8 damage at 11th level and to 3d8 damage at 21st level.)

Fire Domain Tharmekhul, Flandal Steelskin, and several of the Archomentals command the raw elemental power of fire. The dwarf and gnome god value it for its use in creation, imploring their followers to work and control flame as a means to better and improve the world around them… for no blade can be hammered and no steel can be forged without the empowering heat of fire. The Archomentals Zaaman Rul and Chlimbia see fire differently. They 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.

Purity of Flame [Divinity] Prerequisite: Channel Divinity class feature, must worship a deity of the fire domain. Benefit: You gain the Channel Divinity power purity of flame. Purity of Flame

Feat Power Your god’s mastery and power of flame washes over you, strengthening your attacks and weakening your enemies. Encounter Divine Minor Action Ranged 10 Target: One creature Effect: The target gains vulnerable 5 fire to your attacks and you gain a +1 bonus to attack rolls for attacks with the fire keyword. If the target has fire resistance, it loses that resistance against your attacks. These effects last until the end of your next turn.

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 power behind arcane energy, allowing you to further open your mind to it. Associated Skills: Arcana Associated Languages: Draconic, Rrinther

Clanless Dwarf: For one reason or another you are not a member of a dwarven clan. Perhaps you have been banished, or your clan has been destroyed and scattered. You are unsure of your future, and fear what history will think of you. Associated Skills: Bluff, Endurance

Desert Nomad: You have spent your life criss-crossing the barren desert wastelands. You have learned to read the world around you, lest you succumb to either the endless expanse of sand, or the foul creatures that hunt upon it. Associated Skills: Endurance, Nature Associated Languages: Goblin, Skuldian

Displaced Dwarf: Your lifelong home was destroyed in a deadly cataclysm. The life you once knew has become no more, and you have been forced to seek 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 world’s deepest mines. The harsh environment of the underdark is a place you have learned to both fear and respect, while at the same time striving to master it. Associated Skills: Dungeoneering, Endurance Associated Languages: Deep Speech, Primordial

Emissary: You clan has sent you to a distant land, to act as their representative and contact. You pride yourself on learning the culture and history of others. You place a high value on communication and trade. Associated Skills: Diplomacy, History 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 best to make sure this never happens again. Associated Skills: Athletics, Nature Associated Language: Giant

Medic: As the world dies around you, you have felt a calling to provide aid and comfort to the injured. You seek a greater understanding of medicine, healing, and of life itself. Associated Skills: Heal, Insight

there is strength in numbers, and that dwarves should fight to protect that which they value. Associated Skills: Athletics, Intimidate

Mountaineer: The world’s high peaks call out to you. Some you climb for challenge, others for exploration. Like many dwarves before you, you strive both to look down on the world from above, but to also see what lies beyond. 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. Militiaman: You have already taken the first steps towards becoming a soldier in your clan or community. Your experience may be lacking, but your confidence is strong. You believe that

Associated Skills: Nature, Perception Associated Languages: Elven, Goblin

Scholar: You have spent much of your life studying the vast history of the world. You pride yourself on knowing

EXAMPLE BACKGROUNDS Background

Associated Skills

Associated Language(s)

Acolyte Arcane Student Classless Dwarf Deep Miner Desert Nomad Displaced Dwarf Emissary Forge Tender Gambler Giant Slayer Medic Militiaman Mountaineer Noble Dwarf Sailor Savage Scholar Scoundrel Trader Urbanite Zealot

Arcana, Religion Arcana Bluff, Endurance Dungeoneering, Endurance Endurance, Nature Endurance, Streetwise Diplomacy, History Arcana, Endurance Bluff, Streetwise Athletics, Nature Heal, Insight Athletics, Intimidate Athletics, Perception Diplomacy, Insight Athletics, Acrobatics Nature, Perception History, Religion Streetwise, Thievery Diplomacy, Streetwise Streetwise Intimidate, Religion

Abyssal, Supernal Rrinther

where your forefathers have been, and what they have accomplished. You believe that for every lesson one can learn in the future, another can be learned by studying the past. Associated Skills: History, Religion Associated Languages: Rrinther, Supernal

Scoundrel: You have always led a shadowy life, living by no one’s laws but your own. Many judge you to be from the seedier half of society. You distrust authority, and feel that life works out best when you’re looking out for yourself. Associated Skills: Streetwise, Thievery

Trader: You have ridden the caravans 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

Deep Speech, Primordial Goblin, Skuldian Rrinther, Skuldian

Giant

Giant, Goblin Rrinther Elven, Skuldian Elven, Goblin Rrinther, Supernal

Rrinther, Skuldian Supernal

Urbanite: A dense, dwarven metropolis has always been your home. You have seen civilization both at its best and at its worst. You have always been curious of the outside world, but in your heart you always crave the bustle and action of the city. Associated Skills: Streetwise Associated Language: Rrinther, Skuldian

Zealot: Your life, and the lives of those around you have always been dedicated to religion. You despise heretics and heathens, and seek nothing more than to become an unstoppable instrument of your god. Associated Skills: Intimidate, Religion Associated Language: Supernal

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 DC for this check is the same as the heal check. If there are multiple wounds, you must declare which wound you are trying to heal or ignore before making the appropriate check. Treating a wound takes 30 minutes, and only a single check may be attempted upon an individual during a 24 hour period. (An endurance check can still be made to ignore a second wound in addition to a heal check.) If 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.

Forced Movement When using forced movement to move a creature, the number of squares you are able to move the creature is reduced by the creature’s size according to the following table… Creature’s Size Forced Movement Penalty Same size of smaller No penalty 1 size larger No penalty 2 sizes larger -2 penalty 3 sizes larger -4 penalty 4 sizes larger -6 penalty

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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