Beruflich Dokumente
Kultur Dokumente
1
The Known Lands…………………………………………………………... 3
Races of the Sabrak-Olar…………………………………………… 3
Map of the World…………………………………………………... 5
Regions…………………………………………………………….. 7
Cosmology…………………………………………………………. 17
Languages of the Sabrak-Olar ……………………………………………... 21
Dwarven Words……………………………………………………. 22
Dwarven Lore………………………………………………………. 26
Dwarven Faiths……………………………………………………………...27
Morndinsamman………………………………………………….... 27
Muamman………………………………………………………….. 31
Laduguer…………………………………………………………… 31
Flandal Steelskin………………………………………………….... 32
Archomentals………………………………………………………. 32
Pantheon of the Skuld ……………………………………………... 34
Aura-Olara………………………………………………………….. 36
Recorded History…………………………………………………………... 37
2: Dwarven Races…………………………………………………………… 43
Azer……………………………………………………………………….... 45
Badlands Dwarf…………………………………………………………….. 47
Desert Dwarf……………………………………………………………….. 49
Duergar…………………………………………………………………….. 51
Gully Dwarf………………………………………………………………….53
High Dwarf…………………………………………………………………. 55
Hill Dwarf…………………………………………………………………... 57
Magma Dwarf………………………………………………………………. 59
Mul…………………………………………………………………………. 61
3: Character Options………………………………………………………. 63
Character Feats…………………………………………………………….. 65
Channel Divinity Options…………………………………………………... 69
Fire Domain………………………………………………………....76
Backgrounds……………………………………………………………….. 77
House Rules…………………………………………………………………81
Sabrak-Olar, the Cracked World…
Welcome to a land of death and
struggle, a world once filled with glory
and wonder, that has now reached the
slow decay of the end of days.
In the ages gone by the dwarves
once built a mighty empire upon this
world. A seat of power that rivaled that
of any across the planes, but those days
of majesty have now vanished, for the
elemental chaos itself now seeks to
devour this once bountiful land…
This is the campaign setting of
Sabrak-Olar. It is a harsh setting. One
where hardship comes readily, and
death is often not far behind. Evil forces
from within the elemental chaos and
beyond vie for control of this doomed
world, eager to stake their individual
claims upon the land before it is torn
asunder and fragmented into the
elemental chaos’s churning maelstrom.
However, as the sun sets upon
the Sabrak-Olar, heroes may still rise.
The dwarves are a stubborn and fierce
race, and they will not go quietly into
the night.
Ancient legend tells that the
dwarves were not native to this world,
and instead migrated here from another.
Many believe the time has come to make
such a journey again… and that a road
to salvation has already been mapped,
though the heart of the great mountain,
the Rrin-Morndin!
For thousands of years the dwarves have
ranged across the vast landscape of the
Sabrak-Olar. Their monuments and
cities stand in nearly every corner of this
dying world. Kingdoms have risen and
fallen, and great wars of renowned
legend have been waged over control of
the known world’s many rich territories.
As the Sabrak-Olar’s end
approaches, the Dwarves have arranged
themselves into what very well may be
the land’s last great Dwarven powers.
The dwarves are not the only races
within the Sabrak-Olar, however. Beings
of all sorts, often few in number, are
present none-the-less. Some have
joined the dwarves in their common
cause of furthering civilization, while
others hide in the shadows, cursing the
dwarves and their allies, envious of what
their hammers and forges have built.
Races in the
Sabrak-Olar
Deva
Legend tells that deva appear in the
Sabrak-Olar during times of great strife.
Many believe they are the harbingers of
civil war, though having a deva on one’s
side is considered good luck.
Dragonborn
The “dragonmen” as they are often
referred to are a rare occurrence in the
Sabrak-Olar. Dwarven lore mentions
brief encounters with them in the
deepest woods and most remote valleys.
The few who make their way to the
civilized regions of the world are looked Tieflings
upon with suspicion and fear. A very small number of tieflings exist
within the kingdom of Amenthok,
Drow usually serving as advisors to the Magma
Deep dwarven miners often encounter Dwarves and Azers that dominate the
these vile, dark-skinned elves. They are region.
considered a curse upon those who
driven by greed, dig too deep into the Gnomes
earth. Plentiful gnome populations range
across the forests of Millusvudd,
Dwarves Gwenifen, and Tiamtyn. Their skill with
As the most numerous race of people in alchemy and simple craftsmanship has
the Sabrak-Olar, the dwarves present a made them into strong trading partners
unified force that none of the other with the Dwarves.
races can match. Many have a sense of
entitlement over the world, feeling that Giants
in the ages gone by Moradin himself led The ruins of numerous giant kingdoms
the dwarves here, granting them this litter the mountains of Donnarent and
world as their own. Kuldar-Sonn, crushed and destroyed
ages ago by the conquering dwarven
Eladrin & Elves masses. The few giant tribes that still
Most of the Sabrak-Olar’s vast woods remain stay hidden, striking out only
contain small, dispersed populations of when they believe the advantage is
eladrin and elves, especially in the clearly theirs.
northern regions. The dwarves have a
cold respect for the elves, due to their Goblins
love of history. Savage and brutal goblin tribes live like
vermin in most of the Sabrak-Olar’s
Halflings many mountain ranges and foothills.
Small numbers of halflings are known to Occasionally they form into larger
exist along the Glorinorem peninsula. raiding parties, striking out at weaker
Most of them are primitive and nomadic dwarven towns and villages, but
in nature, working only with stone tools generally their numbers are kept in
are surviving in small clans of hunters check.
and gatherers.
Orcs
Humans Marauding orc tribes range across the
As the second most populous race in the northern reaches of The Skuld, often
Sabrak-Olar, humans occupy almost all preying upon the many caravans criss-
the same regions as the dwarves, though crossing the scorched land. In especially
most humans are concentrated in the dry times they have been known to push
regions around the great Skuld desert, much farther beyond their normal
an area where an ancient human empire territories.
once stood.
Regions
Amenthok
Located on Sabrak-Olar’s
north-eastern continent, the
region of Amenthok is a rich,
powerful, industrialized area.
Several extended clans of
magma dwarves and azers
rule over the entire region.
Their cities here may not be
as old as many of the other
dwarven strongholds, but
their adept skill with
craftsmanship and
construction has given them
one of the strongest bastions
of economic might across the
Sabrak-Olar.
The western half of
Amenthok is covered by a
dense, volcanic mountain
range, providing a perfect
home for the magma dwarves
and azers. Many of their
deepest forges and smelters
are fueled by the raw heat of
active lava flows, allowing for
the production of a wide
variety of highly tempered
alloys. Amenthok steel is known across The magma dwarves and azers,
the Sabrak-Olar as the best steel one can who’s ancestors came from the
acquire. elemental chaos, are less fearful of the
The slowly dying nature of the coming cataclysm than many other
world, however, has not been kind to dwarfs. They are saddened by the chaos
Amenthok. Several elemental rifts have that is being wrought upon the cities
opened deep within the mountains, and strongholds, but they believe that
triggering earthquakes and unexpected their history has proven that their
volcanic eruptions. Rumors of vile people have it within themselves to
demons and other elemental evils overcome any elemental obstacle, and as
slipping through these rifts are also such, a sense of hope and determination
rampant. is prevalent throughout much of the
region.
Alna: This port city serves as one dwarven garrisons surround the mine,
of Amenthok’s chief export center. ever vigilant against outside enemies.
Processed ores and metals from Hirg: The church of Muamman
numerous mines find their way to Alna has established a strong presence in this
before being shipped to other dwarven city, making it stand apart from the rest
cities throughout the Sabrak-Olar. of Donnarent as one of the few places
Bazsonn-Krak: The capital of where hope can still be found.
Amenthok, this vast magma dwarf
stronghold stretches deep beneath the
surrounding mountain range. Some say
the passages below lead all the way
down to the elemental chaos itself,
though it has been many generations
since any magma dwarf or azer made
such a journey.
Caurakis: Located at the base of
an active volcano, this large industrial
city produces much of Amenthok’s
fabled alloys, as well as some of the
regions most highly prized weapons and
armor.
Donnarent
One of the oldest regions in the Sabrak-
Olar’s, Donnarent is believed to be the
first place within this world that dwarves
set foot. Dead mines and abandoned
earthworks litter the mountainous
countryside, a testament to the region’s
extensive history of dwarven
occupation.
As of late, a rash of orc invasions
have plagued the eastern half of
Donnarent, stifling trade with the other
dwarven kingdoms. The impact of the
elemental chaos upon Donnarent has
also been harsh. Several hoards of
demon armies are rumored to be lurking Khordal-Duum: No longer the
in remote valleys, protected by near city of splendor it once was, the mighty
constant elemental storms. capital of Donnarent has been reduced
Elak-Gyth: As the last great mine to an impoverished city of displaced
in the region, the Donnarent leadership miners, aging soldiers, and starving
has made Elak-Gyth’s protection one of beggars.
their chief priorities. Numerous
Glorinorem Lur-Bek: A seedy, and bustling
A long, mountainous peninsula, port city, this coastal dwarven town is
Glorinorem is only sparsely populated. the stopping point for those attempting
Virtually all of the dwarves that live in to run the nearby straights. Navigating
this region make their homes in one of the straights is no easy task, but the
the several coastal cities. several hundred miles of travel distance
The interior mountains are that is saved by short-circuiting the
treacherous to even the most hearty of peninsula has tempted many a captain.
dwarves, due to the many tropical Ras-Norem: Another port city,
storms that blow across the peninsula this hill dwarf outpost is the largest city
throughout much of the year. As the on the peninsula. Numerous ships from
impact of the elemental chaos upon the Amenthok and Millusvudd make port
Sabrak-Olar has grown more intense, so here before setting out for The Skuld
has the frequency and strength of these and Donnarent, and vice-versa.
storms.
Several gully dwarf clans have Gwenifen
however braved the interior mountains, The densely forested region of
using their arcanist skills to protect Gwenifenn is home to the gully dwarves,
themselves from the pummeling storms. as well as many small pockets of
Badlands dwarves from the north have gnomes, elves, and eladrin. Roving
also been known to seek out riches here, bands of cyclops and other evil fey
seeing the known dangers are merely a creatures are also known to occupy the
challenge to be overcome. region.
The trees of the Gwenifen forests leaving a path of destruction in the
are said to be the oldest in all of the process. If will be many generations, if
Sabrak-Olar, allowing the gully dwarves ever, before the trees of the city fully
to provide some of the finest and recover.
strongest wood for the many dwarf
workshops across world. Even then, Kuldar-Sonn
however, the gully dwarves make a point Known as the land of the axe, the harsh
of charging exorbitant prices for their region of Kuldar-Sonn is home to the
wood, ensuring that any tree they cut fearless and primal badlands dwarves.
down is put to the most esteemed of The towering, snow-capped mountains
uses. along Kuldar-Sonn’s eastern shore are
Flanlodel: Ancient coal mines considered to be the least-tamed
extend deep beneath this city, which the mountains in all of the Sabrak-Olar, but
gully dwarves mine extensively. Much of that has not kept the badlands dwarves
the mining is overseen by the church of from staking their claim to them.
Flandal Steelskin, ensuring that only the The thick pine forests of Kuldar-
best coal is prepared for shipment to Sonn serve as the winter home for many
distant dwarven forges. of the dwarves in this region, however
Gully-Vudd: Build amongst the come spring, as the mountain passes
trees themselves, the largest city in begin to open, many of the badlands
Gwenifen is home to nearly an equal dwarves head east, seeking adventure
number of both gnomes and gully and fortune in the towering coastal
dwarves. Recently an elemental rift mountains.
expelled a pair of twin demons of fire Ori-Runedar: The largest city in
and ash into the heart of the city. The the mountains of Kuldar-Sonn, Ori-
Gully-Vudd army took heavy losses in Runedar is one of the few stronghold
driving the intruders from the city, peaks that remains heavily occupied all
year round. Some of the Sabrak-Olar’s warriors have flocked to Qu-Far, eager
most fabulous gems have been found in to prove their worth by doing battle
the mines deep below this nearly frozen against the every growing population of
city. elemental creatures that have steadily
Qu-Far: Built upon the ruins of an been flooding into the vast Kuldar-Sonn
ancient giant citadel, the capital city of woods.
Qu-Far has become a bustling, Nal-Oak: This ancient badlands
rambunctious city, rife with ale, women, dwarf necropolis is now only visited by
and duals. Many experienced dwarven the bravest of souls. Rumors persist that
some form of vile undeath has laid claim dwarf clans, as well as a few wild bands
to the decrepit city, and is intent on of primitive elves and eladrin.
maintaining its grip over the many The region is broken up by
tombs and barrows that make up Nal- several large bays that provide excellent
Oak. fishing, though there have been reports
Nora-Norem: Mithril mined in of strange and dangerous elemental
the Kuldar-Sonn mountains is brought beings being sighted within the bays’
down to this city before being shipped deep, cool waters. Many ships in the
off to the forges and workshops of region have taken up the practice of
neighboring Amenthok. hiring dwarven marines in order to
provide added protection against such
Millusvudd threats.
This sprawling, dense forest region Most of the wood that is
stretches along the eastern edge of the harvested in Millusvudd is shipped
Sabrak-Olar’s north-eastern continent. overland to Amenthok for use in many a
Known as the thousand-mile wood, it is dwarven workshop. The thick, untamed
home to several hill dwarf and gully forest is also often used as a hunting
ground by wealthy
magma dwarves and
azers who seek a
change from the hot,
volcanic mountains of
Amenthok.
Aelinal: This hill
dwarf settlement is
technically the largest
city in Millusvudd, but
most consider it more
aligned with Amenthok
than the thousand mile
wood. As of late,
several magma dwarf
clans have established a
presence in the city,
bringing along their
adept metalworking
and craftsmanship
knowledge.
Lonek-Bek: This
heavy fortified city
overlooks the naval
passage to the
Millusvudd’s southern
most bay. The many
ramparts were enlarged during the The influence of the elemental
Sabrak-Olar’s last great dwarven civil chaos upon the region has resulted in
war, and stand as an imposing reminder many powerful earthquakes. Avalanches
to any raiders that dare try to prey upon and rockslides are a common
the Millusvudd’s shipping. occurrence, and rumors hold that
Lurmurkent: Founded at the several of the most violent earthquakes
mouth of a mighty river, this city serves have shattered ancient ice sheets,
as the gateway for most travelers exposing ancient dangerous and evils
coming to the Millusvudd. Extensive that have been buried away in the ice for
trade takes place alongside the many eons.
sages and primal mystics who frequent Qudol-Dun: The largest city in
the city. River barge service is available Qu-Thudul, this badlands dwarf fortress
for those who wish to travel deeper into offers the only real comfort and
the continent. civilization in the frozen north. Ice
breakers keep access to the cities ports
Qu-Thudul open during all but the coldest of
The harsh, frozen north of the Sabrak- months, while coal mined in the nearby
Olar is a sparsely populated region of icy mountains provide the city with an
mountains and glaciers. A small number industrial warmth that is unique for this
of badlands dwarves have made the region.
western portion of the region their Qulomerg: This small settlement
home, however most the area is simply rarely makes contact with the rest of the
vast stretches of desolate ice flows. Sabrak-Olar, due to its remote location.
Rrin-Morndin
Towering beyond all other mountains
around it, the massive Rrin-Morndin is
the most commanding feature of the
Sabrak-Olar. Many believe that it was
the sole reason that Moradin first led the
dwarves to this world. The height of the
peak is unimaginable, rising to a height
unheard of across the many planes. In
fact, the top of the peak has never been
seen, for it has always been shrouded in
a thick layer of dense clouds, and there
are some who believe that the Rrin-
Morndin reaches all the way to the
heavens itself.
Not long after arriving in the
Sabrak-Olar, the dwarves set their eyes
upon the Rrin-Morndin and made
conquering it their ultimate goal.
Attempts to scale the mountain all
proved fruitless, however, over time a what they believed were the heavens
vast network or fortifications, mansions, beyond. Unfortunately many of the
mines, and forges were constructed maze like passages within the Rrin-
within the massive heart of the Morndin have collapsed upon
mountain. The high dwarves that lived themselves. Numerous explorers have
within this impressive abode soon set out in the mountain in search of the
become the most powerful dwarven fabled pathway to the heavens, but as of
force across all of the Sabrak-Olar. yet, no route to the mountains upper
Those days are now long gone, however. regions have been found.
When the ravages of the Rrin-Morndin: Most of the
elemental chaos first began to strike out accessible portions of the mountain are
at the Sabrak-Olar, the learned high still uninhabited. Numerous goblinoid
dwarves knew that the days of their bands roam the Rrin-Morndin’s foothills,
mighty empire were numbered, so they making attempts at settlement in the
sealed shut the gates of the Rrin- area difficult. Despite this, several small
Morndin, cutting themselves off clans of hill dwarves and high dwarves
completely from the outside world. have attempted to reclaim the
Many centuries later, when other mountain.
dwarves broke the gates open from the Glor-Vaut: The large lake-city
outside, they found the vast mountain contains the largest population of high
citadel abandoned. What little evidence dwarves in the region. The cities many
could be found indicated that the high libraries are considered the greatest
dwarves had dug upwards, climbing the repository of high dwarf knowledge left
mountain from the inside, ascending to in the Sabrak-Olar.
The Skuld the practices of the native humans,
When the dwarves first arrived in the blending it with their own culture.
Sabrak-Olar, they found a large human Despite the heavy dwarf
empire occupying the desert between presence in the area, The Skuld is still a
Donnarent and the Rrin-Morndin. dangerous place to travel. The northern
Though large, this empire was quite reaches of The Skuld, between the cities
primitive compared to the dwarves; of Ahktum and Baz is home to many
stone tools and bronze weapons were marauding orc tribes that routinely prey
the norm. With the introduction of iron, upon unlucky desert caravans. As of late
it is rumored that several demonic
beings have crossed over from the
elemental chaos and begun to organize
the orcs into a more formidable, unified
force.
Ahktum: This large city near the
northern end of The Skuld serves as the
regions chief mining locations. The
heart of the city still contains many of
the original stone temples and palaces
build by the regions original human
inhabitants. The desert dwarves that
now rule the city maintain a large militia
in order to protect the numerous
departing caravans from the threat of
orc raiders.
Baz: Built around a lush oasis,
Baz is a resting spot for many trying to
cross The Skuld. Recently, however, the
city has come under repeated attack by
organized orc forces. Many fear that
unless Ahktum or Re-Tybur establishes a
garrison in the city, the orcs may
eventually prevail in their attempts to
sack the city.
Re-Tybur: The largest city in the
Skuld, Re-Tybur serves as the desert
steel, and their advanced mining dwarves seat of power. A massive
techniques, the dwarves were able to temple pyramid to the sun god Ra-
quickly gain dominance over the region. Horakhty sits at the heart of the city,
This human civilization was not making it quite possibly the most
wiped out, however. The dwarves that ancient structure in the Sabrak-Olar still
settled in The Skuld adopted many of in use.
powerful clans.
The deep mines
are well fortified
against the
threat of giant
attacks, however
many fear that
the slowly
dwindling
output of the
mines many
soon lead many
of the clans into
moving their
forces
elsewhere. If
this were to
happen, the
mine’s defense
Thorvyn against the ever
Located between The Skuld and Kuldar- growing giant threat would be greatly
Sonn, the temperate region of Thorvyn compromised.
is home to a mix of hill dwarves and Sunnim-Tyn: This large coastal
badlands dwarves. Like the rest of the city has been ravaged by excessive
Sabrak-Olar, Thorvyn has found itself flooding. Several entire districts within
subject to the ever increasing threat of the city have been completely
the elemental chaos’s destructive abandoned, with rumors that the fleeing
power. Intense flooding of Thorvyn’s dwarf population has been replaced by
lowland regions has displaced many an insidious kobold infestation.
clans, and a renewed threat of giants in
the eastern mountains has begun to tax
Tiamtyn
This wide, marshy plain stretches
the Thorvyn army’s reserve.
between the woods of Gwenifen,
Iashiggin: While technically the
containing a mixed population of gully
largest city in Thorvyn, this impressive
dwarves, hill dwarves, and humans.
coastal city has more in common with
Navigating the many swamps is
Amenthok than with the hill dwarves
considered quite dangerous, both from
and badlands dwarves on the far side of
the mazelike nature of the many canals,
the adjacent mountain range.
and from the numerous bands of Gnolls
Numerous shops, factories, and trade
and goblins.
houses line the city’s many streets.
A small number of Duergar have
Keld-Gyth: The largest mine in
also established themselves in the
Thorvyn, Keld-Gyth also serves and the
region, constructing an impressive
home city for many of Thorvyn’s most
citadel in a series of limestone caverns in way back to the distant underdark.
Tiamtyn’s eastern edge. Weather or not this is true is unknown,
Bolerg: A remote island city, but there are many dwarves in Tiamtyn
Bolerg is known mainly as a city of and Gwenifen who are fearful of what
pirates and brigands. Many a disgraced the Duergar’s ultimate plans for the
and criminal dwarf eventually find their region might be.
way to this cut-throat, dangerous, and
lawless city.
Dwe-Lur: This impressive city is
built upon the juncture of several large Cosmology
rivers, and serves as a staging point for
those who wish to start an expedition To understand the effects of the
into one of Tiamtyn’s many swamps. elemental chaos upon the Sabrak-Olar,
Heavy trade with Gwenifen also passes one must first understand the
through Dwe-Lur. cosmology in which the Sabrak-Olar
Izila: This massive limestone city exists.
is home to one of the few populations of The nature of the universe can be
Duergar living upon the Sabrak-Olar’s divided into three realms. At the top sits
surface. The juncture of two rivers has the astral sea, home of the heavens and
created a massive waterfall, that over the the birthplace of creation. At the
years has hollowed out a twisting maze bottom rests the elemental chaos, a
of passages throughout the surrounding swirling maelstrom of energy and
limestone. Some believe the Duergar destruction, driven to fury by the ever
have enlarged and expanded the consuming force of the abyss.
passageway enough to connect all the
to show. At night, when
the sun’s concealing light
has been hidden, the fierce
churning energies of the
elemental chaos are visible
all along the horizon, and
each year this visible
reminder of the Sabrak-
Olar’s sinking place within
the universe grows taller.
One day, in the not too
distant future, this visible
manifestation of the
elemental chaos will
consume the sky entirely,
blocking out any last
glimpse of the starry, astral
sea.
The effects of the
Sabrak-Olar’s slow decay
have not been kind to the
world. The extreme age of
the world, coupled with the
extensive mining by the
dwarves over the many
thousands of years of their
occupation has left much of
the world picked-over and
barren. Abandoned, dry
Between these two realms is the mortal
mines dot the hillside, while the
lands. All worlds, when they are new
numerous dwarven cities watch their
and young begin closer to the astral sea,
once mighty fortresses and strongholds
but nothing in the mortal lands is
slowly slip into disrepair.
eternal. Though the distance may
Violent elemental threats have
initially be great, the ever-pulling force
also been unleashed upon the Sabrak-
of the abyss eventually draws all into the
Olar. With the world now in such close
swirling destruction of the elemental
proximity to the elemental chaos, many
chaos.
vile elemental beings and demons have
So is the fate of the Sabrak-
crossed over, intent on staking a claim
Olar… to end its days broken up and
to various fragments of the world, prior
scattered through the primal energies of
to it being physically carved up by the
the elemental chaos. This ultimate
elemental chaos’s churning engine of
demise may still be many years away,
destruction. These beings are aided in
but the many signs have already begun
their nefarious endeavors by ever
increasing storms, earthquakes, and Earthquakes
volcanic eruptions. Many of the dwarves Severe, mountain shattering
that still remain upon the Sabrak-Olar earthquakes are another consequence of
see only a bleak existence in their future. the elemental chaos’s impact upon the
There is hope, however. Many Sabrak-Olar. The dwarves have been
believe that the great mountain Rrin- forced to undertake massive reinforcing
Morndin will provide the dwarves with projects at many of those most
their salvation, for surely its incredible vulnerable strongholds in order to
height still links it to the astral sea, ensure that the caverns do not collapse
providing the dwarves a towering stone in around them should they be struck by
bridge through which they can escape one of these massive quakes. Despite
the fury and damnation of the elemental these efforts, many lesser mines and
chaos. fortifications have been decimated by
these intense quakes.
Elemental Storms The Rrin-Morndin itself has been
As the Sabrak-Olar has moved closer subject to several of these intense
towards the elemental chaos, strange geological shifts, resulting in the
and violent storms known as elemental collapse of many of the interior
storms have begun to occur in greater passageways. There are some who
and greater frequency. These storms believe that any passage that may have
can vary greatly in their nature, once led up to the peak of the mountain
including everything from blisteringly has been choked shut by debris, but
high winds, to boiling rain, to spewing many believe that not all hope is yet lost,
clouds of ash. Ground shattering bolts and that at least one path to salvation
of lightning mixed with searing flashes still exists through the mountain’s many
of intense flame are also quite common. winding passageways.
The dwarves that live in Earthquakes that happen near or
subterranean structures have been able under the sea have been known to cause
to weather these storms with only towering waves to race across the
moderate difficulty, however many Sabrak-Olar’s oceans, wrecking havoc
smaller dwarven surface villages have upon any coastal town that happens to
been wiped from the world completely fall in their path.
by a single, violent storm.
It is rumored that the magma Volcanoes
dwarves and their azer allies have found The elemental chaos has also caused
limited ways to tame these storms, and many once dormant volcanoes to return
steer their destructive might away from to life. Thick clouds of rolling ash and
dwarven settlements, however as the belching plumes of super-heated magma
storms continue to grow in ferocity, it is have become a common sight among
feared that not even the magma dwarves almost all of the Sabrak-Olar’s mountain
and azers, with their extensive ranges.
elemental backgrounds, will be able to The magma dwarves have thus
stem the tide of destruction. far proven to be the most adept at
dealing with the volcanic threat,
however even they can be overwhelmed very fabric of reality itself, where the
by the most massive of eruptions. In normal barrier between the mortal
such a case, early detection and world and the elemental chaos has been
relocation is the only hope. completely torn away. The size of these
rifts can vary, with some being nothing
more than a small plume of every-
flowing elemental energy, while others
spread across vast stretches, allowing
incursion into the Sabrak-Olar of entire
elemental and demonic armies.
Most of these rifts appear to be
random in nature, but others seem to be
the work of nefarious beings. In such
cases, entire swaths of land have been
completely replaced by a section of the
elemental chaos, often a region
containing the iron stronghold of some
minor demon-lord. The arrival of such
an aggressor often leads to the quick
conquering and enslavement of nearby
dwarves as the demon-lord’s forces fan
out from his elemental base of
operations.
These rifts also do not always
appear on the surface. Many dwarven
miner have stumbled across pockets of
In the last great dwarven civil the elemental chaos deep beneath the
war, the magma dwarves were able to earth, unleashing vile horrors into the
use their extensive elemental world below.
knowledge to trigger volcanic eruptions
within the mountain ranges of their The Underdark
enemies. Tales of this destruction are Those who delve deep enough into the
still remembered by many dwarves, even underdark have always been able to find
generations later, and as such many look passages that lead to the elemental
at the magma dwarves with suspicion, chaos, however those passages are now
wondering if they might not in some far less deeper than they were in ages
way be connected to the volcanic activity gone by. The duergar and magma
that plagues the Sabrak-Olar in the dwarves that routinely venture to these
present day. depths have been forced to steadily
backfill their tunnels due to the risked
Elemental Rifts posed by such connections, though both
The single most devastating effect of the are certain that their efforts are only a
elemental chaos upon the Sabrak-Olar stop-gap solution at best.
are elemental rifts. These are rips in the
Many different languages are spoken
across the varied lands of the Sabrak-
Olar. Due to the high number of
dwarves living upon the world, the
dwarven language has become the most
prevalent, however there are still many
other tongues that are used in every day
communication.
Unlike many other worlds,
however, the language often known as
“common” is not present in the Sabrak-
Olar. The ancient humans that originally
lived here spoke their own, uniquely
developed language, and when the
dwarves arrived, it was their own
language that they spread throughout
the world. Many of the primitive races
that were present during this initial
dwarf expansion adopted the dwarven
tongue as a means to trade and
communicate with the ever growing
dwarven empire.
The dwarves themselves, despite
being spread over such a large area,
maintained a uniform consistency to
their own language. This was mainly
due to the large value the dwarves place
upon tradition, history, and the
recording of clannish lore. The only
exception to this was the high dwarves,
who in their mighty mountain fortress of
Rrin-Morndin developed their own
variant of dwarven, known as Rrinther.
The return of the magma
dwarves along with the azer allies to the
Sabrak-Olar brought the primordial
tongue to the world, however the every
growing cataclysm caused by the
Sabrak-Olar’s decent into the elemental
chaos has caused many dwarves to look
with suspicion upon any that speak this
\ elemental language. Within Amethok,
primordial is still spoken openly, and has Ai Yes
become the primary language of legal Ain Fist
and business matters. A few dwarves in Al Forge
other regions have also taken up Alahel Bless
primordial, mainly in order to better Alna Tower
understand the many elemental and Alsia Wife
demonic enemies that they have been Ammor Future
forced to face in growing and growing Ana Eye
numbers. Ar Being
Ara Blood
LANGUAGES Arn Strike
Arda Guard/Guardian
Language Spoken by… Script
Astra Ring/Jewelry
Abyssal Demons, gnolls Barazhad
Deep Speech Drow, duergar Daelkyr Auk Clansman
Draconic Dragons, Iokharic Aura Great/Huge/Gigantic
dragonborn, Auraglor Sea/Ocean
kobolds Az Rock
Dwarven Dwarves Davek
Elven Elves, eladrin, Rellanic
gnomes, gully Bal Anger/Wrath
dwarves Barak Shield
Giant Giants, ogres Davek Bari Crushing/Mighty
Goblin Goblins, orcs Skuld Baz Fire/Of the Flame
Primordial Azers, Barazhad
Bazsonn Magma
elementals,
magma dwarves Bedorn Lies/Distortion
Rrinther High dwarves Davek Bek Pass/Ford
Skuldian Desert dwarves, Skuld Bel First
humans Bela Sister
Supernal Angels, devils Supernal
Beldarak Treachery
Benam Faith
Ber Gauntlet/Hand
Dwarven Words Bera Will
Birin Keeper/Warden
The following list of dwarven words and Bo Hair/Braid
their meaning can be used for naming Bof Ancient
dwarven people, places, and things, such Bol Hidden/Secret
as characters, strongholds, cities, clans, Burakin Passage
and weapons. Bryn Wise Woman
Nai No
Nal Honored
Nora Mithril
Norem Point
Norogh Monsters/Evil Beings
Noror Enemy/Enemies
Noroth Dangerous Land
Nuk Nine
Nura Steady/Sure
Oak Barrow/Tomb
Odro Eight
Ol Large/Fat
Olara Primal Magic
Olar World
Ona White/Pure
Ong One
Ora Protector
Ori Gem
Oricil Judge/Lawgiver Skuld Desert
Ov Cunning/Wise Sonn Good Stone
Splendarr Bright/Shining
Parlyn Clothing Ster Kin
Stili Cousin
Qu Cold Sunnum Rider
Quan Elf
Qulom North Taern Brotherly Love
Quwurn Ice Ten Child/Son
Thal Mattock/Crusher
Ra Sun Tharn Lust
Rak Hammer Then Earthen/Soil
Ral Heart/Spirit Ther Oath
Ras South Thic Champion/Victor
Raugh Death Thor Noble/Loyal
Rei Vermin Thord Bone
Ren Life Thudul Fate/Doom/Misfortune
Ric Chest/Belly Thurom Hunter/Wayfinder
Riddim Craftsman Thra Black
Rim King Tiam Stream
Rimrak Spear/Thrown Weapon Tor Hill
Ring Armor/Hide/Skin Tore Soul
Ror Riddle Torst Adventure
Rorn Destruction Tryd Heroine
Rrin High/Above Tuk Two
Runedar Heaven/Mansion Tyn Field/Flat Land
Rurrin Master
Ultok Meeting-Place
Sabrak Crack/Flaw Undivver Plan/Strategy
Sak Five Urni Skull
Samman Battle Companion Urtker Berserk/Berserker/Rage
Sargh Disgusting Thing/Vile
Serd Virtue Valara Dragon/Magic/Magical
Set Storm Valka Destiny
Shar Moon Vallahir Mountain-Meadow
Siz Six Vaut Valley
Veltel Chivalry an elder member believes he or she has
Vemis West become too overcome with age to
Verga Party/Feast adequately oversee the book, it will be
Verhan Messenger passed down to another trusted
Villi Outcast/Exile member in the clan. In times of strife
Virvin Barrier and danger, the lore book will often be
Von Tunnel given to one who is seen to have the
Vudd Wood/Forest battle acumen necessary to protect the
book, regardless of his or her age.
Wera Battle/War Loss or destruction of a clan’s
Whur Iron lore book is considered a devastating
Wurgym Ugly/Ugliness event, and many clans have been know
Wurlar Fast Moving Water to collapse and disband after the loss of
Wurn Water their sacred lore book. As such,
Wynn Grace members of a clan will often enter
battles where death is all but assured in
Xor Dream the pursuit of protecting their lore book.
Xoth Lore/History A dwarven lore book is usually
bound in steel coverings with heavy,
Yag Guest reinforced hinges and a sturdy locking
Yaughadar Stairs mechanism. The pages are usually made
Ydrim Queen of arcane enchanted paper, designed to
Yur Run withstand centuries of wear and
exposure to the elements. The text
Zak Metal upon the pages is meticulously written
Zandar Adventurous Youth in compact, detailed lettering. Great
effort is made to ensure that the book is
free of embellishments and that space
within the lore book is not wasted upon
Dwarven Lore frivolous material or tales of personal
vanity.
The dwarves place great value upon
With the destruction caused by
remember the past and recording the
the elemental chaos, many dwarven
great deeds of dwarves over the ages.
clans have been scattered, and the safety
All clans maintain an extensive lore
and dedication to their lore books has
book, that is guarded and protected
equally suffered. Many dwarves have
with the fiercest of determination.
sunken into a malaise of hopelessness,
Within the pages of these lore books,
feeling that the ages of wonder and
each clan records the genealogy, history,
great deeds have now passed, and that
accomplishments, and battle valor of
soon all the histories of the dwarves of
their clan.
the Sabrak-Olar will be wiped from the
It is generally the responsibility
pages of time.
of the eldest member of a clan to
oversee the clan’s lore book, however if
Traditionally, the dwarves have always
held religion in very high regard.
Becoming a holy warrior of one’s church
is a calling than many a dwarf have
followed. However, as the Sabrak-Oral
enters into these final days, the religious
landscape amongst the many dwarves
has been thrown into great upheaval.
New religions have sprung up, drawing
followers away from the old faiths, while
at the same time the old faiths
themselves have gone through
transformations, in an effort to better
reflect the rapidly changing world
around them.
Morndinsamman
Good
When the dwarves first came to the
Sabrak-Olar, the Morndinsamman was
the pantheon they brought with them.
In fact, according to traditional
Morndinsamman teachings, the gods
themselves physically led the dwarves to
the Sabrak-Olar, and actively
participated in the exploration,
conquering, and exploitation of the then
new world.
Modern followers of the
Morndinsamman generally worship all
of the gods in the pantheon, offering
prayers up to the individual gods for
specific actions. For example, a miner
might offer a sacrifice to Dumathoin in
hopes of finding the ore or gems he
seeks, while a dwarf about to enter
battle will often announce his loyalty to
Clanggedin or Hanseath as a call for
divine power to be with him in combat.
Worship of the Morndinsamman dwarves believe that a night bathed in
is popular amongst high dwarves and hill the soft, silvery light of the full moon is a
dwarves, though the faith has followers good omen. Many silver miners also
all across the Sabrak-Olar. worship Berronar, out of the belief that
silver was originally her gift to the
Moradin dwarves.
Lawful Good
In the Sabrak-Olar’s ancient days, Clanggedin
Moradin was seen as being the all- Lawful Good
powerful head of the Morndinsamman Amongst most worshippers of the
pantheon, however ever since the high Morndinsamman, Clanggedin has taken
dwarves of the Rrin-Morndin sealed the role as the new head of the
their mountain fortress shut and pantheon. According to the ancient
disappeared, tales, when the
the faithfuls’ dwarves first
view of Moradin arrived in the
has changed. Sabrak-Olar, it
Many believe was Clanggedin
that he led the who marshaled
high dwarves the dwarven
out of the armies and led
Sabrak-Olar, and them to victory
that he is no longer present in the world after victory across the entire face of the
in the way that he once was. He is now known world. It is believed that he still
seen as a distant god who quietly calls has a great respect for the current
for the faithful to follow him to another dwarven empire, and that even as is
world, but does not actively participate slowly falls into ruin, he will be there to
in the world’s affairs. answers the prayers of his faithful.
Berronar Dugmaren
Lawful Good Good
Moradin’s wife and consort, Berronar is Many high dwarves, especially those
also viewed to have left the world at the who seek a greater unstanding of arcana
time of the high dwarves’ departure, and the nature of the world revere
however many believe that unlike Dugmaren. They believe that all
Moradin, knowledge
Berronar’s can be found
unyielding through him,
love for the even the most
dwarves obscure and
compels her to hidden secrets in the universe.
return and grant aid when called upon. According to legend, it was Dugmaren
The Sabrak-Olar’s largest moon is seen who engineered the vast stronghold
as a personification of her, and many
THE PANTHEONS AND DEITIES OF THE DWARVES OF THE SABRAK-OLAR
Faith, Pantheon, or Deity Alignment Domains
Morndinsamman Good
Moradin (Dwarffather, The Distant One) Lawful good Creation, earth
Berronar (The Revered Mother, True Silver) Lawful good Life, moon, protection
Clanggedin (The Rock of Battle, The Conqueror) Lawful good Justice, strength, war
Dugmaren (The Engineer, The Mantle of Knowing) Good Arcana, creation, knowledge
Dumathoin (The Miner, The Reclaimer) Unaligned Change, earth, destruction
Hanseath (The Bearded One, The Warrior) Unaligned Strength, strife, freedom
Tharmekhul (Tender of the Forge) Unaligned Fire, skill, war
Valkauna (The Runecarver, Destiny) Unaligned Death, fate, justice
Vergadain (The Merchant King, The Unsatisfied One) Unaligned Life, love, luck
Muamman (Marthammor, The Future) Good Civilization, hope, protection
Laduguer (The Gray Protector) Unaligned Arcana, freedom, protection
Flandal Steelskin (The Pyromancer) Good Earth, fire, skill
Archomentals Good
Entemoch (Primordial of Earth) Good Arcana, change, earth
Sunnis (Primordial of Stone) Good Earth, freedom, protection
Zaaman Rul (Primordial of Heat) Good Creation, destruction, fire
Chlimbia (Primordial of Magma) Unaligned Earth, fire, strength
Pantheon of the Skuld Good
Ra-Horakhty (Horus-Re) Lawful good Protection, sun, war
Yinepu (Anubis) Unaligned Darkness, death, fate
Aset (Isis) Good Arcana, life, luck
Setekh (Set) Unaligned Change, storm, war
Djehuty (Thoth) Unaligned Arcana, civilization, knowledge
Mayet (Ma’at) Good Justice, love, vengeance
Aura-Olara (The Great Natural Magic) Unaligned
Runedar-Sonn (Haven Stone, The Eternal Paradise) Good Freedom, life, love
Rrin-Morndin (The High Mountain, Salvation) Unaligned Hope, luck, protection
Thudul-Llargh (Doomed Stone, The Dying Land) Evil Earth, poison, wilderness
Norogh-Sargh (The Consuming Chaos) Chaotic Evil Destruction, madness, torment
The Glanxor
The most ancient period in the known
history or the Sabrak-Olar, is the time
before the arrival of the dwarves, known
as the glanxor, or “forgotten history.” In
these ancient days, the human empire of
The Skuld was the only large, persistent
civilized region.
The only records that exist from
this time are the handful of glyph
covered obelisks and crypts that have
survived until the current age, though
there are rumors of ancient caches of
preserved scrolls tucked away deep in
forgotten libraries and abandoned
desert fortresses.
The level of technology during
this period was limited to stone
construction, low-level farming, and
primitive bronze weapons, with only the
wealthiest citizens of the skuldian
empire having access to small amounts
of iron. Amongst the farther reaches of
the Sabrak-Olar, civilization was almost
non-existent. It is general believed that
the few elves, halflings, goblins, and many fierce battles before being driven
other races that lived in these wild lands to its doom in the heart of one of
existed at only a stone-age, nomadic Amenthok’s many volcanoes.
level of development. By the time this age ended, and
the last dwarves finished making the
journey from the old world, to this new
The Acka-Olar one, the foundations of a burgeoning
dwarven empire had already been laid.
The next period in the Sabrak-Olar’s
history is the days known as the Acka-
Olar, or “world bridge”. According to The Age of Deeds
the ancient legends contained within
the Morndinsamman, the dwarf gods With the dwarves now firmly entrenched
themselves led a massive host of across the Sabrak-Olar, the world
dwarves to this world, leading them out entered a period of several centuries
of an older, now forgotten world and where the dwarves expanded over all of
into the still new and unclaimed world the known lands. Many tales of great
of the Sabrak-Olar. Some dwarves deeds, incredible journeys, the forging
believe that these tales are merely of powerful artifacts, and the waging of
symbolic, while others hold the stories massive battles still survive from this
of the gods walking amongst time. Many of these ancient tales often
dwarvenkind as literal truth. include one or more deities from the
Regardless of the position taken, Morndinsamman interacting and
what is known for certain is that the first participating in these many legendary
dwarves in the Sabrak-Olar appeared feats.
within what is now known as the region
of Donnarent. From there they fanned
out quickly, pushing their way north into
Thorvyn and out into the Skuld. Due to
their engineering and metallurgical skill,
as well as their sheer numbers, the
dwarves were quickly able to establish
dominance over the ancient skuldian
empire. In the north they met little
resistance, allowing them to settle and
expand almost at will. It was also during
this time that the first dwarves began
settling in the Amenthok, though the
volcanic terrain there made life hard and
unforgiving. Legends from this region
tell of a powerful beast of flame and ash
that led armies of kobolds and lizardfolk
against the dwarves of Amenthok in
It was during this age of deeds that the resistance, and instead simply allowed
dwarves also first set eyes upon the Rrin- themselves to come under the Rrin-
Mordin. In fact many of the tales from Morndin’s sphere of influence. Most
this period involve the construction of historians consider the specific end to
the first fortresses within the mountain, the Age of Deeds to be the Battle of
and the numerous failed attempts to Khordal-Duum, when the now high
scale its incredible slopes. Throughout dwarves of the Rrin-Morndin defeated
the age of deeds, many smaller dwarven the last of the resistance in Donnarent,
kingdoms rose and fell, and inter-clan unifying all of the dwarven lands under
warfare was seen as a means to prove one banner, and established the Empire
the worth and superiority of individual of the Rrin-Morndin.
dwarves, through a never-ended test of
battle and adventure. Pax Morndin
Throughout all this strife,
however, the dwarves within the Rrin-
With the Empire of the Rrin-Morndin
Morndin were steadily growing in
now firmly in control of the known
power. The riches of the mines within
lands, the multitude of dwarves entered
the massive mountain, which proved
a prolonged period of stability and
almost limitless, coupled with an ever
prosperity. The ever growing fortress
growing knowledge of engineering and
city within the Rrin-Morndin became the
metallurgy led the dwarves of the Rrin-
economic and cultural hub for all
Morndin to soon become the most
dwarvenkind in the Sabrak-Olar as trade
powerful dwarven force in all of the
routes were extended to all corners of
Sabrak-Olar... and as their power grew,
the known lands. Warfare during these
many centuries was generally kept to a
minimum, due to the army of the Rrin-
Morndin’s unrivaled might, however civil
wars were not unheard of, and the
imperial crown did not always pass to
the next emperor in a peaceful manner.
Physical Qualities
Hill dwarves are generally broad, stocky,
and muscular. Their skin, eyes, and hair
The magma dwarves are the decedents glory is fading. They have been forced to
of the dwarves that once lived at the dig their mines deeper and deeper,
edge of the elemental chaos. Since exposing themselves to greater and
returning to the Sabrak-Olar, they have greater risk from the even approaching
established a strong, expansive kingdom elemental chaos. In additional, the
in the region on Amenthok. In the chaos many volcanoes and lava flows that they
have come to rely on to power
their forges and factories have
become harder and harder to
control. There are many magma
dwarves who feel that in a very
short time, the entire future of
their race will be at a crossroads.
Upon the destruction of their
former empire in the elemental
chaos, many of the magma dwarf
clans were scattered and lost. As a
consequence, many of the magma
dwarves found themselves clanless
upon their return to the Sabrak-
Olar. Some were eventually
adopted into one
of the surviving
magma dwarf
clans, while
others used their
mining and
metallurgical
skills as leverage
to gain
membership
within a clan of a different dwarven
race. Some, often in conjunction
with azers even established new
clans.
caused by the sealing of the Rrin- Due to their relatively prosperity,
Morndin and the coming of the and their relatively recent return to the
elemental chaos, the magma dwarves Sabrak-Olar, the various magma dwarf
have emerged as the primary force of clans maintain a high level of unity
mining, industry, and political might amongst each other. It was only
within the Sabrak-Olar. However the through the unification of their entire
magma dwarves know that even their civilization that they were able to defeat
RACIAL TRAITS
Average Height: 4’ 3” – 4’ 9”
Average Weight: 175 – 250 lb.
Physical Qualities
Ability Scores: +2 Constitution, +2 Charisma Magma dwarves are similar in size, but
Size: Medium heavier than traditional dwarves, owing
Speed: 5 squares to their more stone like nature. Most
Vision: Darkvision have gray or brown hued skin, and hair
Languages: Dwarven, Primordial
that is a mix of granite-like grays with
Skill Bonuses: +2 Intimidate, +2 Endurance streaks of brown and deep red. Many
Dwarf Heritage: You can take feats that have dwarf as a magma dwarves also have fiery red eyes.
prerequisite, (as well as those specifically for For attire, magma dwarves usually wear
magma dwarves), as long as you meet any other clothing consisting of steel mail or
requirements.
Elemental Origin: You ancestors were transformed by
plates, thick layers of leather, or other
the elemental chaos, so you are considered an heat resistant materials. In battle, their
elemental creature for the purpose of effects that warriors often don suits of thick,
relate to creature origin. reinforced full plate.
Encumbered Speed: You move at your normal speed
even when it would normally be reduced by armor
or a heavy load. Other effects that limit speed (such
as difficult terrain or magical effects) affect you
normally.
Mental Qualities
Heart of Flame: +5 racial bonus to saving throws
against ongoing damage with the fire keyword. During the great dwarven civil war, after
Stand Your Ground: When an effect forces you to the sealing of the Rrin-Morndin, it was
move—through a pull, a push, or a slide—you can the magma dwarves’ ability to quickly
move 1 square less than the effect specifies. This unify into a singular military force that
means an effect that normally pulls, pushes, or
allowed Amenthok to emerge as the
slides a target 1 square does not force you to
move. Sabrak-Olar’s most dominant kingdom.
In addition, when an attack would knock you Their victories in the civil war were not
prone, you can make an immediate saving throw to without controversy, however. When it
avoid falling prone. comes to battle, the magma dwarves
Sheath of Stone: You can use sheath of stone as an
practice total war, believing that you
encounter power.
should not only destroy your enemy’s
soldiers, but also his entire economic
and industrial base. Their use of
Sheath of Stone Magma Dwarf Racial Power
volcanic eruptions as a means to destroy
The outer layer of your skin hardens and solidifies, protecting
you from damage. enemy cities has left many of the other
Encounter dwarven races with a lingering sense of
Minor Action Personal fear and anger directed at the magma
Effect: You gain resist all 5 until the end of your next dwarves. Also, unlike many of the other
turn. (Increase to resist all 10 at 11th level, and to dwarven races, the magma dwarves
resist all 15 at 21st level.)
recognize the horrors of war. They are
not quick to rush into it, but when war
their fire giant enemies below, and that
comes, they believe victory should be
mindset of strength through unity still
decisive and absolute.
runs strong.
Muls are the result of a union between a humans and dwarves can be found
dwarf and a human. Their name is throughout almost every region of the
derived from the fact that like a mule, all Sabrak-Olar, so can muls be found.
muls are always sterile, and as such are Historically muls were bred to
serve as gladiators and slaves, however
this practice was abolished during the
height of the empire of the Rrin-
Morndin. Muls are now afforded a level
of respect within the dwarven
civilization that ranges between
treatment as a full dwarf, down to the
treatment given a regular human. A mul
who has adequate proof of his or her
dwarven lineage can gain full
membership in a clan, and in fact most
of the larger clans prefer to have muls
amongst their ranks.
In combat, muls are considered
to be fierce warriors. They have the
sturdiness and durability of dwarves,
combined with the agility and cunning
of humans. During times of strife, many
clans will appoint an intelligent or
charismatic mul as the head of their
army. The reasoning being that in
addition to being a skilled and
aggressive general, the mul’s inability to
produce an heir lessens the chance of
the army being subverted as a means to
establish a dynasty.
Muls who are not part of a
dwarven clan, often live amongst
humans. In such situations, muls have
been known to adopt an orphan or some
other needy child as a means to continue
their “family” line. Within the dwarven
clans, such adoptions are frowned upon,
always first generation half-dwarves. with the belief being that if a child is
Muls are generally the most common in worthy of adoption, then he or she
regions populated by both humans and should be adopted by the clan as a
dwarfs. The Skuld possesses the largest whole, and not by a single individual.
population of them, however since
RACIAL TRAITS
Average Height: 5’ 3” – 5’ 9” human. Some muls are broad and
Average Weight: 155 – 220 lb. stocky like a dwarf, especially mul males,
while others have a slender, more
Ability Scores: +2 Strength or Dexterity, +2
human appearance. Their hair, skin, and
Constitution
Size: Medium eyes come in all the different shades of
Speed: 6 squares their parent races, however their hair is
Vision: Normal typically thicker and longer than that of
a typical human, while their skin often
Languages: Choice of one language, Dwarven
takes on the stone-like hues present
Skill Bonuses: +2 Acrobatics, +2 Athletics, +2
Endurance amongst dwarves.
Bonus Feat: You gain a bonus feat at 1st level. You For attire, most muls dress in
must meet the feat’s prerequisites. combat appropriate attire. Depending
Dual Heritage: You can take feats that have either on their role, they may prefer light, less
human or dwarf as a prerequisite, (as well as those
constricting clothing, or heavy,
specifically for muls), as long as you meet any other
requirements. reinforced metal armor. Like humans,
Unyielding to Pain: Enemies may never treat you as muls seem to be comfortable with a
bloodied. wide array of weapons. Some stick
Warrior’s Determination: You can still take immediate mainly to the hammers and axes of their
actions and opportunity actions while dazed, and dwarven kinsman, however many, often
you can still provide flank.
Warrior’s Drive: When an attack would result in you
at the urging of the same dwarves,
being slowed, you can make an immediate saving attempt to become skilled with a wide
throw to avoid becoming slowed. range of different combat equipment.
✦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.
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.
Berronar’s Illumination
[Divinity]
Prerequisite: Channel Divinity class
feature, must worship Berronar.
Benefit: You can invoke the power of
your deity to use Berronar’s illumination.
Berronar’s Illumination Feat Power
From the heavens, Berronar’s silver light washes over Dumathoin’s Consumption
you. [Divinity]
Encounter Divine Prerequisite: Channel Divinity class
Minor Action Personal feature, must worship Dumathoin.
Effect: Until the end of your next turn, you
Benefit: You can invoke the power of
shine bright light to a radius of 20 squares,
and enemies within the radius that are your deity to use Dumathoin’s
vulnerable to radiant damage take a -2 penalty consumption.
to attack rolls.
Dumathoin’s Consuption Feat Power
Dumathoin blesses you with the power to reclaim that
which has been taken from you.
Clanggedin’s Strength Encounter Divine
[Divinity]
Immediate Reaction Personal
Prerequisite: Channel Divinity class Trigger: An enemy adjacent to you hits you with
feature, must worship Clanggedin. an attack.
Benefit: You can invoke the power of Effect: Make a melee basic attack against the
your deity to use Clanggedin’s strength. triggering enemy. If your attack hits, you gain
temporary hit points equal to the damage the
triggering enemy dealt to you.
Clanggedin’s Strength Feat Power
You call upon Clanggedin’s might to give you
strength in battle.
Encounter Divine Hanseath’s Travel [Divinity]
Minor Action Personal Prerequisite: Channel Divinity class
Effect: On the next attack roll you make, you feature, must worship Hanseath.
score a critical on a natural roll of 18 or higher. Benefit: You can invoke the power of
In addition, if you miss with the attack, the
target still takes half damage.
your deity to use Hanseath’s travel.
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
Healing
If you are below 0 hit points, and you
regain hit points through healing or by
spending a healing surge, you do not
first return to 0 hit points before
applying the healing. Instead you must
heal all of the negative hit points before
regaining consciousness.
Wounds
Whenever you are struck by a critical hit,
you receive a wound. For each wound
you have, you regain one less healing
surge when taking an extended rest.
Wounds can be treated and removed
with a heal check. The DC of the check is
15 + the level of the creature that
inflicted the wound. You can also ignore
up to one wound during each extended
rest by making an endurance check. The Forced Movement
DC for this check is the same as the heal When using forced movement to move a
check. If there are multiple wounds, you creature, the number of squares you are
must declare which wound you are able to move the creature is reduced by
trying to heal or ignore before making the creature’s size according to the
the appropriate check. following table…
Treating a wound takes 30
Creature’s Size Forced Movement Penalty
minutes, and only a single check may be
Same size of smaller No penalty
attempted upon an individual during a 1 size larger No penalty
24 hour period. (An endurance check 2 sizes larger -2 penalty
can still be made to ignore a second 3 sizes larger -4 penalty
wound in addition to a heal check.) If 4 sizes larger -6 penalty
you are making a heal check to treat a
wound upon yourself, you take a -5
penalty to the roll.
If at any point you have more
wounds than your number of healing
surges, you immediately fall
unconscious and begin dying. You
cannot regain consciousness until the
number of wounds you have is less than
your healing surge amount.
Versatile Weapons
When wielded with both hands, a
weapon with the versatile trait is treated
as both a one-handed and two-handed
weapon.