Races

Humans

Description

Humans and their civilizations still dominate the known world, though they may fray at the edges. The Freemarch is home to many peoples: the valley folk who built the cities of Morad and Nestic, and the ancient fortress of Gloamingwatch; the Tormen who farm the wild land before the edge of the forest; the half-wild northmen who trade furs from beyond the Highgate; the Serulaians, come from the south to trade and impose order. Of all the men of the Freemarch, the hillmen are the most feared and despised; with little to trade, and still keeping the old gods, they are known for their vicious raids on the valley folk.

Game Rules

Racial Traits

 

 

 

Dwarves

Description

The dwarves are a short, stocky race of humanoids who appeared on the surface not long after the dawn of the present age, about 800 years ago. They are known to be insular and dour, but their stone and metalworking is famous. Within their clans, honor and loyalty are valued above all else.

Dwarves average 4 to 5 ft tall, but weigh about as much as humans. Beards are universal among male dwarves, often braided and adorned with jewelry. Hair, eye, and skin color ranges significantly among the seven clans. Dwarves are considered adults at about age 30, and often live to be more than two hundred years old.

Game Rules

Racial Traits
Subraces

All dwarves possess the characteristics listed above, but each also belongs to a subrace.

Clanless Dwarves are exiles from dwarven society, cast out of their ancestral homes by their kin or by some great disaster. They often live among humans, who value dwarven skill and do not understand the ignominy of their condition.

Mountain Dwarves live in well defended cities within the great mountains. Loyalty to one’s clan is paramount; oaths must be kept, grudges must be remembered (often for centuries).

History: The Seven Clans

Dwarven legend says that Usisad shaped the first dwarves from veins of metal and gemstones. Certainly, the ancient city of Foremvur was divided into seven clans; when the city fell, those clans migrated to the surface and founded new holds, each built around a foundation-stone taken from Foremvur. Some clans, like the Oridri, founded many holds; others founded only one. The Balyri never reached the surface at all, but were lost in their subterranean exodus.

Clans generally at least respectful towards each other. They rarely compete directly, and the shame of Foremvur has made war between dwarves taboo. Despite this, the history of the clans after the fall is not totally without bloodshed.

A clandwarf who visits a strange hold can be sure they will be well treated as a guest, so long as there is no bad blood between their particular clanline and their host's. Holds of the same clan usually view each other as siblings, and can expect warm treatment. Clanless are invariably unwelcome, even more so than uninvited humans.

Dalmiri (Gold Dwarves)

The Dalmiri holds are clustered in the mountains of Pesh. They trade dwarven goods to the rulers of Pesh in exchange for slaves.

Glorvali (Silver Dwarves)

The Glorvali dwell deep in the mountains of Unlas. They only founded a single hold, and are said to be rigidly traditionalist.

Dorali (Copper Dwarves)

The Dorali holds are found exclusively in the barrier range, north of the sand sea. They are largely reclusive and hostile in the face of imperial expansion, but have had better relations with the old emperors.

Oridri (Iron Dwarves)

Found in the Dragonmounts and the barrier range.

Those of the Dragonmount holds of Arzinvur and Gurandolim do good trade with the northern states. Between them lies the ruined hold of Menkaashvur, former home of the archivists of Clanline Lotekar.

In the barrier ranges, a single Oridri hold still trades with the empire, but xenophobia and expansionism now sour this old alliance. Still worse, this same imperial expansionism has caused serious tensions with the Dorali, who feel betrayed and unsupported by their fellow dwarves.

Corrindri (Ruby Dwarves)

Also called sapphire dwarves; the dwarves recognize these gems as the same. Skilled inventors who sold war machines to the old eastern kings. Their hold was ultimately destroyed by the same kings, their little remaining population escaped to wander as clanless.

Balyri (Diamond/Adamantine Dwarves)

A legendary clan, solely entrusted with the secret of working adamantine. All extant pieces were created by them and traded to other dwarves; the Balyri never found their way to the surface. They are the subject of many dwarven legends.

Mogtari (Emerald Dwarves)

The wandering clan, often called mad. A dwindling lot, endlessly searching the various deep caves and mines for the passage back to Foremvur. Their clan leaders claim their incredible longevity (near immortality) is a sign of their direct descent from Usisad. This longevity is only achieved through the consumption of powdered emeralds, and the elders are plainly turning to stone.

Half Orcs

Description

WIP

Game Rules

Racial Traits

Humans v2

Description

Humans and their civilizations still dominate the known world, though they may fray at the edges. The Freemarch is home to many peoples: the valley folk who built the cities of Morad and Nestic, and the ancient fortress of Gloamingwatch; the Tormen who farm the wild land before the edge of the forest; the half-wild northmen who trade furs from beyond the Highgate; the Serulaians, come from the south to trade and impose order. Of all the men of the Freemarch, the hillmen are the most feared and despised; with little to trade, and still keeping the old gods, they are known for their vicious raids on the valley folk.

Game Rules

Racial Traits