Khazad-Aul

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The Khazad-Aul are the most common dwarf seen on Gaea. They are what springs to mind when most people think of the typical dwarf in personality, abilities and attitude. Mountain Dwarves can be found in all major clans and traditionally, the ruling line of Thanes and Kings comes through them. Their history is rife with great and fallen kingdoms, legendary works of weapon and armor smithing, ambition, greed and great deeds of valor and battle skill. Though they are today a scattered people they concentrate much of their effort around Khazad-Duin, waiting for the day when they can reclaim their lost kingdom and re-establish their King under the Mountain. The elemental heritage that the Mountain Dwarves have cultivated affords them supernatural ability tied to the stone of the earth.


Physical Description

The average mountain dwarf is about a foot shorter then most humans. They are broad-shouldered, large-boned and heavily built. They favor beards which they grow their entire lives. Dwarven females cannot grow beards, though may grow thick manes of hair and favor styled boots and heavy footwear. Dwarven skin colors can range from lighter shades to deep earthy browns as if indicating their affinity with the stones and earth of the world. When they speak it is often with deep robust voices that command attention and are almost always louder then they need to be. Technological innovators and a race that embraces of artifice and steamcraft, the dwarves have been among the leading races in the development of industry and artifice.


Society and Lands

The clan is the basic societal and political unit for dwarvenkind with some clans contains no less then one hundred individuals and others numbering into the thousands. Alliances, intermarriages, clan moots and other assortments of things are common. Ruling over the clans themselves is a council of Thanes who are drawn from the highest clans of nobility. From among them, in the past, a High King was chosen and a family line established. A general list of clans can be found in the overall summary of the dwarven race. The ancestral home of the dwarves is the great mountainous region known as Khazad-Duin. This area is located in the south central area of the lengthy Sky Curtain mountain range, which segments Arcania into western and eastern halves. Travelers can marvel at the great legendary gates of The Kingsforge, greatest of Dwarven cities, with entrance gates hundreds of feet high, built into the sides of the mountains of Khazad-Duin, embossed in mithril, grey stone granite, and blue laen. Patrolled by dwarves in enduring Damascus Steel wielding weapons of adamant and iron. Hundreds of dwarven clans lay scattered throughout the major mountain ranges of northwestern Arcania in Khazad-Duin.


Alignment and Religion

Mountain Dwarves do not make friends swiftly but they do hold onto friendships for life and with those who have lesser lifespans then their own, their hospitality and friendship extends to their children and children's children. They have a strong sense of honor and justice. Mountain Dwarves reverence Reos the Forger, who is by many names in other lands. Reos is held to be their patron and creator. The Mountain Dwarves believe that they are descended from a race of mighty beings known as The Crafters, and that these same being aided Reos in the forging of the world. Other good and neutral deities that appeal to the dwarf sense of valor, strength, practicality, warfare and pragmatism can also be found in their pantheon.


Other Races

Dwarves and Orcs have had rivalries from nearly the dawn of the Age of Mythology and this is only slightly lessened between Dwarves and the self-named Great-Orcs who are more enlightened and noble then their Fel brethren. Likewise they are slow to trust the giant blooded and have great reason to hold onto their distrust due to the ancient betrayal caused by the Iron clans during the fall of Morduzum. The fact that Gnomes are related to dwarves is some cause of alarm and they tend to find Halflings and most elves far to flighty to be worth much notice. Humans and dwarves have the strongest link and Mountain Dwarves have long supported humanities efforts in war and industrialization provided human kind is working towards the greater good or are closely matching the dwarven ideal.


Adventurers

Among the enlightened races, dwarven adventurers are somewhat rare but there can be many reasons for a dwarven adventurer to leave the rigid strict society of their clans and holdings and strike out into the world. This can range from seeking wealth, fame and power to aid in the reclamation of a families fallen or conquered holding, to seeking to spread their religious doctrine and belief to aiding in the industrialization efforts of an allied land to even fighting in wars as a mercenary in search of gold and a name for himself.


Mountain Dwarf Racial Traits

The average dwarf stands about 4 to four and a half feet tall, with a broad and compact form. They mature around age 40, and may live to be more than 400 years old.


Khazad-Aul Average Height and Weight
Name Base Height Base Weight Modifier Weight Multiplier
Mountain-Dwarf, male 3ft 10in 160 lbs +2d4 x2d6 lbs
Mountain-Dwarf, female 3ft 8in 140 lbs +2d4 x2d6 lbs


  • Classification: humanoid (dwarf)
  • +2 Constitution, +2 Wisdom, -2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
  • Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
  • Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Darkvision: Dwarves can see in the dark up to 60 feet.
  • Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
  • Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of non magical goods that contain precious metals or gemstones.
  • Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
  • Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
  • Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
  • Rage of the Storm (Su): At 9th level, you can command a stroke of lightning to strike from above. It strikes in a 5' radius cylinder, 60' high. The thunderbolt inflicts 1d6 damage per two hit dice. The damage is electricity. A reflex save (10+1/2 your hit dice + your Cha mod) halves the damage. Creatures hit with this bolt suffer static aftershocks for 1 round.
  • Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
  • Languages: Dwarves begin play speaking Common and Khazdul. Dwarves with high Intelligence scores can choose from the following: Gnomish, Goblin-Talk, Handspeech, Jotun, Low Common, Terran, Undercommon and Yrch-Speak.