Dwarves of the Dragonlord Realms v1.0

10 dwarf variations, 10 backgrounds, 19 NPC templates, and 3 new beasts by /u/mrvalor


Visit my sub at reddit.com/r/mrvalor for modules, maps, and to see me post incoherently. Thanks!


Author Note: I came up with this idea after mulling over /r/dgscott's 35 Versatile NPCs post for a bit. What I didn't want was to just recreate his work or do a 2.0 version or anything like that, but his work is what has been missing for me as a DM over the past several months. I love mystery, politics, and gritty games and leave the dungeon delving with traps and mimics to others. I was really unsure what I wanted to do until my players went a little bit off course (who'd have thought), and are heading into a dwarf realm. What's more, this is on the border of a realm where slave trade is a big deal and it makes logical sense dwarf slaves from around the realms would flee directly into Shevorth. I decided I could kill two birds with one stone, I could flesh out the dwarves in my setting, but also build some templates from scratch for others to use. I hope you find this useful.

Dwarf Varieties

Dwarves are often thought as one trick ponies of sorts, but their cultures, professions, backgrounds, and attitudes are also heavily dependent on their history and context. The dwarves of the Dragonlord realms have not all shared the same positive or negative karma throughout history, and some dwarves of the realms have worked extremely hard only to be continually struck back down. This module details 10 types of dwarfs throughout my setting, but can be easily adapted for use in other settings. The dwarf varieties include:

  • Ancient Shuror pages 3 - 5
  • Duskbraid pages 6 - 7
  • Gnaathe pages 8 - 10
  • Gravelback pages 11 - 12
  • Kwai pages 13 - 14
  • Mauradian pages 15 - 16
  • Maefist pages 17 - 18
  • Nards pages 19 - 21
  • Redbreaker pages 22 - 24
  • Vunt pages 25 -

Backgrounds

Suitable for any character, not just these dwarves.

  • Underrealm Explorer page 4
  • Indoctrinated page 6
  • Frontier Livestock Farmer page 9
  • Military Scholar page 12
  • Clan Patriarch/Matriarch page 13
  • Wandering Swordsman page 16
  • Nomad page 18
  • Refugee page 20
  • Raised by Dragons page 22
  • Escaped Slave page 26

NPC and Beast Templates (by CR)

  • Knowledgeable Elder (CR 0) page 21
  • Wee Con Artist (CR 1/8) page 16
  • Corrupted (CR 1/2) page 7
  • Armored Apprentice (CR 1) page 12
  • Brute Slave (CR 1) page 27
  • Dire Rat (CR 1) page 18
  • Gnaathe Boar (CR 1) page 10
  • Transforming (CR 1) page 7
  • Warrior Shepherd (CR 1) page 5
  • Bloodthirsty Brute (CR 2) page 27
  • Clan Shaman (CR 2) page 14
  • Dire Badger (CR 2) page 18
  • Dungeon Guide (CR 2) page 5
  • Gangster (CR 2) page 21
  • Militant Rancher (CR 2) page 10
  • Battlefield Healer (CR 3) page 24
  • Mercenary Commander (CR 3) page 12
  • Diminutive Rager (CR 4) page 16
  • Dishonored Veteran (CR 4) page 20
  • Glacier Guide (CR 4) page 14
  • Earther Sorcerer (CR 6) page 23
  • Wizard in Hiding (CR 6) page 21


Q: "But /u/mrvalor!?!? Why did you put the PC stuff in the same sections as the NPC templates? Now I can't show my players or they might see the stats."

A: They'll be alright. The stuff for players isn't that complicated, and if you want to show them just do so and tell them not to metagame. I put these as individual sections because they belong together. The NPC templates help show something about each dwarf culture. This isn't just about mechanics, its about a feel for each of the dwarfs, trying to make each flavor completely unique from the rest. That can be really hard to do convey without modifying the RAW mechanics (something I tried to keep to a minimum). Showing you the NPC templates with the rest of the dwarf variation content helps me convey a better story. I hope you agree!

2

Introduction

Ancient Shuror

The Shuror people are one of the older known human civilizations, although it is impossible to separate their history from the dwarves who live among them. Calling themselves Ancient Shuror or Old Shuror, the dwarves among them (all mountain dwarves) say the dwarves and humans of Shevorth have lived among each other since the ancient times. The Shuror people are a noble people, who believe who heartedly in the path of righteousness and redemption.

When entering Shevorth's mountainous lands of ice and snow, some curious things abound. First, the dark haired, dark skinned dwarves and humans look remarkably similar side by side, and they work alongside each other in all things. The Ancient Shuror have slightly darker hair, slightly lighter skin, and develop facial hair at an early age. The Shuror dress finely, but always ready for combat. Young Shuror are taught martial skills starting at an early age.

The mineral resources in the mountains have made the Shuror people extremely rich. They trade their valuable metal goods for the finest materials from around the land.

People seldom mention Lord (or Lady) Shevorth, the silver dragon patron of the kingdom, and Shevorth appears when needed, but the Shuror take great pride in running and protecting the realm on their own. Even youngsters carry blades.

One of perhaps the most peculiar thing about Shevorth to outsiders is that while the Shuror people have a caste system, they disdain the use of servants. As a result, it is not uncommon to see a Princess or Duke driving a wagon full of trash to the compost, or see a well-known local warrior in a pig pen shoveling slop. They highly value hard work and labor, and they expect their visitors to do the same. Servitude is illegal in their realm, and slavery is considered a capital offense.

Caste System

The Shuror are taught a trade from a young age. Their caste is determined by their family (House). Dwarves and humans do not have separate houses. They are expected to follow their trade in their adulthood. It is possible for teenage Shurors to change trades, albeit it takes a lot of work. They must do something so skillful in their birth-given caste that it could not possibly be outdone. Legends tell of “Migar Goldcloak”, who was born to the warrior’s caste.

While people from other lands, of whom there are many, are allowed to participate in all manners of life in Shevorth (except ruling of course), non-Shurors provide much of the manual labor in the land.

However, just as the Noble Caste are expected to work among their people, so do the people of every caste participate in the everyday chores that are needed to be done. Servants are unheard of, even in the richest nobles’ houses. Instead, people of the houses are all expected to help out in day to day activities, regardless of ones’ “station”.

Nobles Caste. While one might casually think the Shuror nobles sit atop their towers and watch the cities below, such is not the case. All Shuror nobles are expected to become warriors (usually paladins) or scholars (usually wizards) and lead their people by example. As a rite of passage, every noble must adventure into the wilderness, the other realms, or the underrealms for 2 years, before allowed to take an official station of nobility in Shevorth. When they come back, they must chronicle their adventurers, and list all of the things they did for others that make them worthy of ruling their people.

Warriors Caste. The warriors caste can be from any class or fighting style. While all Shurors are taught martial skills from birth, the warriors caste make it their life’s pursuit. In addition to practicing the arts of war, members of the warrior’s caste are expected to take care of the people’s livestock (not just their horses). Many young warriors tend flocks of sheep in the mountain sides, after all, who is more qualified to protect those valuable resources. Without much good farming land (and short growing seasons), the Shuror rely on their livestock to keep them fed.

Scholars Caste. Scholars are expected to uphold the intellectual traditions and can be of any class. Scholars, having limited functions outside of learning, are also the Realm’s administrators and caretakers. Since the Nobles disdain the use of servants, scholars typically fill important administrative functions in their daily lives.

Artisans Caste. All classes and types of artisans are represented in this caste. All artisans are expected to help upkeep the cities and other infrastructures. Whether it is fixing doors, windows, filling in holes in the roads, artisans not only practice their own craft, but they help keep the lands of Shevorth pristine.


Migar Goldcloak. Migar was born into the Warriors Caste. When he was 16, this he went by himself into the north lands, and came back with the body of a young white dragon. At his victory celebration, he announced his intentions to leave the warrior caste and join the artisan’s Caste, where he could spend the rest of his days as a tailor. The Goldcloak name is still a revered one in the land, and items of clothing sewn by Migar are considered national treasures.


Explorers Caste. The explorer’s guild serve as scouts, messengers, dungeon delvers, traveling merchants, guides, hunters, diplomats, couriers, and a variety of other roles in the society. The explorer’s guild is unique because it is one Caste that anyone can switch to, with no fuss. All it takes is showing a true interest in one of their professions, and a formal ceremony is held. The Explorer’s Caste is also the smallest of all the castes, save the Nobles Caste. Young members of the caste are taken into the mountains and taught how to survive the dangers of dungeons at an early age. If they are converts, they have the same done after their induction ceremony.


Player Characters

Ancient Shuror are mountain dwarves, and can be of any class. They can be from any caste, although younger dwarves who are of the Noble caste and dwarves of the Explorer caste are the most likely to be found outside of their realm. Some members of the Artisans guild leave their home to learn new tricks of the trade, barter with other artisans from around the realms, or search for rare and unique components for their trade.

Shuror tend towards lawful good alignment, and believe in both honor and helping others. Raised in a realm with close-knit communities where everyone works hard together as a society, and things like murder, theft, and slavery are all but unheard of, they often come off as naive when traveling to other realms. Meanwhile, they tend to be somewhat aghast at the greed and violence outside of Shevorth.


Background: Underrealm Explorer

You spent much of your life, including some of your youth, exploring the underground tunnels, caverns, and caves below ground. You've learned how to forage for food in forgotten caverns, how to navigate by smell, and how to memorize your travels in three dimensions. Dungeoneering is in your blood, and the life underground calls to you. While familiar with the wilderness of the daylight realm, the underrealms are your favored domain, and they don't intimidate you like they do others.


Skill Proficiencies: Athletics, Survival

Tool Proficiencies: Cartographer's Kit

Languages: Undercommon

Equipment: A staff, a lantern with oil, a set of traveler's cloths, and a belt pouch containing 10 gp.

Use the feature and suggested characteristics tables for the outlander background in the PHB.

Ancient Shuror

NPC Template: Warrior Shepherd

In the mountains of Shevorth, the Shuror have secured their borders against their enemies but the lands are still harsh and have many dangers. Giants, ogres, white dragons, giant eagles, ettins, and even legendary rocs and pose a danger to their livestock. The shepherds of the warriors guild learned generations ago the only way to survive and keep their herds alive was to be vigilant and work together. Shuror shepherds are not to be trifled with or underestimated.


Warrior Shepherd

Medium humanoid, any alignment


  • Armor Class 13 (leather armor)
  • Hit Points 44 (8d8 + 8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 11 (+0) 14 (+2) 10 (+0)

  • Skills Animal handling +4, Survival +4, Perception +4
  • Senses passive Perception 14
  • Languages Common + 1 other
  • Challenge 1 (200 XP)

Pack Tactics. The shepherd has advantage on an attack roll against a creature if at least one of the shepherd's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Longsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) slashing damage, or 7 (1d10 +2) if used with two hands to make a melee attack.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit 6 (1d8 + 2) piercing damage.


NPC Template: Shuror Dungeon Guide

Well known throughout the realms, the explorer caste have many guides who specialize in guiding others through the underground passages of the realms. Since the Shuror live much of the winter months underground, they have learned to make the caves and tunnels below their home. Hearty and knowledgeable, Dungeon Guides are a must have for caravans of overlanders trying to navigate the darkness.


Dungeon Guide

Medium humanoid, any alignment


  • Armor Class 13 (leather armor)
  • Hit Points 59 (9d8 + 18)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 14 (+2) 13 (+1) 15 (+2) 10 (+0)

  • Saving Throws Dexterity +5, Constitution +5, Intelligence +4
  • Skills Survival +5, Perception +5, Cartographer's Kit +5
  • Senses passive Perception 15
  • Languages Common, Undercommon + 1 other
  • Challenge 2 (450 XP)

Dungeon Recall. The guide can perfectly recall any path it has traveled.

Actions

Multiatttack. Dungeon Guide makes two weapon attacks per turn.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) slashing damage, or 7 (1d10 +2) if used with two hands to make a melee attack.

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit 7 (1d10 + 2) piercing damage.

Ancient Shuror

Duskbraid Dwarves

These hill dwarves live in the underrealms below Sehe, in the Kingdom of Duskbraid. In the overrealms, as they call them, the elves of Sehe rule. In the underrealms the Duskbraid are kings. Separated from much of the destruction and misery of the other dwarf kingdoms, clans, and tribes, the Duskbraid have been freed to pursue their desires as they would like. Adjacent to the once-formidable kindgom now lives a group of dwarves called Vunt. The Vunt are savages, who have forgotten and forsworn everything good about their kind and live in squalor and madness. The Duskbraid are much too meticulous to let such abhorrent events happen to them.

The passages between the Duskbraid cities and the overland, underrealms, and each settlement are well documented and posted at each guard station. Their dining halls are communal, to allow for central escape into the sky. They have fungus gardens, smithies, treasuries, residential sections, markets, and all of the sewage disposal infrastructures a dwarven city could ever want. Military training, education, religion, and every other facet of Duskbraid life is methodically checked, stamped, notarized and approved to be carried out. Many of the dwarves don't even have any idea who is the current monarch, they have no reason to care. The life of the Duskbraid dwarves is regimented and structured, as are their cities and settlements.

Deep inside their government and bureaucracy is a power struggle. Clan Duskbraid died out long ago, and the remaining factions vie for control over the existing structure. The politics are intricate and difficult to unravel, but the average Duskbraid dwarf has little knowledge of these events.

As a culture the Duskbraid are relatively standard hill dwarfs. They are organized into clans, and respect a mixture of crafting, martial prowess, and faith. In the past several centuries, their respect for faith has wained causing less priests, and more focus on trades crafts and artisanship.

The dwarves of Duskbraid have been infected by devil worshippers. Carved in walls and on ancient slabs, the planar voices of evil have been corrupting the Duskbraid for centuries. As the demons did to the Vunt, the creatures of the netherworld seek to walk the halls of Duskbraid lands as they now do the Vunt.


Player Characters

Duskbraid are relatively standard hill dwarves, usually. They can be of almost any class and background, and tend towards good alignments. However, in their midst more and more Duskbraid are being inducted into cults who worship demons of the abyss. More and more dwarves, lured by the promises of riches and power, have been seduced by the demons. These dwarves tend towards evil.

Background: Indoctrinated

You worship a demonic (or infernal) lord. You are a member of a cult. You understand that other people won't understand your allegiance. You may have been recruited in many ways. You may have been brought into the cult by your family, they may have been the only ones who were kind to you, or you may have had a creature from the netherworld visit you personally and seduce you. Regardless, you know the path to salvation is not through the false gods of good who claim dominion and control over your life. Only through the path of power can you be free.


Skill Proficiencies: Deception, Insight

Languages: Abyssal (or Infernal) plus one of your choice

Equipment: Dark totem (best left hidden, is an icon of the demon you worship), a book of dark rituals, 5 sticks of incense, dark robe and cloak, a ceremonial dagger, and a belt pouch containing 10 gp.

Feature: Cult's Embrace

Those who follow your cult's message do so blindly. While they might be better hidden and smaller than established religions, they are also zealous. If you can find like-minded souls, they will help you without asking any questions or demanding anything. Serving your communal dark lord is all that matters.

Suggested Characteristics

These are based on the Acolyte characteristics presented in the PHB page 127. After looking at the Personality Trait, Ideal, and Bond sections, take a hard look at the Flaw section. If a good character's flaws are all not good, then an evil character's flaws should be their path to redemption.

d8 Personality Trait
1 I idolize those of power in my cult, constantly trying to emulate their rise to power.
2 I idolize those of power in my cult, constantly trying to emulate their rise to power.
3 Omens and fate are worthless, actions are all that is important.
4 Life is great and I love being me.
5 I sometimes speak in archaic, creepy riddles.
6 I hate (or love) people who worship other beliefs.
7 I've tasted the rich life, and refuse to live a life of squalor.
8 I've spent so long worshipping my dark lord that I have little experience with people outside of my cult.

Duskbraid Dwarves

d6 Ideal
1 Tradition. The ancient traditions of worship and sacrifice must be upheld.
2 Greed. I always look out for myself first. Money is power.
3 Change. I am an agent of change, things are too stagnant.
4 Ambition. I will one day rule all other worshippers of my dark lord.
5 Malice. All others who deny my strength or that of my dark lord will pay.
6 Pride. My dark lord is more powerful than any god of good, I aim to prove that.
d6 Bond
1 I would die to recover a cult relic of ancient power.
2 I will someday get revenge on the priests who used to be my family.
3 The cult took me in as a child, they are my family.
4 The commoners are weak. They must accept my dark lord's truth or die.
5 I will do anything to destroy those who can't accept my truth.
6 Priests wish to destroy my dark lord's path to the prime material plane, I must stop them.
d6 Flaw
1 I have some compassion left.
2 I don't fully trust the message of my dark lord.
3 Sometimes those who hate my dark lord seem to have good reasons.
4 I have an open mind.
5 I naturally trust strangers.
6 Once I pick a goal, I can be convinced of better ways.

NPC Template: Possessed

The possessed have been taken over by some otherworldly force. They look like normal humanoids to the untrained eye. However, they have begun the change. Their are gateways to the netherrealms, through which devils and demons can take physical forms in the material plane. Corrupted and seduced through an unknown period of time, these willing souls are beginning the process of decent.

NPC Template: Transforming

The Transforming are no longer just begin entryways to the realms, they have begun the transformation. They are in the larval stage of being physical manifestations of fiends. Their current form might not represent their final transformation at all, but in the mean time the being entering their material form has given them the ability to fight off those that might destroy them. The transforming are vicious, but also hold the beginning of a fiend within them and will act with self-preservation in mind at all times.


Possessed

Medium humanoid, lawful evil (infernal) or chaotic evil (demonic)


  • Armor Class 10
  • Hit Points 23 (5d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 10 (+0) 11 (+0) 10 (+0) 15 (+2)

  • Senses Darkvision 5 ft., passive Perception 10
  • Languages Racial language + Infernal or Abyssal
  • Challenge 1/2 (100 XP)

Infernal Corrupted. Infernal corrupted humanoids take double damage from holy water and radiant damage if infernal corrupted but gain +10 hit points. Demon corrupted humanoids use the existing stats.

Actions

Multiatttack. Corrupted humanoids make two claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 4 (1d4 + 2) slashing damage.


Transforming

Medium humanoid, lawful evil (infernal) or chaotic evil (demonic)


  • Armor Class 10 (None)
  • Hit Points 41 (9d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 16 (+3)

  • Skills Persuasion +6, Deception +6, Intimidation +6, Aracana +5
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing, from nonmagical weapons
  • Senses Darkvision 10 ft., passive Perception 10
  • Languages Racial language + Infernal or Abyssal
  • Challenge 1 (200 XP)

Actions

Multiatttack. Corrupted humanoids make two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) slashing damage.

Duskbraid Dwarves

Gnaathe

The hill dwarves of Seddriz live on the west cliff tops of the realm, with elf and human settlements to the north, orcs to the east, the thieves’ guild controlled central province, and them on the west and southwest cliffs of the realm. Their people fled from the north in Vinarr a few generations ago, fleeing from the Bullywug Slave Empire. Having only been in Seddriz for a couple hundred years, they are relatively new but have fit in well. The cliffs and hills of the realm are almost solid stone below the surface.

Although their people had, in the past, the ability to manipulate stone and bore through solid rock, the secrets were lost by the Gnaathe who lived in the hills and caves around the swamp for a thousand years. While their dwarven ability to tunnel through anything was compromised, they gained an untold amount of expertise in woodworking, something many of the other dwarves make fun of them for. That isn’t to say they’ve lost their knowledge or appreciation of stone working, but in their environment it has been less useful than being able to craft and use wood.

On the hill plains of Seddriz, they do have access to some trees but have been forced to use a cross between the two. They have limited underground cities, but most of their cities are above ground, built with a combination of stone, clay bricks (made from the dirt) and timber.

They have managed to proliferate in a couple hundred years, and have several impressive cities they control. In the plain-hills and atop the cliffs of west Seddriz, the Gnaathe are predominantly craftsman, farmers, and livestock farmers. They have become expert pig breeders over the years, bringing their pigs with them from the swamps. Boars and pigs alike do well in swamps, and came with the Gnaathe when they fled.

The Gnaathe are healthy and active as individuals and a culture. They live by the clan structure, with different clans (families), working together and forming political allegiances as needed. Because of a lack of mineral resources in their area, they view livestock and land ownership as forms of wealth. Also, they have a tendency to raid the orcs and other hostile settlements throughout the year, instead of just waiting to be attacked. While they won’t attack their elf and human allies, others in Seddriz must look out. At least once or twice a year, a war party of mounted boar-riders head into the swamps to attack passing bullywug slave and treasure ships.

Gnaathe are protective of their belongings and families, but also more aggressive than many other dwarf cultures. They come from a swamp-dwelling lineage, so while they have only a few lakes and ponds in the hills, are taught to swim at an early age.

Gnaathe Dwarves

Some Gnaathe even have villages on the coastlines at the bottom of the cliffs in west Seddriz. They are fearless combatants, and don’t value minerals as much as other dwarf cultures. Their friends, families, allies, pets, livestock, and accumulated land are the things that bring them value in their culture. Because of their aggressive natures, those who manage to make and keep friends of those from other races are considered savvy, and gain fame among them. They have an unwavering hatred for hobgoblins and bullywugs, which they are taught from birth. Their favorite food are frog’s legs.

A Special Kind of Hatred

If it hasn't been made apparent already, the Gnaathe aren't one hundred percent cherry and roses good.

They form war parties, they raid settlements, and they hate bullywugs with an irrational hatred. Along with that hatred, they despise slavery in all forms. They dislike slavery to the point that indentured servitude, or even servants cross the line for them.

The Gnaathe do not beat around the bush, and while they are often deceptive, when they don't like something they are typically straight forward about expressing their opinions. Since they haven't lived under the earth in a few generations, dwarven etiquette means little to them, but the vengeance of their ancestors means everything.


Player Characters

Gnaathe often leave home to seek adventure and fortune. While they don’t value gold as much as their kin, it is still a form of currency in their new homeland and they can use it to buy pigs and land. Gnaathe tend towards the martial professions, often becoming fighters, rangers, and paladins (Oath of Vengeance), but they do have rogues and even the occasional druid among them. Gnaathe alignments range from lawful good to chaotic neutral, mostly in the neutral range. Gnaathe adventurers will form bonds that become unbreakable with other races especially. Isolated from their people, they value friendships, and won't give up on them easily.

Tool Proficiency (instead of normal choices). You gain proficiency with the artisan’s tools of your choice: carpenter’s tools, leatherworker’s tools, or mason’s tools.

Dwarf Combat Training. You have proficiency with the battleaxe, handaxe, whip, and net.

Background: Frontier Livestock Farmer

You were raised in the frontier, away from cities. You have spent your life learning how to raise and tend animals, as well as protect them from harm. You know well how to work with animals, sense danger, but also how to take care of your wards. While not necessarily good with people, you have a special relationships with livestock. They put their lives in your hands, and you take exceptional care of them.

Skill Proficiencies: Animal Ken, Perception

Tool Proficiencies: Herbalism Kit and Vehicles (land)

Equipment: Staff, Herbalism kit, bedroll, commoner's cloths, hunting knife, 10 gp.

Feature: Shepherds

You have a small herd of livestock and apprentice shepherds (1d4) who you keep with you. They are paid through the money your family or homestead makes in your absence, but you must continue to upkeep their pay as you travel. The herd you keep with you might be you favorites, or those you want to sell. The shepherds are Commoner NPCs (CR 0) and won't willingly put themselves or the flock in danger. They will do as you ask and are your servants in normal tasks.

Suggested Characteristics

These are based on the Acolyte characteristics presented in the PHB. After looking at the Personality Trait, Ideal, and Bond sections, take a hard look at the Flaw section. If a good character's flaws are all not good, then an evil character's flaws should be their path to redemption.

d8 Personality Trait
1 I believe if you are going to do it, do it right! No half-assing.
2 If you don't understand why I do what I do, screw you.
3 I want to perfect my craft. Raising animals is an art.
4 I love telling stories about my livestock, past and present.
5 If you don't have a work ethic, I don't respect you.
6 I love my animals, I talk about them constantly.
7 I will always attempt to haggle, I'm in it for the money.
8 I'm well known for my trade, others should know it.

Gnaathe Dwarves

d6 Ideal
1 Community. I'm one with my people and likeminded individuals, together we stand. (Good)
2 Generosity. I look out for others, we are doing this together. (Good)
3 Freedom. I do what I do to be free of the rule of others. (Chaotic)
4 Passion. I do this because it is the way we do things, it is the way of my people. (Lawful)
5 People. I'm connected to people and animals, not about ideals or laws. (Neutral)
6 Aspiration. I want to be the best at what I do.
d6 Bond
1 My family homestead is the most important place in the world to me.
2 My livestock are of the finest quality, before I've accidentally sold them to unfitting owners and won't do that again.
3 I owe my mentors a debt for turning into the amazing farmer I am today.
4 I must continue to amass wealth and livestock so I can wed the person I love.
5 I am traveling to prove my mettle to my family.
6 I seek vengeance on those that destroyed my family homestead, they will pay.
d6 Flaw
1 I've heard rumors of a unique and rare bloodline of livestock, I'd do anything to obtain one.
2 I often assume others are trying to cheat me.
3 No one must learn I've cheated my customers before.
4 It'll never be enough, I'll always want more.
5 Farming is great, but I dream of selling it all off and becoming a rich town merchant.
6 I'm envious of any who are better farmers than me.

Monster Template: Gnaathe Boars

Gnaathe Boars are large beasts, but excellent swimmers. While they are not as strong as their large boar relatives, their hides are thick, they are notoriously difficult to kill, and they have a level of intelligence other wild boars do not.

NPC Template: Frontier Rancher

An average Gnaathe Pig Farmer might not look like much, but they are more than a match for local ruffians. Gnaathe Pig Farmers can be found on the outskirts of cities, and dotted along the plains. They will typically live in small communities where they trade and work together. When young Gnaathe reach the appropriate age, they are often ouster from their homes and sent to make their way in the world. They become typically take to the plains and find established pig farmers to work for. Once they have worked long enough to start their own farm, they find an unclaimed spot of land and work. Successful pig farmers sell their pigs, buy better land in or near the city and start families of their own.


Gnaathe Boar

Large beast, neutral


  • Armor Class 13 (natural armor)
  • Hit Points 43 (5d10 + 15)
  • Speed 40ft. swim 30ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 18 (+4) 4 (-3) 7 (-2) 5 (-3)

  • Senses passive Perception 8
  • Languages None
  • Challenge 1 (200 XP)

Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 5 (2d4) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.



Militant Rancher

Medium humanoid, any alignment


  • Armor Class 12 (hide armor)
  • Hit Points 72 (11d8 + 22)
  • Speed 30ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 11 (+0) 15 (+2) 12 (+1)

  • Skills Animal Handling +5, Intimidation +4, Deception +4, Perception +5, Stealth +6
  • Senses passive Perception 12
  • Languages Common, Dwarven
  • Challenge 2 (450 XP)

Actions

Multiattack. Rancher makes two attacks per turn.

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5ft. and range 20/60 ft., one target. Hit 5 (1d6 + 3) piercing damage or 7 (1d8+3) if used with two hands to make a weapon attack.

Gnaathe Dwarves

Gravelback

The Dwarves of Gravelback live in the northern-most province of Shrave, called the Province of Gravelback. Led by Prince Gragut Oakdigger, they are a stately group of dwarves (typically hill dwarves but they have adopted mountain dwarves in their number). Their geographic proximity to the wild northlands of Indra mean they are at a constant threat of invasion from orcs, goblins, and human tribes but just to their west. To the east are giant cliffs rolling up into forests and surrounded on the bottom by the sea. To the south are the allied elves of Thrinegrove.

The Gravelback dwarves are militant, to a point. However, they are also rich. They have been living, mining, and working their territory for almost two thousand years. Below the surfaces of the soaring pines in their hills, they have spent century upon century of extracting mineral resources from the earth below. They have tens of thousands of miles of tunnels and underground cities excavated below them.

Their realm is ruled by the Green Dragon Shrave, and after the betrayal of the Dwarven Kingdom of Kiernard 50 years ago, Shrave's agents have been watching them closely. While never directly implicated in the attempted coupe of the evil dragon lord, King Gravelback and his people have kept their heads down and made sure to make no waves. They play good citizens of the realm and defend the northern boarders from the Indra heathens, but little else.

Meanwhile, inside their borders they are active. The dwarves of Gravelback are in a pivotal location. They can trade both aboveground, and below ground in the under realms. While some of the ancient arts of dwarven magic have been lost, not all have. Gravelback dwarves have a strong wizard culture, and many of them are arcane scholars, wizards, and even clerics of gods of magic.

Their history books tell them that it wasn't just sweat and toil that built the most ancient dwarven halls, dungeons, and tunnels in the lands and have kept them standing for thousands of years, but also ancient dwarf magics. They search for these magics, as well as for ways to rid themselves of the evil that besets them.

Although friendly and noble, they are also secretive and slightly xenophobic. They trust those dwarf cultures they know to be as honorable as themselves, and few others. They have many other races in their midst, but not in their main cities, just in the forts and outposts on the Indra border. There they use their vast wealth to hire armies of mercenaries to help protect the border. Gravelback dwarves are not afraid of combat, but if other would fight their wars for them they'll take that option as well. While extremely wealthy and well respected among all the dwarves, it is this fact that earns them whispers behind their backs in the lower halls of the under realms.

Because of their obsession with knowledge and divination magics, the Gravelback dwarves are well aware of their reputation, but care little about it. They believe themselves one of the few who can prevent true disaster in the realms. They constantly search for evils in the land, and share all information they have about those evils with those in position to do something about it. In their own way, their isolation and unwillingness to act has probably prevented many more deaths than having an active army would. After all, Kiernard tried that and failed.

Player Characters

Gravelback dwarves are standard hill dwarves (they can be mountain dwarves as well) in some ways, but different from traditional ones others. They are studious, and often wealthy coming from the noble and scholar backgrounds. Gravelback dwarves tend to be a little shy, but not because they are unpleasant or afraid of social interactions. They tend to be preoccupied with studies, research, and investigation into whatever knowledge has caught their fancy.

Gravelback dwarves are almost always of good alignment and can play any class, but in addition to martial classes are often Clerics of Knowledge or Arcane, as well as Wizards of Divination or Lore.

Replace Dwarf Stonecutting trait

(Optional) Replace the dwarf stonecutting trait with a double proficiency bonus in one of the following areas of knowledge (roll 1d12 or pick). This applies only to the specific domain listed:

  1. History: Dwarven
  2. History: Underground geography
  3. History: A traditional dwarf racial enemy
  4. Arcane: Evil earth elementals
  5. Arcane: Demons
  6. Arcane: Devils
  7. Religion: Malicious deities
  8. Religion: Duergar deities
  9. Religion: Doomsday prophecies
  10. Nature: The Shadowcourt
  11. Nature: Underground monstrosities
  12. Nature: World ending calamities

Gravelback Dwarves

Background: Military Scholar

Raised as a scholar, like many Gravelback youth, you joined the military at a young age and began studying battle. You traveled all over and visited active battlegrounds, but also visited historical one. You are highly knowledgeable about both famous and little known battles, studying the tactics and strategies that both won and lost those battles.

You likely have a military rank, but your rank is less important than your knowledge. You are highly sought by commanders, generals, and others commanding officers for your knowledge of war.

Skill Proficiencies: History, Religion

Tool Proficiencies: Cartographer's Kit, Vehicles (land)

Equipment: Rank insignia, 1d4 books and 1d12 maps, quill and ink, a uniform, and a belt pouch containing 5 gp.

Suggested Characteristics. Pick from the characteristics of either/or the sage or soldier backgrounds in the PHB.

NPC Template: Armored Apprentice

Even the lowliest apprentice of Gravelback understands the benefits of armor. Many of them chose for eschew the traditional wizard's apprentice idea of robes and instead go fully armed. Those that do still must keep their hands open for spellcasting, but often find themselves recruited in times of war.

NPC Template: Mercenary Commander

Gravelback requires commanders to lead their mercenary armies. They are cunning warriors, but also cunning with their words, manipulating the mercenaries to their will and not letting them know how dependent Gravelback really is on their services.



Armored Apprentice

Medium humanoid, any alignment


  • Armor Class 16 (breast plate + shield)
  • Hit Points 26 (4d8 + 8)
  • Speed 25ft.

STR DEX CON INT WIS CHA
11 (+0) 10 (+0) 14 (+2) 15 (+2) 10 (+0) 11 (+0)

  • Skills History +4, Arcana +4
  • Senses passive Perception 10
  • Languages Common + 3 other languages
  • Challenge 1 (200 XP)

Spellcasting. The apprentice is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +4 to hit with spell attacks), has the following wizard spells prepared:

Cantrips (at will): fire bolt, mending, prestidigitation, light

1st level (4 slots): burning hands, magic missile, comprehend languages, identify, detect magic

2nd level (3 slots): detect thoughts, see invisibility

Actions

Warhammer Melee or Ranged Weapon Attack: +2 to hit, reach 5ft. and range 20/60 ft., one target. Hit 3 (1d6) bludgeoning damage.



Mercenary Commander

Medium humanoid, any alignment


  • Armor Class 17 (splint)
  • Hit Points 59 (9d8 + 18)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 12 (+1) 14 (+2)

  • Skills Athletics +5, Perception +3, Deception +4, Persuasion +4, Intimidation +4
  • Senses passive Perception 10
  • Languages Common + 1 other language
  • Challenge 3 (700 XP)

Actions

Multiattack. The veteran makes two battleaxe attacks. If it has a handaxe drawn, it can also make a handaxe attack.

Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 7 (1d10 + 3) slashing damage if used with two hands.

Handaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Gravelback Dwarves

Dwarves of Kwai

These mountain dwarves have lived in northern Girkchar, a desolate mountainous land of ice and snow, for thousands of years. Amidst the greenskins, the undead who come out to plunder every spring, and the untold horrors lurking in the mountains the Kwai continue to survive both above and below ground.

Since the underrealms don't recognize seasons, many races go underground during the cold months, which creates competition. The nomadic Kwai, on the other hand, have always gone above ground during the cold months. During the summer months, when the creatures and beasts of Girkchar plot and scheme and go overland to raid nearby kingdoms the Kwai go underground to mine and converge with each other. It is in those months they redistribute resources amongst each other and allied dwarf nations.

During the coldest months they take to the mountains, where they have formed generation-old alliances with Goliath tribes they call friends. The Goliaths of Girkchar are their only friends in the winter, and the societies resemble each other.

To the Kwai honor, duty, and providing is everything to them. They have no other calling. The Kwai are almost always well-armed and armored, even their divine and arcane users who they revere. In a game of hide and seek, knowledge is everything and they respect their priests, wizards, and sorcerers who work among them. The Kwai consider themselves guardians of the desolate realm and help any lost, abandoned, or people they find in their realm.

The Kwai are short in stature for mountain dwarves, but no less fierce. They are said to have giant blood in their veins not for the size of the bodies but the pride in their hearts. Every Kwai is prideful, regardless of their transient natures.

They have halls as old as time secretly carved into the mountains and underground caves. Kwai are careful and strategic about their movements. The established Kwai empire was destroyed centuries ago, but they haven't given up hope.

The Kwai are introspective, alert, but martial when needed. They have a very strict leave no one behind philosophy.

While unknown to almost all non-dwarves, to dwarves from around the realms, their tale is a heartwarming one, one spoken to children in the night "Despite the evil red dragon Girkchar's attempts to destroy our kind, ones like the Kwai still continue to fight and survive." The dwarves of Redbreaker have attempted throughout the centuries to invite the Kwai into their homes and become one with them, but the Kwai are stubborn.

Kwai Player Characters

Kwai who leave their clans might be searching for something, on a mission of vengeance, or some other important purpose. Kwai seldom leave their clans, and are family oriented to their core. Kwai who do find themselves traveling away from their clans and homelands often latch onto friends and companions, treating them like adopted family. They get nervous when members of the group are away from each other, and will not like tactics or strategies that involve their group splitting from each other. They tend towards neutral good alignment and can be any class.

Dwarven Resilience (optional). Substitute cold resistance for poison resistance.

Background: Clan Patriarch/Matriarch

You come from the old blood of your people. Similar to noble, but the nobility of your clan means little to outsiders. Instead, your station is that of caretaker of your clan, but also the people of your lands. Inside of your lands, your name is well known and respected by allies, and feared/hated by enemies.

Skill Proficiencies: History, Survival

Tool Proficiencies: Herbalism Kit and one Musical Instrument of your choice.

Equipment: A set of commoner's cloths, a signet ring, a scroll mapping your clan lineage, and a purse containing 5 gp

Clan matriarch/patriarch use the same feature and suggested characteristics table as the folk hero background from the PHB, modifying as needed.

Kwai

NPC Template: Clan Shaman

Clan shamans are more than healers and spiritual leaders, they are guardians of their people. While certainly outfitted to fight, their primary concern is keeping their people alive and healthy, a full time job that requires all of their attention. They are seldom encountered away from other Kwai.

NPC Template: Glacier Guide

The shamans might consider themselves guards, but the glacier guides don't feel the same. While they are guides, they are also prolific hunters and warriors. In the blowing snow and ice-cold mountain rivers, the glacier guides are expert marksmen and quite dangerous. It is rumored that the desert warrior-archers of South Indra learned their archery practices from the Kwai hundreds and hundreds of years ago.


Clan Shaman

Medium humanoid, any good alignment


  • Armor Class 12 (hide armor)
  • Hit Points 77 (9d8 + 36)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 18 (+4) 10 (+0) 16 (+3) 11 (+0)

  • Skills Survival +5, Animal Handling +5, Nature +2
  • Senses passive Perception 15
  • Languages Common + 1 other language
  • Challenge 2 (450 XP)

Dampen Elements. When the shaman or a creature within 30 feet of the caster takes acid, cold, fire, lightning, or thunder damage, they can use their reaction to grant resistance to to the creature against that instance of damage.

Spellcasting. The shaman is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +5 to hit with spell attacks). It has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy, spare the dying

1st level (4 slots): animal friendship, speak with animals, cure wounds

2nd level (3 slots): barskin, spike growth, lesser restoration,

3rd level (3 slots): plant growth, spirit guardians, wind wall, revivify

4th level (2 slots): dominate beast, grasping vine, guardian of faith

Actions

Multiattack. The shaman makes two handaxe attacks.

Handaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.



Glacier Guide

Medium humanoid, Any alignment


  • Armor Class 15 (padded armor)
  • Hit Points 91 (14d8 + 28)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+2) 18 (+4) 15 (+2) 12 (+1) 16 (+3) 10 (+0)

  • Saving Throws Dexterity +7, Constitution +5
  • Skills Survival +6, Perception +6, Nature +4
  • Senses passive Perception 16
  • Languages Common and Undercommon + 1 other
  • Challenge 4 (1,100 XP)

Glacial Guide. The guide ignores difficult terrain movement penalties associated with walking or climbing across ice and snow. Additionally, the guide cannot get lost in tundra or snowy-mountain terrains.

Eagle Eye. The guide has advantage on Perception checks (sight), and does not suffer penalties for shooting at targets with 1/2 or 3/4 cover.

Actions

Multiatttack. Guide makes two spear attacks or three longbow attacks per turn.

Spear. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage, or 7 (1d10 +2) if used with two hands to make a melee attack.

Longbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit 8 (1d8 + 4) piercing damage.

Kwai


Mauradian

The dwarves of the realm don't even claim the Mauradians as their own. However, their look and nature speaks otherwise. The Mauradian look much like halflings, but much harrier. They also speak Dwarvish by nature, and seem to have little in common with halflings. Like dwarves, they can live to be three to four centuries old. Aside from that, they seem much like halflings to everyone else (dwarves included).

No one knows exactly where Mauradians come from. Even the Mauradians themselves don't know, something that would drive a halfling mad. They sort of wander around the realms, establish villages, settlements, and even become entrenched into a city or two. At some point some leave and some stay. They have networks all over the realms, but little care to use them for much.

Mauradian networks are informal and relaxed, they take their time with things. They do have the dwarven love for material possessions, and a sense of bravery unparalleled by even the most stout hearted dwarf. Removing bravery from stupidity or suicidal intention, the Mauradian are among the bravest of the dwarves. They have the ability to walk into the flames all the well knowing they might come back with nothing to show for it, and still not regret.

The hairy small people love their magic as well, but are more bulky and squat than gnomes. They pursue magic as it suits their purposes but don't outright pursue it either. Many of them are well known to be skilled swordsmen, their agility serving them well on the battlefield.

Mauradian can seldom be found in cities among either dwarfs or halflings, as neither claim them as blood. As such, their best friends tend to be humans who tolerate their existence but also appreciate their bravery and martial prowess. Be warned, it is unwise to call a Mauridian a "little human", them's fightin words.

Player Characters

Mauradian make excellent adventurers, it is safe to say they probably have a high percentage of people of their race who take up adventuring as a profession. With little else to do, they might be searching for treasure, fame, or even just more of their kind. Mauradian legends speak of home cities and settlements, and some of them spend their entire lives looking for them.


Mauradian Racial Statistics

Mauradians use the Halfling race template with the Stout subrace. Differences are noted here:

Age. Mauradian mature at the same rate as humans. Unlike dwarves, they are considered adults at their teenage years, likely because of a lack of support systems. On average, they live about 350 years.

Alignment. Most are lawful, believing in law and honor like their dwarven kin.

Size. Mauradian average 3 1/2 feet tall, and weigh about 80 pounds. Your size is small.

Languages. You can speak, read, and write Common and Dwarven.

Mauradian

Background: Wandering Swordsman

Having no homeland and few like themselves, Mauradian are prone to wandering in their youth, many taking up a life of fighting. They seldom stick with the same mercenary company for more than a few years, eventually becoming bored with their surroundings. They prefer military companies composed predominantly of humans, and their favorite weapons are shortswords. Due to their martial background, many Mauradians end up becoming fighters, rangers, and even barbarians. Some go for the people person route and end up as bards and rogues, although they can be any class.

Note: Treat all of aspects of this background the same as the Mercenary background from the SCAG.

NPC Template: Diminutive Rager

Most Mauradians are laid back and friendly enough, but their love of blades, transient nature, and willingness to fight means some of them become embodiments of fury and anger.

Often disregarded or fooled by their enemies, they use this to their advantage. Their favorite tactic is to get close to an enemy and then release the hate.

NPC Template: Wee Con Artist

Not all Mauridian are happy to be honorable swordsman traveling about, or angry men and women carving swaths through untold numbers of enemies. Some of them are con artists, and good at it, too.

They'll usually watch their marks carefully before approaching, and once they've fleeced them for their gold make off with it as fast as possible.


Wee Con Artist

Small humanoid, any alignment


  • Armor Class 10
  • Hit Points 36 (8d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 14 (+2) 13 (+1) 17 (+3)

  • Skills Insight +3, Perception +3, Deception +7, Persuasion +7, History +4, Arcana +4, Performance, +5, Religion +4, Acrobatics +6, Sleight of Hand +6
  • Senses passive Perception 13
  • Languages Common and Undercommon + 1 other
  • Challenge 1/8 (25 XP)

Cunning Action. On each of its turns, the Con Artist can use a bonus action to take the Dash, Disengage, or Hide action.

Nimble. Con artist can move through the space of any enemy that is medium or larger.

Actions

Sand in the Eyes. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 2 (1d4) piercing damage and the target must make a Constitution Saving Throw DC 12 or be blinded until they spend an action rubbing their eyes.

Knife. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4+2) piercing damage.



Diminutive Rager

Small humanoid, any alignment


  • Armor Class 12 (natural armor)
  • Hit Points 99 (14d8 + 36)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 17 (+3) 10 (+0) 11 (+0) 14 (+2)

  • Skills Athletics +6, Intimidation +4, Deception +4
  • Senses passive Perception 10
  • Languages Common and 1 other
  • Challenge 4 (450 XP)

Nimble. Berserker can move through the space of any enemy that is medium or larger.

The Angry Yoda. At the start of its turn, the rager can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. In addition, it has advantage on all saving throws vs fear and resistance to bludgeoning, piercing, and slashing damage.

Brute. A melee weapon deals one extra die of its damage when the rager hits with it (included in the attack).

Actions

Multiatttack. Rager makes three shortsword attacks or two shortbow attacks per turn.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit 5 (1d6 + 2) piercing damage.

Mauradian

Maefist

The Maefist are hill dwarf nomads, living in deserts, plains, and jungles across the known realms. While they occasionally take to the underrealms to avoid sailing, they prefer living overland. However, the Maefist have an underground tradition as well, scouting and learning the geography of the places they go. They are a nomadic people, but also are careful to map and explore the places they go.

In many of the realms the Maefist find themselves in, law may or may not be for the better of the people in the realm. The Maefist are lawful, but prefer honor over local law. They have strict traditions of conduct and etiquette they apply to themselves.

Young dwarves are taught to interact and raise animals at an early age, and taught to sculpt any resource available and not just stone. The Maefist are militant by necessity, but careful about what they do, how they do it, and whom they do it to. They are taught discretion is the better part of valor in all things. More than once over the centuries have their soldiers led to the demolition of an evil tyrant. Evil forces who know better eschew the Maefist from their lands. Those tyrants who don't keep up on current events or aren't vigilant might find the Maefist in their lands a few years too late.

While other dwarves who are good inclined seek to protect themselves from evil, the Maefist seek it out. They are savage slayers who protect their families, including those who have none else. Their bravery hasn't served them well over the years and their numbers have dwindled to record low amounts. This doesn't stop their traditions or their courage.



Beastriders

The Maefist train a variety of animals to ride and live among them. The mounts they choose depends highly upon where they live. They prefer to live in the desert and jungles, but occasionally find themselves in forest, underground, and even urban settings. Some of their most favored mounts include:

  • Brown Bear (CR 1): forests
  • Dire Badgers (CR X): underground
  • Dire Rats (CR X): any
  • Lion (CR 1): deserts, plains, jungles, urban, or any
  • Elephant (CR 4): deserts, jungles, and urban
  • Giant Goat (CR 1/2): deserts and mountains
  • Rhinoceros (CR 2): deserts and plains
  • Tiger (CR 1): jungles

Dwarf legends tell of relentless Maefist fighters, beset by hunger, wounds, and desiccation who fought the oppressive forces to their dying breaths.

Maefist dwarves run in clans, both above and below the earth. Above earth they tame lions, elephants, and even giant hyenas as mounts. Below earth they find other such creatures to serve their purposes. While skilled miners, their nomadic natures has made them excellent scavengers of all kinds, beasts included. It is rumored they were driven to travel by hobgoblins and their armies of beasts and the Maefist learned from such tricks.

Player Characters

Maefist adventurers are most often rangers, rogues, fighters, and bards, although they can be of any class. They are bold and typically good in nature, ready to pick a fight and try to win the day. Although they are headstrong warriors at heart, as nomads they know the value of words. They always try diplomacy if they think there is a possibility it might win the day. In the end, they understand lives are important and try to live their lives with that knowledge.

Maefist love their mounts and beasts, and are often rangers and druids but can be of any class. Paladins of nature and devotion are relatively common in their number. Most of, they are resilient and hopeful, combating evil where they might find it. Evil Maefist are not unheard of but are exceedingly rare. When word gets out, other Maefist inevitably seek out the lost soul to redeem them or end thier mortal coil.

Maefist

Background: Nomad

Raised in the desert, plains, or wherever they manage to survive, nomads don't continually move their people wherever they have access to the most resources. With strong ties to oral history and storytelling, nomadic people are resourceful and used to changing environments.

Nomads are headstrong, and usually family oriented. They have a strong sense of culture identity. Most people think of being away from a place as being away from home, but to nomadic people home stays with you and around you as long as you remember to bring it.

Skill Proficiencies: Survival

Tool Proficiencies: One type of musical instrument

Languages: Two of your choice

Equipment: A staff, hunting trap, an animal skin, a set of travelers clothes, and valuables measurable to 10 gp for trading.

For nomads use the outlander feature of the PHB (including desert and plain wildernesses) and for suggested characteristics use the tables from the hermit background and modify the results as needed.

Dire Badger

Whether the result of magic or a throwback to an ancient race, the dire badgers are vicious to strangers or possible threats. When needing to go underground, the Maelfist find them excellent mounts and good for clearing out new tunnels.

Dire badgers make strong mounts, and those Maefist able to tame and control them are considered brave souls indeed. Even hobgoblin riders are hesitant to mess with a mounted dire badger.

Dire Rat

More intelligent than their smaller cousins, dire rats are dangerous and aggressive when cornered. The Maelfist use them as mounts, guards, and pack animals.

While not the most intimidating looking mounts a Maefist can have, the dire rats are family-oriented and bond strongly with their home group. Extremely social creatures, typically a Maefist tribe will have several dire rats, as well as their smaller cousins, in their midsts.

Maefist NPC Templates

Both the Beastmaster (CR 1) and Cavalry Specialist (CR 2) from /r/dgscott's 35 Versatile NPCs are excellent templates for the Maefist.



Dire Badger

Large beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 60 (8d10 + 16)
  • Speed 35ft., burrow 20ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 3 (-4) 13 (+1) 5 (-3)

  • Senses darkvision 30ft., passive Perception 11
  • Languages -
  • Challenge 2 (200 XP)

Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The badger makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.


Dire Rat

Large beast, unaligned


  • Armor Class 13
  • Hit Points 39 (6d10 + 6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 5 (-3) 10 (+0) 4 (-3)

  • Senses darkvision 60 ft., passive Perception 10
  • Languages -
  • Challenge 1 (200 XP)

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (2d4+3) piercing damage.

Maefist

Nards (Refugees of Kiernard)

Once called the dwarves of Kiernard, Nards are often covered in tattoos and scars. After the mountain dwarf kingdom of Kiernard fell, the dwarves living there lost their homes. Since their King tried to slay the ancient green dragon Lord Shrave who ruled the land and failed, all those provinces and kingdoms allied closely with Shrave would accept them as refugees. They settled in mostly back-woods cities and towns who didn't care as much. Taking to the slums, sewers, and anywhere else they could find refuge, they are mostly now thought of as punks and thugs.

In the last 50 years these dwarven thugs have increased in strength. Called Nards as a racial slur they have since embraced, Nards have been organized into several gangs over the last couple of decades. Rumors are that they are thieves and cultists. People say they worship ancient forces of the deep, long since gone. While not impervious to attack, they have a fearsome reputation even among the orc.

Nard work hard, but as refugees with little wealth or status they have had to start at the bottom rung of society and work their way up. As is often the case, those with wealth and status are doing their best to keep it out of Nard hands. The Nards do worship an ancient god, the Queen Dravens who later went on to achieve status as a demi-god in the pantheon as the Goddess of Fortune, Comradery, and Righteous Vengeance (adopted daughter of Tyr and Tymora).

Nards who fought in the Battle of Kiernard 50 years ago are considered legally traitors to the crown. Thus, Nards over 50-80 years old often keep their heads down. It is generally assumed older Nards are either traitors or cowards, so those Nards stay out of sight and out of mind as often as possible. While 50 years ago, any older Nard getting enough attention might have a visit from Lord Shrave's henchmen.


Kiernards (Underdwarves)

Both hill and mountain dwarves, the majority of underrealm dwarves who are not affiliated with any other dwarven culture or group are by default Kiernards. They are the dwarf standard of the underrealms. The hill dwarfs typically live closer to the surface, and have more tight knit groups with larger cities and infrastructures. The mountain dwarfs of the Kiernards liver further in the darkness, with more rugged environments and hazards to contend with. Unbeknownst to most overlanders, the Nards included, the dwarves of Kiernard are still alive and well.


Lost Secrets

The castle of Grykk was the center of Kiernard's magical repositories and secrets. When the dwarves of Kiernard were forced to flee, some overland and some into the underrealms, those secrets went with them. Some made it back to the Kiernards now still living under ground. Others, are lost with the Nards and who knows where.


While roguish due to their recent situation, the older surviving nards have passed down the traditions of scholarship, knowledge, and arcane teaching to the younger generations. Many of the other dwarves of the realm have lost their ancient magical teaching, outside of the Gravelback dwarves who focus on knowledge and secrets. The Nards wizards still posess their ancient knowledges of transmutation and abjuration, arts that had to be woven into spells as the crafter constructed the item or structure. They hold the long lost knowledge of ancient dwarf craftsmanship, and until their situation changes, they have little desire to share it with outsiders, including other dwarfs.

Nards are typically found in the slummier part of towns, and have built their communities and cities into those areas but underground and even into sewers as needed.

Only the older ones even know of the Kiernard empire in the underrealms, and few of those even have any idea if those survived. They aren't aware that the Kiernard dwarves of the underrealms managed to flee Shrave's might and are still active and thriving. Since their numbers are minimal, dwarves outside of the Realm of Shrave may have heard of Nards, but have likely never met them and likely know even less about them. Humanoids of Shrave who have heard of them thing little of them, as they seem to be dirty and savage. Any who have spent time among them realize they are kind, hardworking, dedicated, and much more complex than anyone gives them credit for.

Nards

Player Characters

Nards tend towards neutral good. They have lost their lawful influence because of the way law has treated them in their decline as a culture, but picked up good tendencies because of their need to be a unified culture. The older Nards are still lawful in nature (good, neutral, or evil).

Nards might leave their communities or just have been lost to the rest of them in general, becoming urchins or outlanders. Those who remained with other Nards have been a part of the creation of a new dwarf culture, one less than 50 years old. Nard player characters can be of any class, although they favor rogues, barbarians, clerics of Dravens, and some are even arcane casters. Most are mountain dwarves, but they can also be hill dwarves.

Restriction. Nards may not have the Noble background.

Background: Refugee

You come from a war-torn homeland. Your people are scattered and dispersed. Some of you were lucky enough to find your own people again after the destruction of your homeland, many were not.

You've noticed over the years that refugees who didn't find a stable community are somewhat volatile and closed off, those who did bonded even more closely. Regardless of your experience, your background has marked you. You still harbor ill will and resentment towards someone or some group, but how you've coped with that is the question.

For the purposes of skills, equipment, background feature and suggested characteristics urban refugees use the Urchin background from the PHB, and rural refugees use the Outlander background from the PHB.

Dishonored Veteran

Not all veterans end their careers with wins. Their remaining veterans are hunted as war criminals and traitors, and must keep a low profile. They have long since burned their uniforms and anything that might link them to their old lives. Most no longer live among the younger generations of Nards and have gone in self-exile to life in isolation or among other dwarves where it is harder to pick them out. They don't have the tell-tale tattoos of the younger Nards, although they will typically keep communications with the Nard settlements.

Gangster

The stereotypical Nard, these thugs wander around Nard neighborhoods and encampments, mostly trying to look as rough and mean as possible. They're usually pretty nice dwarves, but they put on a rough exterior to dissuade attack by organized crimes, thieves, etc. Although they are often involved in criminal enterprises, they also act as protectors of the people.

Knowledgeable Elder

Behind the activities of the youngest generations of the Nards are their elders, either already too old to fight 50 years ago or not of martial classes, the Nard elders are of one of two types. Some of the elders understand the situation they are in, considering if they poke their heads out from hiding they are likely to be executed for treason. Other elders are completely oblivious of their situation and seem perpetually confused at the strange behavior of the youngest. Nard Elders are typically 250+ years old.




Dishonored Veteran

Humanoid, any alignment


  • Armor Class 10
  • Hit Points 135 (18d8 + 54)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 10 (+0) 14 (+2) 9 (-1)

  • Saving Throws Constitution +5, Strength +7
  • Skills Athletics +7, Perception +5
  • Senses passive Perception 14
  • Languages Common and Undercommon + 1 other
  • Challenge 4 (1,100 XP)

Aggressive. As a bonus action, the veteran can move up to its speed toward a hostile creature that it can see.

Wounded Fury. While it has 1/2 of its hit points maximum or fewer, the veteran has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.

Actions

Multiattack. Veteran makes three battleaxe attacks.

Battleaxe. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands to make a melee attack.

Nards

Wizard In Hiding

Not all wizards are able to practice their arts freely. Some are hunted for their allegiances, history, or even the ancient magics they wield. The surviving Nard wizards are hunted for all three reasons, and seldom interact with non-Nards. They typically reside underground or in remote caves or dungeons. Even towers call out too much attention for their tastes. Experienced in combat, Nard Wizards are masters of their crafts, but take care not to interfere too much in the affairs of non-Nards, else they end their already precious lives.


Knowledgeable Elder

Humanoid, any alignment


  • Armor Class 10
  • Hit Points 9 (2d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
9 (-1) 10 (+0) 10 (+0) 16 (+3) 17 (+3) 15 (+2)

  • Saving Throws Wisdom +5
  • Skills History +5, Religion +5, Arcana +5, Insight +7, Deception +4, Intimidation +4, Perception +7
  • Senses passive Perception 17
  • Languages Common + 3 others
  • Challenge 0 (10 XP)

Actions

Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.


Gangster

Humanoid, any alignment


  • Armor Class 14 (studded leather)
  • Hit Points 44 (8d8 + 8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 13 (+1) 12 (+1) 10 (+0) 14 (+2)

  • Saving Throws Dexterity +4
  • Skills Stealth +4, Deception +4, Intimidation +4
  • Senses passive Perception 10
  • Languages Common + 1 other
  • Challenge 2 (450 XP)

Aggressive. As a bonus action, the gangster can move up to its speed toward a hostile creature that it can see.

Sneak Attack (1/Turn). The gangster deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the gangster that isn't incapacitated and the gangster doesn't have disadvantage on the attack roll.

Actions

Multiattack. Gangster makes two shortsword or shortbow attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6+2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit 5 (1d6+2) piercing damage.



Wizard in Hiding

Medium humanoid, any good alignment


  • Armor Class 12 (15 with mage armor)
  • Hit Points 41 (9d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)

  • Saving Throws Int +6, Wis +4
  • Skills Arcana +6, History +6, Stealth +5, Deception +3
  • Senses passive Perception 11
  • Languages Any 4 languages
  • Challenge 6 (2,300 XP)

Spellcasting. The wizard is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mending, minor illusion, friends

1st level (4 slots): expeditious retreat, mage armor, magic missile, shield, fog cloud

2nd level (3 slots): alter self, mirror image

3rd level (3 slots): nondetection, fireball

4th level (3 slots): arcane eye

5th level (1 slot): modify memory, cone of cold

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Nards

Redbreaker Dwarves

The mountain and hill dwarves of the kingdom of Redbreaker live in the western section of the Copper Realms, bordering the east side of Girkchar. Every few years in spring when the ice and snow begin to melt, hordes of undead, orcs, giants, and ogres descend from the mountain peaks to pillage and plunder every realm bordering Girkchar. The Redbreaker dwarves are always ready. Run by Clan Redbreaker, these dwarves have well-crafted homes, castles, fortresses, outposts, villages and cities. Everything in their kingdom is made of stone and built with defense in mind. Even individual houses have controllable entrances and exits to escape tunnels underground. They have been fighting the hordes of the Girkchar for a thousand years, and their long history of warfare has molded their culture into a militant one. As dwarves, they do not have short life spans like humans, orcs and goblins, and they remember the wars of the past. Even with 10-20 years without a major incursion, they always remain on guard.

Because of constant attack and war, they tend to receive few travelers to their part of the realm, something that suits them just fine. While not the epitome of magic in the realm, the Kingdom of Redbreaker does have their fair share of clerics, priests, and paladins. Religion is extremely important in their kingdom.

Their primary export are minerals, arms and armors, fortification designs, and historical artifacts (the advantage of constantly fighting undead). Outside of Combat, the people of Redbreaker are amazing hosts. If the Copper dragons who rule their realm have taught them nothing, it is to be good to those who do manage to visit. Even the most remote Redbreaker fort or tower has a special cozy, and well defended suite built just for guests. While the dwarves of Redbreaker might not be very cordial, they are polite and honorable.

Player Characters

If Redbreakers leave their homeland, it likely wasn't to find war or glory unless they decide to go with a detachment into the nearby Girkchar to take the fight to their enemies. Redbreakers who leave their home might be looking for hope, peace, treasure, or even to find a way to end the eternal war. Redbreakers might be stoic, but they are always generous hosts whether that means their homes or even just their campfires. Even the crudest, most grizzled Redbreaker won't deny a hot meal and a drink of wine to any but their most hated enemy. Redbreakers typically despise greenskins, undead, and giants outside of Goliaths who they recognize as allies. They can be of any class, but lean towards martial classes, divine casting classes, and sorcery. Many are draconic sorcerers of Copper blood.

Background: Raised by Dragons

You were raised by dragons and their followers, likely kobolds and dragonborn. You were taught you were special from birth, otherwise why would the dragon keep you around? You consider the dragon and his or her family as your own. While you know you are no different physically from other members of your race, you have a draconic confidence that others might call arrogance. Your view of other humanoids depends heavily upon the color of dragon that raised you.



Author Note about Raised by Dragons

I tossed this in here because it fits the setting and the dwarves in question. I also see the potential for abuse here. So, don't allow this background, make it a young dragon (maybe a wyrmling), or do whatever you need to do to keep this background from being a "Hey, my dad will kick your dad's ass!" type of situation. Anyways, have fun, but just say no if it might be an issue!

Skill Proficiencies: History, intimidation

Languages: Draconic + one of your choice

Equipment: A set of fine clothes, a signet ring or other sign of your loyalty to your dragon parent, and a purse containing 25 gp

Characters raised by dragins use either the feature or variant feature of the noble background from the PHB, and you use the tables for the noble background in the PHB as the basis for traits and motivations, modifying the entries when appropriate to suit your identity.


Order of Copper

Any Good. From the mountain dwarves of Redbreaker come a strange draconic bloodline who call themselves the Order of Copper. They work throughout the Copper Realm, and are believed to be agents of the copper dragons. They are mostly draconic sorcerers of copper who specialize in acid and earth magics. As mountain dwarves, they dress and arm themselves similarly to other dwarves. It isn’t until fights break out, that their powers come to light.

In the Copper Realm, the Order of Copper are considered to be agents of good. While not always lawful (especially copper dragonborn who lean towards chaotic good), they work in and around the people of the realm. In Redbreaker, they can be seen leading the charges with the dwarven armies, in Gill they are hunting bandits, or working in local towns and villages to shape the stone, repair or structures, and help build new ones. They are popular among the common folk, and many a Gill ballad has been written about famous members of their order.

They are less known outside of the Copper Realms, but their influence reaches far and wide. They work closely with the wizards of the realm to keep their lands safe.

Redbreaker Dwarves


Earth Sorcerer

Masters of the battlefield and used to fighting hordes of greenskins and undead, the earth sorcerers of Redbreaker go toe to toe with their foes, wading among them, breaking the earth beneath their feat, and otherwise disrupt enemy attacks. In between combats, they are out on the defenses, shaping the surrounding mountain sides to their advantage.

Battlefield Healer

Some acolytes find the path of war easier than the path of study and spend their time out on the field, along with the warriors, healing and fighting among them. Those Redbreaker dwarves who take up this mantle are respected and revered by both the priestly orders and the general soldiers.


Earth Sorcerer

Medium humanoid, any good alignment


  • Armor Class 15 (half plate)
  • Hit Points 66 (12d8 + 12)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 11 (+0) 13 (+1) 17 (+3)

  • Saving Throws Constitution +5, Charisma +7
  • Skills Intimidation +7, Athletics +6, History +4
  • Senses passive Perception 11
  • Languages Any 3 languages
  • Challenge 6 (2,300 XP)

Spellcasting. The sorcerer is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mage has the following sorcerer spells prepared:

Cantrips (at will): mold earth, thunderclap, acid splash, light, message, prestidigitation

1st level (4 slots): earth tremor, chromatic orb

2nd level (3 slots): earthbind, maximilian's earthen grasp

3rd level (3 slots): erupting earth

4th level (3 slots): vitroiolic sphere

5th level (2 slots): wall of stone

6th level (1 slot): investiture of stone, move earth

Metamagic. Heightened Spell, Empowered Spell, Distant Spell

Sorcery Points. 11

Actions

Flying Granite Block. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 16 (3d10) bludgeoning damage.

Redbreaker Dwarves



Battlefield Healer

Medium humanoid, any alignment


  • Armor Class 17 (half plate + shield)
  • Hit Points 33 (5d8 + 10)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 11 (+0) 16 (+3) 13 (+1)

  • Skills Medicine +6, Animal Handling +6
  • Senses passive Perception 13
  • Languages Common + 2 other languages
  • Challenge 3 (700 XP)

Spellcasting. The healer is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): light, spare the dying, thaumaturgy

1st level (4 slots): cure wounds, healing word, bless

2nd level (3 slots): lesser restoration, aid

Actions

Multiattack. Healer makes two mace attacks or one holy flame attack.

Mace. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 6 (1d6+3) bludgeoning damage

Holy Flame. Flame like radiance descends on a creature within 60 feet of the healer. The target must succeed on a Dexterity saving throw DC 14 or take 9 (2d8) radiant damage. The target gains no benefit from cover for this saving throw.

Redbreaker Dwarves

Vunt

Living underneath the freed human lands of Miusa are the Vunt mountain dwarves. A fierce and barbaric people, they weren't always that way. The underground halls underneath Miusa are ancient, and have barely aged in thousands of years. Beneath the surface, complex tunnels and hallways weave in all directions to dozens and dozens of well organized and arranged dwarven settlements.

In the ancient splendor of halls with hundred foot tall columns supporting the ancient ceilings are thousands of tents and fighting tribes. The dwarves of Vunt are tribes of underground barbarians, fighting for survival. They have long forsaken the concept of houses or clans, and instead band into tribes of allied factions.

In many ways close to orcs, they scavenge and pillage local communities both above and below ground, sending raiding parties deep into the under realms in search for treasure and loot.

Dwarves of Vunt, while mountain dwarves, are not exceptionally taller than other dwarves but twice as mean and even more compact and broad at the shoulder than the normal dwarf. They still value craftsmanship, to an extent, and those of their kind that are able to pass down the arts of craftsmanship are considered elders and are highly revered.


Vunt Racial Traits

Your character has the following racial traits.

Ability Score Increase. Your Strength score increases by 2, your Constitution score increases by 1, your Intelligence score is reduced by 2, and your Charisma score is reduced by 2.

Age. Same as normal dwarves, but they seldom live that long.

Alignment. Vunt are ruthless killers and are almost always chaotic neutral or chaotic evil.

Size. Vunt are usually over 5.5 - 6 feet tall and weigh between 250 and 300 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. 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.

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Menacing. You are trained in the Intimidation skill.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages. You can speak and read Common and Dwarven.

To the Vunt, those who have measurable value in their lives are considered resources to be fought over and guarded. While paranoid of magic, they respect those who wield it.

Most dwarves outside of the Vunt universally despise them, beyond all others. They consider the Vunt a bastardized version of the race who have, over the matter of thousands of years somehow become less than they once were. On the slavers market, however, Vunt are highly prized. They are notoriously strong and hardworking, despite a natural lack of intelligence.

The Vunt rule their home dwellings, and have for thousands of years. However, over the past several hundred years they have managed to use up all of the resources that previously existed, and now have to go out to loot and plunder more. While not as intelligent or diligent as normal dwarves, they are far from stupid or ignorant. The larger tribes span multiple underground cities, and some above ground ones as well. They have governments, small fleets, and have even managed to secure alliances and treaties. Still, they are considered a blight by most who've met them. While not as naturally murderous as the orcs, they are equally as strong and unpredictable.

Vunt

The Vunt have an ancient hatred for the Duskbraid, the dwarves of Sehe. If asked, many of their elders don't even know. They just know that whatever has happened to them as a society, something was at the hands of the Duskbraid and it was something their blood won't forgive. They don't like most other dwarves, but not like they despise the Duskbraid. They get along with other warrior cultures fine, and seem at home among orcs, ogres, and other green-skin races.

They are highly prized among foreign orc warlords who enjoy having a dwarf among them who, in all other ways, behaves exactly like an orc would. Some Vunt even worship the orc gods, although the Vunt in the homeland typically worship chaotic gods of nature, oblivious to the plights of good and evil. The Vunt seldom thing in terms of good or evil but more in the terms of possible, impossible, good for me and bad for me.


Allied Gnolls Creatures have long since risen in the halls of the Vunt. They hunt with and among them. As the demons rise among the Vunt, the gnolls have risen with them. Vunt can often be seen outside of their homelands in the company of hyenas. While not widespread knowledge, their war parties and those of gnolls often work together.


Vunt Player Characters

Most of the Vunt found out in the world are either mercenaries, slaves, or escaped slaves. Those that are mercenaries are carefully watched by their peers, who don't trust them much and for good reason. They are almost always of martial professions, and few have the patience or intelligence to pursue spellcraft. They are almost always of chaotic alignment, although they can be good, neutral, or evil depending upon how they were raised.

Background: Escaped Slave

You born into slavery, or kidnapped at some point and sold into slavery. You experienced a lot of different things as a slave, mostly a lack of freedom and arduous work. Even if you were captured as an adolescent, your native culture seems somewhat muted to you now. If you have been in slavery most of your life you might know little about it. Your master could have been kind or generous, and you might have had several masters or just one. One day you managed to either earn your freedom or escape. Either way, your life has been permanently marked by your past.

Escaped slave has the proficiencies and equipment of either urchin, soldier, or outlander as found in the PHB.

Feature: Life of a Slave

You know about the practices of slavers, masters, and slaves. You know better than most about how to escape from prisons and confinement (DM discretion), and also know the intricacies of the relationship between masters and slaves. You can look at slaves and know instantly how they feel about their masters and how they are treated. You also likely know a little more than you should about methods of torture.


Suggested Characteristics

How former slaves react and how their slavery affected them is difficult to tell or imagine. Highly dependent on their situations, they might have become more dependent on others, or more aloof and solitary. They might condem the entire system, or seek to become a master of it.


d8 Personality Trait
1 I'm a bit of a klepto when it comes to food, I never know when I might need it.
2 I've been tempered never to ask questions, I can but it's difficult.
3 I can sleep anywhere in any situation and seem comfortable except nice beds.
4 If others are around, I prefer to sleep close to them cuddled up for warmth.
5 I'm unused to having large amounts of food so I eat like a glutton.
6 I'm not used to compliments, I assume it's a trick.
7 I love bathing, it's such a wonderful feeling to be clean.
8 I prefer not to say the obvious, afraid I might get punished.


d6 Ideal
1 Respect. All creatures, of all races, ages, gender, creeds, and religions deserve respect. (Good)
2 Community. We have to govern ourselves, when we rely on others we invite tyrants. (Lawful)
3 Independence. I was a slave once, never again will others control me. (Chaotic)
4 Vengeance. While not a killer, those who sold me into slavery will pay and I will burn down this corrupt system.
5 Master I was the slave once, now I will become the master and bend others to my will. (Evil)
6 My People My people are all that matter.


d6 Bond
1 The manor (or other place) where I was a slave is corrupted, so I burned it down. The authorities are still looking for me.
2 I work with shady groups to help slaves escape.
3 Another slave gave their life, so I could be free, I need to repay the debt.
4 I killed my master to be free.
5 My master let me go from kindness, I consider them a friend.
6 I escaped slavery by intentionally letting many of the others die.

Vunt

d6 Flaw
1 I won't fight if I don't think I can win.
2 Slaves are the key to success, I want my own (as slaves or as freed servants).
3 I don't even trust myself at this point, much less anyone else.
4 If I have the advantage, I'll take it even if others think it's wrong.
5 Theft is ridiculous. If I'm powerful enough to take it then it belongs to me.
6 If you are weak enough to be bullied, robbed, or enslaved, you obviously deserve it.

Bloodthirsty Brute

Mindless and savage, they engage with the enemy and destroy. They have devolved to a level below that of most normal humanoids. They live for destruction and death, nothing more and nothing less.

Brute Slave

Not stupid, but also not smart. They are a force to be reckoned with.


Bloodthirsty Brute

Humanoid, any alignment


  • Armor Class 12
  • Hit Points 26 (4d8 + 8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 15 (+2) 7 (-2) 8 (-1) 7 (-2)

  • Senses passive Perception 9
  • Languages 1 language
  • Challenge 2 (450 XP)

Brute. A melee weapon deals one extra die of its damage when the brute hits with it (included in the attack).

Charge. If the veteran moves at least 10 feet straight toward a target and then hits it with a handaxe attack on the same turn, the target takes an extra 7 (2d6) slashing damage.

Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Multiattack Brute makes two handaxe attacks (melee or ranged).

Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. or range 20/60 ft., one target. Hit 9 (2d6+2) piercing damage, or Hit 5 (1d6+2) slashing damage if thrown.



Brute Slave

Humanoid, any alignment


  • Armor Class 9
  • Hit Points 39 (6d8 + 12)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 15 (+2) 8 (-1) 10 (+0) 11 (+0)

  • Senses passive Perception 10
  • Languages Common + 2 languages
  • Challenge 1 (200 XP)

Brute. A melee weapon deals one extra die of its damage when the slave hits with it (included in the attack).

Reckless. At the start of its turn, the slave can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Multiattack. Slave makes two fist attacks per turn.

Fist. Melee Weapon Attack: +4 to hit, reach 5ft. or range 20/60 ft., one target. Hit 9 (2d4+4) bludgeoning damage.

Vunt

Credits

  • Obviously The Homebrewery for making this possible
  • /u/famoushippopotamus for pushing me towards doing some writing
  • /u/radioactivecashew for beating me to the advice on /r/dmacademy
  • /r/dndbehindthescreen, /r/dmacademy, /r/battlemaps, /r/mapmaking, /r/dndmaps, /r/dndnext, /r/unearthedarcana, and all the other D&D subs out there and the wonderful communities of each.
  • Of course my players: Cassius, Swell, Urd, Rurrick, Ailekk and Reis, you guys know who you are.
  • All the artists out there who have their stuff on the Internet. I wish I were as talented.
  • Anyone else I missed!

Credits