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DwarvesD&D 3e (3.0/3.5) Rulesby Jeremy ForbingThe proud and disciplined dwarves of Krynn are nearly identical to those described in the Player's Handbook and the Monster Manual. The vast majority can be subdivided into two races, hill dwarves and mountain dwarves, both of which are identical in game terms, and treated just like the dwarves in the Player's Handbook. Subrace: Mountain DwarvesDwelling in traditional dwarven manner beneath the earth, mountain dwarves divide themselves into two groups: the Hylar and Daewar. These two clans are very loyal to each other and work closely within their societies, with the Hylar generally ruling as nobles and high-ranking craftsmen, and the Daewar producing more warriors, champions and builders. They tend towards light brown skin and brightly colored eyes. They wear brown, black, gray, and white clothes, generally to match their hair. Since the Cataclysm sealed many mountain dwarves in their underground kingdoms, they have become insular and distrustful of other folk. Subrace: Hill DwarvesSince the dawn of dwarven history, the more adventurous of them have often colonized lands on the surface, providing their underground cousins with more productive farms and regular sources for timber. Over the years, they adapted to life in the foothills of the vast mountain kingdoms. The hill dwarves form two clans, the Neidar and the Klar, who were like brothers since time immemorial. The Neidar were more independent and ranged farther onto the surface, while the Klar remained closer to the mountain dwarves in their underground delves. For the most part, the Cataclysm separated these two clans, trapping the Neidar in their surface lands and the Klar underground, where they often faced great hardship. Today, hill dwarves bear much ill will towards their mountain cousins. They often feel they are judged unfairly for the ruddy cheeks and tanned faces that mark them as hill dwarves. They tend be even more dour than mountain dwarves, and wear drab colors such as gray, tan, beige, brown, and black, reflecting their surroundings. They often wear their beards longer than mountain dwarves, but prefer more practical clothes. Subrace: ZhakarThe most obscure and isolated of the dwarven races, the Zhakar suffer under a terrible mold plague that has nearly decimated them and left them disfigured. They dwell alone in the lost dwarven kingdom of Thoradin, away from the other dwarf races. Many say these dwarves are in fact a crossbreed of dwarves and humans, but no Zhakar has ever dignified this assertion with a response. Their leaders are savants, powerful sorcerers like those among the Theiwar. They are known for their patience and diligence, which exceed even that of other dwarves, and are so used to suffering that it seldom deters their determination. Game Rules: Zhakar are in some ways like other dwarves, but are the most different of the various Subraces. They modify their ability scores for Zhakar with -2 to Strength, +4 to Dexterity, +2 to Constitution, and -4 to Charisma. Zhakar are encountered only in squads or platoons, carrying daggers, spiked bucklers, and light or hand crossbows that fire poisoned bolts. This poison is either greenblood oil or a substance that causes initial and secondary damage of 2d6 points of temporary Strength (Fortitude negates DC 14). Zhakar savants are at least 5th-level sorcerers; they have one to three Knowledge skills (usually arcana and other esoteric fields) and are able to use any magic item or weapon. A savant is accompanied by two lower-level students, each of which has one minor magic item. Zhakar Traits (Ex): These are in addition to the basic dwarf traits, except where noted here.
Fifth Age Note: After the Second Cataclysm, the dwarven prophet Severus Stonehand ventured down into Zhakar and cured the mold plague, making Thoradin a powerful kingdom once more. How the Zhakar will adapt to their new place in the world remains to be seen. Subrace: TheiwarThese arrogant dwarves split off from the Hylar centuries ago and claimed territory deeper within the earth. Dwelling in darkness, they have grown to hate the light, and also seek to rule their fellow dwarves. Unlike most dwarves, the Theiwar love magic and produce many powerful sorcerers who assume leadership of their society. They kill any outsiders who wander into their deep kingdoms. They resemble their Hylar and Daewar cousins, but with repulsive and exaggerated features: pale yellow or white skin and hair, bulging watery eyes, and thin wiry frames hidden beneath black, flowing garb. Game Rules: Theiwar speak Dwarven and Goblin, and occasionally Draconic or Undercommon. They add +2 to Constitution but take -4 to their Charisma. Theiwar Traits (Ex): These are in addition to the basic dwarf traits, except where noted here.
Subrace: DaergarSeveral centuries ago, the most evil of the Theiwar departed the depths to delve new kingdoms closer to the surface. Now well-established in many parts of Krynn, these powerful dwarves have established a merciless culture where one can only ascend by slaying all opposition. They worship the idea of might, and believe whoever holds power has the authority to steal from, torment, or kill anyone they wish. They look like stockier versions of mountain dwarves, with the same smooth cheeks and light-brown skin tones, but their eyes tend toward deep brown or violet. Game Rules: Daergar gain +2 to Constitution but -4 to Charisma. Daergar Traits (Ex): These are in addition to the basic dwarf traits, except where noted here.
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