Dwarves

Size: Medium 4-5ft 150-200lb

Speed: 25

Age: maturity=20 Lifespan 100-200

• Languages. You can speak, read, and write Common, Dwarven and (Giant or Orcish)

Description
The Dwarves are an elder race that was formed from the fabric that makes up Loria herself. The Dwarves were tasked by the celestials to essentially terraform the planet. These ancient Dwarves had advanced knowledge on the cosmos and physics, and worked alongside the Giants to protect and create a beautiful world. This time period is often referred to as The Age Of Creation, the Dwarves believe that Dolf created them from the same elements that make up Loria, however the truth is unknown.

Abilities
Darkvision: Accustomed to life Underground, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray.

Dwarven Resilience: You have advantage on Saving Throws against poison, earth, and disease spells/conditions and you have resistance against poison/earth damage.

Dwarven Combat Training: You have proficiency with the Battleaxe, Handaxe,fire arms, Light Hammer, and Warhammer.

Loria stone Born: Your AC cannot fall below 13, 13 is the AC of your flesh. If your armor AC is lower take the AC of your skin, doesn’t stack

Iron Dwarves
Stats +2 Strength +2 Constitution

Abilities
Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Great Weapon Master- Free Feat

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Iron Oathkeeper

Description
The Iron Dwarves are quite diverse with each tribe sporting particular piercings and colors to represent their clan. They tend to be pale in complexion due to living on and in the mountains. This rough lifestyle has made them hearty and athletic.

Brief
The Iron Dwarves are most of the dwarves alive today, they are native to Senios and are the rulers and main race of the Ironthorn Dwarven Confederation. All other subraces are descendants from these mountain and tunnel living Dwarves. The Iron Dwarves a deep connection to Dwarvern culture and are the most regal and organized of the Dwarven races. They still believe their mortal enemy are the elves and will expel them from the planet at all costs. Although the Ironthorn Confederation comprises nearly 100 different tribes each with dozens of clans, they all follow strict traditions and but are not stubborn when it comes to adapting with the times. They are not shy about adopting human and even elven technologies. An Iron Dwarf at the age of 15 takes the Iron Oath where a ritual honoring Dolf is performed and an iron ring is welded around each of his/her wrist. The oath is to retake their ancestral homelands at even the cost of their own life from the Golden Magi and the Gilronians. If the Dwarf breaks his oath it is said that the iron rings will start turning flesh to metal until the Dwarf’s soul is trapped in an iron statue of himself.

Faith
Iron Dwarves are devout followers of Dolf, and many worship Grimble as well. A former Ironthorn King named Blandir Dolfsohn Drakeslayer is worshiped for being the first King of the Ironthorn tribe as they started subjugating other tribes. He wasn’t alive during the formation of the current confederation in the third era. But he was the catalyst that allowed the Ironthron tribe to become a simple warband to a nation.

Innrum Dwarves
Stats +2 Int  +2 Dex

Abilities
Dwarven Innovation- On top of your normal profession, you may choose either enchanting, engineering, or runesmith as a second. Both start at level 1 crafting. You also have advantage to rolls for extracting resources from something.

The Dwarven Future- You are proficient in all Dwarven technologies including cannons, guns, suits, and other things you may come across. You also have advantage when rolling history on dwarven technology or history.

Description
Innrum Dwarves look like Iron Dwarves but often have more piercings and adorn themselves with rare metals, technologies and gems. They aren't shy about their disdain for wearing anything that isn’t Dwavern. They enjoy tattooing themselves however and in recent times have lended their services to lords across the land, they stockpile the profit of these exchanges for an unknown reason.

Brief
During their time in Senios, theInnrumKadrel did not agree with several things, primarily they didn’t agree with the scrapping of pure dwarven technology inorder to integrate both elven and human technologies. Secondly they did not appreciate the construction of aboveground cities, and the allowance of humans into society, although humans can’t hold rank they can still live deep in the mountains for generations absorbing dwarven secrets. The Entire InnrumKadrel abandoned their ancestral hold (which is now partly owned by The Golden Magi and Gilron Ironically), and out of spite the confederation refused to populate those mountains or defend them so they were absorbed by non Dwarves which is the Innrum’s first regret.

The Innrum sailed to Nor’hardt, not realizing there was only two viable areas to establish a new dwarven stronghold. First was the Kadee Mountains the most strategic military point on the entire continent, this point has protected Khati’hardt for thousands of years. The second was the epic mountain of Mt. Matraz, which out of respect for the Fawl they were not going to go to war for. So the final option was the Bragiria Souther Summits, most are large hills or small mountains but they made an agreement to become defensive allies with the Bragirians, in exchange they are allowed to settle the mountains and build holds, these holds were not allowed to be placed on maps , and the agreements forbid humans from visiting the holds or setting up mountain towns with the exception of the southern perimeter for military purposes. Using ancient dwarvern construction techniques they created their stronghold on the far West of the range overlooking the sea, they named it Amoruk Karaad (Inner Fire). Spreading east is small holds becoming less and less populated the closer you get to Ice Jaw Bay. When creating Amoruk Karaad they have a citadel on the top of the mountain, but they tunneled a good 20,000 feet down where they reached a chamber with a lake of lava and millions of crystal clusters of all colors. They also uncovered an ancient Asinki tunnel that we will expand on in a bit. The Innrum Clan created the Da sacred Karaad Amoruk (The Sacred Fire Heart)  in this chamber, this new forge is on par with the mythical forges of old that were destroyed by the elves. It surpasses any in Senios and they have created impressive feats of not only smithing but engineering. They actually learned to create their on ruins and use the crystals in the cavern for enchantments which are usually left to the elves. It is said that they have statues that can come alive and powered by these crystals. Any dragonborn would beable to explain to these dwarves that they could harness these crystals for great magic, however they have decided to harness them for engineering and science.

It turns out that these caverns are in fact caverns used by the ancient Asinki who used the cavern as one of many crystals farms. They were able to draw power from other realms and store it in beautiful gems. The Asinki is a native race of Norhardt even before the Fawl, they were actually forced to flee The Mortal Plane towards the later half of the first Era. The Innrum Dwarves traced this system of caverns all the way back to the fex island beneath the sea, this island was the home of the Asinki , however through time and the Fawl no trace of them exists…. On the surface. However down below the Innrum found undergrouned ruined cities, a lost language, and tons of strange technologies that use the crystals they recently discovered. If any race was able to reverse engineer these it was an Innrum Dwarf. Ironically when trying to flee the integration of other races technologies they ultimately adapted the Asinki’s. However only a small fraction has been reverse engineered. The Asinki used these crystals mainly for magic and enchanting, they did not have the knowledge of smithing the dwarves did. So in a way the technology is unique to the InnrumKadrel.

They have rituals they learned from the Asinki  that allow them to grow new crystals. The rituals involve exchanging an item of value, or even a life (often mountain goats) to be swapped out for magic with the other planes of existence. Then a magic sensitive individual must contain the raw magic into a orb and when its suspended a bucket of loose minerals is poured over it and trap the magic which uses about 1/70th of its power to create a crystal.

If you play as an Innrum Dwarf you must understand your subrace is very rare and holds their secrets very tightly and only discusses them with other dwarfs.

Faith
Dolf/ Grimble/ Science ( The spirits of thought and mechanics)

Dark Crescent Dwarfs
Stats: +2 Con +1 Str +1 Wis

Abilities:
Ember Eyes- Can see in true darkness as long as not magical

Coal Flesh- Fire resistance, hot weather has no effect, doesn’t need to drink water, BUT is vulnerable to cold.

Description
It is unknown why the Dark Crescent Dwarfs look so different. But they have eyes that burn like embers, and skin that varies from the color of coal, basalt, and ash. Their hair is pure black and doesn’t change with  age. Many believe during the age of creation Lutheron tricked a clan of dwarfs into drinking a demonic elixir which cursed them with this dark appearance. Others believe it was a blessing from Grimble and the elements of fire so that when other dwarfs shaped the terrestrial world, they could shape the planet's core and withstand the intense heats.

Brief
The Dark Crescent Dwarfs were an ancient kingdom that battled against the elves successfully until they made one futile mistake that led the elves to massacre the majority of all dwarfs. For millennia these Dwarves have been forced underground to live in shame exiled from Dwarven society. They live often in lava ravines deep within the planet's crust. They are extremely rare but do come to the surface integrating themselves into human society and avoiding other Dwarfs. These Dwarfs tend towards evil and hate almost all other races except humans. They do believe that if they could wipe out the elves that they may be redeemed and allowed to live in the mountains once again. They do not blame the other Dwarfs for their exile and only blame themselves carrying around their shame their entire lives. They DO NOT try to take vengeance against their Dwarvern brothers because this would just lead to reinforcing the discrimination.

Faith
Dolf/Grimble/Fire Plane/ Or some even follow Lutheron believing that their strange appearance is his influence.

Dolfian Dwarves
Stats: +2 Wis +2 Cha

Abilities
Description

Similar to the Iron Dwarves but often more slender with well kempt hair and beards. However it is forbidden for the beards to be even trimmed.

Brief
The Dolfian Dwarves are religious fanatics who follow the old ways much like the Innrum dwarves but with an emphasis on Dolf, Magic, and Spirituality. They live in guilds throughout the world.

Faith
Exclusively follow dwarf

The 12 Dolfian Commandments

 * 1) One mustn't use anything he or another dwarf has not created
 * 2) One mustn’t kill another child of Dolf
 * 3) One must always pay his debts
 * 4) One must return their body to the Loria
 * 5) One must touch soil once a day
 * 6) One must avoid contact with elves
 * 7) Clause- as much as possible-
 * 8) Clause- MUST avoid friendship with elves
 * 9) One must pray to Dolf everyday
 * 10) One must tell a stranger to be thankful for Dolf Everyday
 * 11) One must be both brave and courageous
 * 12) One must be Dolfin Blood
 * 13) One mustn’t shave his/her beard
 * 14) If one violates any of the previous 11 commandments he will return his body to the Loria

The History Before EIV
In the beginning there were three races, Dwarfs forged the world, Giants Protected the World, and Demons Balanced The World. These three races all typically worship the Lorian Trinity which is Dolf Earthshaper who was a might dwarf who is said to single handedly forged the most massive continent of ICOS, (only northern Icos is known to man) Dolf is a Good god representing creation and strength, this is why in Dwarf culture even the mightiest warrior is encouraged to have several hobbies such as baking and knitting. Grimble was a mighty Giant who embodied aspects of all the elements Fire, Earth, Water, Frost, Wind, Storm, Dark, and Light. Grimble is a Neutral God and is often prayed to by not only giants but also farmers and other individuals who have a need to control the elements. It is said that one day Grimble was so tired he laid in the sea and his back is in fact the continent of Senios, prophecy goes that when he wakes the world will once again be at his mercy. Lutheron is the third god of the trinity, he is an evil god and not represented as a trickster, but instead pure evil, he has a millions forms and loves torturing the souls of Loria. It is said he created the Orcs Goblins Ogres and Trolls to be his races to balance out the more noble races like the Sons of Dolf (dwarves). Early in the First Era Dwarves populated all the continents and lived above and below ground, there was even a clan of seafaring dwarves! It all changed when Various Races of Elves decided to come to loria from Higher Dimensions, They saw the Dwarfs as brutes and the entire first Era can be summed up of a war between Dwarfs and the Elves. Both sides took such such casualties the gods took pity on the mortals, The Dwarfs contribute this event to the Trinity, while the Elves say it was Easilieria, regardless of who did it all the souls that died in the last 5000 years were reincarnated in a new race, a race with a shorter life span and weaker abilites, but a race that was more inventive and were able to reproduce much faster, a race called man. Overnight the race of Man outpopulated all other races The Elves retreated to their largest cities, some went underground even. The Dwarfs retreated to the mountains and the deepest pockets of the earth. The Dwarves today have made several attempts throughout the Eras to forge new empires, however the Clans can never seem to agree, the closest they ever got is the Darkcrecent Dwarfs, a race with onyx colored hair and charcoal grey skin with glowing red eyes , rallied most of the tribes upon which they sieged the mighty Elven City of Lor’thalni. The Dwarves were victorious killing over 1,000,000 elves in the process. However during the siege the city was almost completely destroyed so there was nothing left to inhabit. The Elves Retaliated and massacred every last surface dwelling Dwarf in Senios. By the time this was all over there was merely 50,000 Dwarfs in existence in the mountains, while there was less than 10,000 Elves. Today their populations are not much better by ratio, The Dwarves are dealing with a fanatical cult called The Temperance, which believe that the Elves are outsiders and humans are the consequence of their visit. The Temperance wants to exterminate every single elf on the planet all while finding a way to wake Grimble, they believe when Grimble is awakened he will exterminate the plague of mankind, and return Loria to its former glory.

The Temperance
The Dwarves are dealing with a fanatical cult called The Temperance, which believe that the Elves are outsiders and humans are the consequence of their visit. The Temperance wants to exterminate every single elf on the planet all while finding a way to wake Grimble, they believe when Grimble is awakened he will exterminate the plague of mankind, and return Loria to its former glory.

Ironthorn Dwarves
When the Ironthorn dwarven confederation was formed in the mid 3rd Era, there was an ancient Dwarvern Clan that existed since the age of creation called the Innerforge. In Dwarvish this name is InnrumKadrel, but as time has gone on the common version ,well, became common. The Confederation was formed in the Senios Mountains in order to A) show solidarity against the relatively new formed Golden Magi nation B) Form one cohesive military force, and since which the original range has expanded and their confederation by landmass is larger than all three human nations individually.

Norhardt Dwarves
When the Ironthorn dwarven confederation was formed in the mid 3rd Era, there was an ancient Dwarvern Clan that existed since the age of creation called the Innerforge. In Dwarvish this name is InnrumKadrel, but as time has gone on the common version ,well, became common. The Confederation was formed in the Senios Mountains in order to A) show solidarity against the relatively new formed Golden Magi nation B) Form one cohesive military force, and since which the original range has expanded and their confederation by landmass is larger than all three human nations individually. InnrumKadrel did not agree with several things, primarily they didn’t agree with the scrapping of pure dwarven technology inorder to integrate both elven and human technologies. Secondly they did not appreciate the construction of aboveground cities, and the allowance of humans into society, although humans can’t hold rank they can still live deep in the mountains for generations absorbing dwarven secrets. The Entire InnrumKadrel abandoned their ancestral hold (which is now partly owned by The Golden Magi and Gilron Ironically), and out of spite the confederation refused to populate those mountains or defend them so they were absorbed by non Dwarves which is the Innrum’s first regret.

The Innrum sailed to Nor’hardt, not realizing there was only two viable areas to establish a new dwarven stronghold. First was the Kadee Mountains the most strategic military point on the entire continent, this point has protected Khati’hardt for thousands of years. The second was the epic mountain of Mt. Matraz, which out of respect for the Fawl they were not going to go to war for. So the final option was the Bragiria Souther Summits, most are large hills or small mountains but they made an agreement to become defensive allies with the Bragirians, in exchange they are allowed to settle the mountains and build holds, these holds were not allowed to be placed on maps , and the agreements forbid humans from visiting the holds or setting up mountain towns with the exception of the southern perimeter for military purposes. Using ancient dwarvern construction techniques they created their stronghold on the far West of the range overlooking the sea, they named it Amoruk Karaad (Inner Fire). Spreading east is small holds becoming less and less populated the closer you get to Ice Jaw Bay. When creating Amoruk Karaad they have a citadel on the top of the mountain, but they tunneled a good 20,000 feet down where they reached a chamber with a lake of lava and millions of crystal clusters of all colors. They also uncovered an ancient Asinki tunnel that we will expand on in a bit. The Innrum Clan created the Da sacred Karaad Amoruk (The Sacred Fire Heart)  in this chamber, this new forge is on par with the mythical forges of old that were destroyed by the elves. It surpasses any in Senios and they have created impressive feats of not only smithing but engineering. They actually learned to create their on ruins and use the crystals in the cavern for enchantments which are usually left to the elves. It is said that they have statues that can come alive and powered by these crystals. Any dragonborn would beable to explain to these dwarves that they could harness these crystals for great magic, however they have decided to harness them for engineering and science.

The Norhardt Dwarves / Innerforge Clan / InnrumKadrel / or Bragiria Dwarves physically look the same as any other dwarves, however even the civilians often adorn themselves with gadgets and ornate metals and crystals. They enjoy tattooing themselves however and in recent times have lended their services to lords across the land, they stockpile the profit of these exchanges for an unknown reason.

It turns out that these caverns are in fact caverns used by the ancient Asinki who used the cavern as one of many crystals farms. They were able to draw power from other realms and store it in beautiful gems. The Asinki is a native race of Norhardt even before the Fawl, they were actually forced to flee The Mortal Plane towards the later half of the first Era. The Innrum Dwarves traced this system of caverns all the way back to the fex island beneath the sea, this island was the home of the Asinki , however through time and the Fawl no trace of them exists…. On the surface. However down below the Innrum found undergrouned ruined cities, a lost language, and tons of strange technologies that use the crystals they recently discovered. If any race was able to reverse engineer these it was an Innrum Dwarf. Ironically when trying to flee the integration of other races technologies they ultimately adapted the Asinki’s. However only a small fraction has been reverse engineered. The Asinki used these crystals mainly for magic and enchanting, they did not have the knowledge of smithing the dwarves did. So in a way the technology is unique to the InnrumKadrel.

They have rituals they learned from the Asinki  that allow them to grow new crystals. The rituals involve exchanging an item of value, or even a life (often mountain goats) to be swapped out for magic with the other planes of existence. Then a magic sensitive individual must contain the raw magic into a orb and when its suspended a bucket of loose minerals is poured over it and trap the magic which uses about 1/70th of its power to create a crystal.

Bear Wolf Elk
The Dwarves of Northern Senios tend to be hardier and more resilient than their souther counterparts. They are more likely to be living alongside humans in full equality than ruling over. This relationship stems from the harsh climate and historical infighting of the northern tribes that caused the humans and dwarves to pool resources and help defend each other as equals. It isn’t uncommon for council elders being majority Dwarf. Historically these Northern Dwarves were looked at as uncivilized barbarians by their southern counterparts and unless it involves killing elves they largely stayed as far part from each other as possible.

The Trinity
Dolf- Dolf is the God of Dwarves and Creation. He is symbolized with a Hammer and is the main deity for dwarves.

Grimble- Grimble is the God of Elements and Balance. He is symbolized by a crown trident full of gems representing the elements. He is the main god to Giants, and is himself a GIant, but many Dwarves find themselves worshipping Grimble in times of trouble and glory.

Lutheron- Lutheran is not widely worshiped by Dwarves but is still recognized as part of the Triad all the same. Lutheran is known for evil and trickey, as well as destruction and death. Lutheron is contributed with creation of Orcs, Ogres, Trolls, Goblins, and Hobgoblins.


 * Some Dwarves have lost their traditional values and adopted human faiths
 * A society of Dwarves called The Temperance, are fanatics trying to recreate the ancient times and awake Grimble with the hopes he would see Humans as an imbalance and rid the world of them, and Elves as trespassers following suit