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Meraluk

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Category: God-Created Races

The Meraluk Imperium is a union of the goblin races, each contributing their particular strengths to the greater whole. This makes them a power feared across the known world, as the gnomes can sadly attest. While the Imperium is made up of all the varied goblinoid races, it was formed by, and continues to be operated by, a union of the knockers, hobgoblins, and bugbears.

Knockers form the bulk of the population. They can reproduce quickly, which is good, since their lifespans are short to begin with, and made shorter by their tendency to choose hazardous occupations. A knocker often works in mining or other heavy industry, and safety is less priority than profit and productivity. Knockers of the military are often relegated to infantry positions with limited training or skill, which means a high casualty rate.

One area where knockers excel is industry and commerce. While their products lack the quality and beauty of dwarven wares, they can produce a truly staggering quantity of solid, functional, ugly product in a very short time. If you want a sword fit for a king, go to the dwarves. To outfit a battalion of peasants for a skirmish on the cheap, buy from the knockers. Their skill with machinery makes them experts in making war machines, ranging from hand crossbows to enormous siege engines.

Some knockers show a natural talent for stealth, which makes them excellent thieves, spies, and assassins. A knocker might apply these skills in the military, sell them to the highest bidder, or turn them to his own ends somehow.

Knockers provide the money and materiel that make the Meraluk war machine go. Hobgoblin commanders borrow the cash they need for supplies, promising repayment out of the spoils of war. This coin often goes right back into knocker pockets, purchasing armor and weapons that are solid, reliable, and ugly. A Hobgoblin who fails to achieve victory and pay his debts finds himself blacklisted, and it becomes all but impossible to wage a campaign.

It's not unusual for bands of knockers to leave the Imperium and try to make their own way in the world. Some fail in business, others have committed some sin against the Order, while a fair number simply want a way of life not available to them among their own people.

Hobgoblins exercise the bulk of everyday power in the Imperium. Fundamentally, they run a military dictatorship, with a few dozen territories called Negara; each being run by a powerful warlord, or Jura. In theory, a Jura has absolute authority over her Negara, and enforces this through her military forces. The majority of the military is made up of hobgoblins, though units of goblins and elite bugbear troops also exist. Broadly, military units are divided into the common Berang (straightforward infantry and cavalry units) and the rarer Serigala (focused on stealth or wielding magic). Ranks are simple, indicated by clay beads called Tendaii. These are worn on a braid at the temple. Soldiers earned five white Tendaii, which are replaced by red, then finally five black Tendaii for a Jura. Various hobgoblin military members hold all important positions of governance, right down to the local level.

Jura must make war to make money. While there is no rule against conquering a neighboring Negara, in practice this is likely to bring disapproval from the Order. As a result, there is pressure on the Imperium to slowly and continually expand, and border Negara are prized positions.

Hobgoblin advancement is merit-based, with combat prowess and military strategy the primary criteria. Simply stabbing your superior in his sleep isn't enough. You must defeat him on the field of battle; or, rarely, in single combat.

Interestingly, the majority of Jura are female. In part this reflects a natural inclination toward planning over raw violence, and in part the will of the Order. Units with female commanders will consistently perform better in the field, and are governed more efficiently as well.

Hobgoblins can be surprisingly sentimental. For example, they commonly name all of their weapons, and armor, as well as important tools and equipment. During downtime, they carve, paint, and embroider intricate patterns into their equipment. This personalizes their otherwise mundane tools. A sword, breastplate, or cloak that survives dozens of campaigns is covered with countless lines, whorls, and even bits of poetry or song. Hobgoblins also keep pets, and mourn the deaths of these companions in combat as they would a fellow soldier or family member.

Hobgoblins are deeply superstitious. They revere the gods above all else. They regard arcane magic as forbidden; as stealing the power of the gods themselves. All magic should flow from the gods, and the gods alone. Any Universities that once stood in their territory are long since destroyed or abandoned, with one exception: the lonely tower. Despite their best efforts, the Jura have been unable to defeat the defenses of this outpost of a dozen gnomish master mages. For now they have decided to isolate and ignore it, while students come and go via teleport spells.

This gives enormous power to the bugbears, who form the religious center of the Imperium. There is no single, overall ruler of the Meraluk; the word of the bugbears' religious Order settles any disputes between the Jura, and provides a unifying force if needed. The disapproval of a member of the order can destroy a hobgoblin's military career or a goblin's business, and condemnation almost always means a death sentence.

Not every bugbear is a member of the Order, of course, but enough are that the stereotype exists. Initiates in the order are called Diama. They form the bulk of the order. They take vows of silence, poverty, and obedience for one year, and hope to find enlightenment, called Melihat. If no enlightenment comes, they might renew their vows for another year, or return to their ordinary lives. Some Diama silently serve this way for decades, or even their entire lives. Those fortunate enough to find their Melihat however, are led to a higher form of service.

Tinju are paladins, who take an oath before the gods that empowers them with gifts to work their will in the world. Tinju often serve alongside hobgoblin armies, bringing the power of the gods to the battlefield.

Hewan are barbarians, allowing the gods and their servants to possess their bodies directly. Hewan do not give or follow orders, but act to follow the will of the divine as they understand it. Other Meraluk stand in awe of this divine madness.

Rahasia are clerics, bringing the power of the gods directly to the world. Every settlement has a few Rahasia, as does every military force in the field.

Tidaka are monks; the rarest and highest service in the order. Tidaka are said to know the minds of the gods themselves. Their word is as good as law, and the average Meraluk is terrified of them. The most enlightened of all Tidaka is called the Kekutan, and is the head of the order. The Kekutan assigns a Tidaka to advise each Jura, as well as the heads of the major artisan guilds.

The members of all services in the order accumulate tattoos. These commemorate visions, accomplishments, failures, and lessons learned. All the members might have every square inch of skin covered with ink.

A key part of unifying the Meraluk into a single nation was bringing the knockers under control. Previously, they were pure chaos, alternating between wildly over breeding and being nearly wiped out. The hobgoblins and bugbears were able to focus their greedy tendencies and natural creative talents. The result is a fairly rigid society, where an individual's worth can be measured by their hard work. Gold earned, swords made, miles of road laid, stones cut, or even just hours of hard, backbreaking work are the primary source of pride for knockers. This is what their gods require of them, they are told, and their labor paves the path to victory as surely as the blood of hobgoblin warriors or the vows of bugbear monks.

Of course, the knocker tendency towards chaos, mayhem, and mischief can't be completely contained. Those individuals who are little more unhinged are often recruited into professions where their unique natures can be of use. As sappers, rogues, rangers, assassins, alchemists, spies, thugs, or explosive experts, they can still contribute to their rather repressive society. They still measure their worth the same way, counting obsessively their walls breached, secrets found, or throats slit.

Some knockers are simply beyond help, though. They are forced to leave the Imperium, striking out into the wilderness on their own, joining parties of adventurers, or trying to find a place in other societies. They still obsessively compare themselves to their companions and neighbors, trying to calculate who is worth more.

Similarly, not every burly and barbaric bugbear has taken to their people's new life of discipline and mystery. A fair number still have the old life in the wilds, shunned by their more civilized brethren and avoiding them in turn.

To an outsider, the cities of the Meraluk Imperium all look much the same. A glance, they are all very similar, largely the result of the harshly imposed order that holds the goblinoids together. Though the great majority of Meraluk still live in small and scattered villages in the wilds, a few large cities sprung up as part of the unification, and a few former gnomish cities were occupied rather than razed.

In every case, the Meraluk live in large, communal longhouses. Several families, related by blood, business, or other ties occupy them together. These groups are similar in social status and share food and chores. The buildings themselves are built primarily of blocks of sod, with frames and roof of wood. A peat fed fire is kept burning in the center for the cooking and smoking of food, and for more.

The hobgoblins originated this form of communal living. Their longhouses have a sort of balcony running along each long side, used for storage, with the rest of the space open. The concept of privacy is foreign to the hobgoblins, who were naturally suspicious anyway. All activities take place in the longhouse, including military training, eating, worship, and meetings. The longhouses of powerful Jura have grown to truly enormous size thanks to Meraluk engineers, enormous wooden pillars, and temporary wooden screens that can be used to divide space. These screens are made of wooden frames, intricately carved, and covered in cloth or hide panels that are richly and beautifully painted. They allow powerful hobgoblins to create functional rooms without violating the taboo against dividing the longhouse, which they believe will divide the family strength.

Knockers adapted the concept to their own particular needs. Their longhouses are subdivided into countless small rooms, interconnected by small, round doors. This is reminiscent of the underground warrens and tunnels where the they first lived. Extensive basements are common, and tunnels often connect to other dwellings and buildings. The knockers feel strongly that the home is a home, and all business and industry is conducted in separate structures. This habit dates back to when forge fires that burned out of control needed to be contained, and today professional buildings are still most often built of stone.

A bugbear longhouse is also a divided structure. One end is sectioned off for sleeping, and is called the dedo. The other is sectioned off for worship, and called the grotto. Both harken back to the residence original mountain homes, and are completely off-limits to any who do not live in the longhouse. The rest of the space is open and used for a wide array of purposes, and outsiders are welcome in these central areas.

RPGlink

Use the following species from Dungeons & Dragons 5.24: Knockers=Goblins/ Redcaps=Shadow Goblin/ Puca=Harengon/ Fardarrig=Quickstep/ Gremlins=Vedalken/ Brownies=Kender/ Erlkin=Verdan/ Boggart=Darakhul/ Hobs=Hobgoblins/ Bugbears=Bugbears

Articles under Meraluk

  • Cave Goblins: Bugbears
  • Dark Goblins: Fardarrig
  • Deep Goblins: Knockers
  • Hill Goblins: Gremlins
  • House Goblins: Brownies
  • Marsh Goblins: Boggarts

Orcs

Details
Category: God-Created Races

Orcs live on the sea. Some of the orcs make a living as pirates, while the majority build their fortunes as legitimate traders, sailing the high seas with holds stuffed with cargo from around the world, turning a continual profit. You never know if a particular Orcish ship is going to raid or trade. Captains sometimes switch back and forth, depending on which offers the best profit opportunity.

Everyone depends on the orcs. Not only do they make the world economy go 'round, but the upper class of every society demands the luxury goods only produced across the globe. But nobody trusts the orcs, either. They can be selfish, undependable, traitorous, and dangerous. Many merchants in cities and settlements across Astaria own and operate smaller vessels that never leave sight of shore. Deep sea voyages, however, are completely monopolized by orcish sailors. When merchants speak of "owning" these vessels, what they actually own are contracts with an orcish captain and crew that allow them exclusive use of the vessel.

Most people only encounter orcs in ports or, very rarely, on the open sea. The orcs lean into this mythology and maintain that they have no homeland. They claim to be born and die on the sea, only setting foot on land to trade or to raid. While in truth they come from a group of islands, keeping up the story makes a better tale, as well as keeping Orcish families safe from those looking for revenge.

Since they spend the vast majority of their lives aboard ship, orcish culture is obsessed with ropes, lines, and knots. Tying a knot is seen as an inherently mystical act, and much of orc religion and magic involves ritual knot tying. Staggeringly intricate knots can be spell foci, charms, or even magical items. As a result, orcs have a taboo regarding knots for mundane uses. They never knot their garments, for example, preferring to wind and tuck them, securing loose bits with plaits or braids, pins or clasps. Hems and edges are left ragged or, for formal occasions, carefully rolled and pinned.

Because they are so widely involved in trade, orc coin is considered the best and most reliable. Each ship commissions its own, with the weight clearly stamped on its face. This huge variety results in a lively collectors' market, which orcs have (predictably) exploited by producing ever more intricate and beautiful designs. Orcish coinsmiths show a level of skill more typical of master jewelers among other nations. A ship's reputation is based on its coin, so counterfeiting is a mortal sin. Violators are typically tracked down and killed in the most horrible ways imaginable.

Because it is plentiful at sea and there is no market for it, shellfish forms the bulk of the orc diet. As a result, they hate the stuff. However, many orcs pass the time at sea by making art out of the leftover shells. Orc scrimshaw, cameos, and mosaics can be quite beautiful, and fetch high prices. Some orcs even create complex sculptures using dozens, or even hundreds, of carved and interlocking shells.

Orcs have beautiful, powerful singing voices. Most orc music consists of layers of sung notes accompanied by claps, stamping, clicks, whistles, and other various vocal sounds, without a single "real" instrument in sight. An orc has a huge vocal range, from deep bass to a high and piercing whistle. Orc music is impossible to write down accurately, and so is passed from ship to ship, constantly changing and evolving. Getting orcs to sing in front of anyone who isn't an orc, though, can be a serious challenge.

To the North of the Dwarven city-states, and just West of the human free cities, is a group of islands. These chunks of land are the true home of the orcs.

Orc communities are small, flexible, and supportive. Any time an orc goes to sea, they leave their children with others in the community to be raised as their own. Returning orcs shower their whole camp or village with gifts. Similarly, orc couples seldom marry. Instead orc couples will spend a few years together, and then move on when their interests change. The profusion of half-orcs in the world attests to this casual approach to relationships.

Like anyone, talented half-orcs are welcome on board orc ships. They are not, however, allowed on the home islands. They must be raised by their human parent, and have little contact with the orcish culture to which they also belong. This puts them in an impossible position; angry at one culture, and mistrusted by the other.

Orcs have no inherent preference for either trading or piracy. They recognize that each offers varying amounts of profitability with assorted levels of risk. As a result, if a captain can make good money trading and avoid endangering people and property, he will. If he finds trade opportunities don't offer what he needs, he directs his crew to take up arms and they simply take what they want.

Orcs, no matter how or where they die, are buried at sea. Orcs believe that seawater quite literally flows in their veins, and they look forward to returning to the ocean. The idea of their bodies rotting on a battlefield or in some dusty crypt is offensive. Officers and captains, as well as other heroes and elders, are sent out to sea in intricate miniature boats made from aromatic woods. They are anointed with fruit, flowers, resins, and oils, and their corpses set ablaze with magic.

Siixiir University and Haabaar University are unlike those found among other races. Instead of a great tower or a tree, the master mages are scattered around the world. They speak with each other via enchanted shells. Students are placed with masters as an opening becomes available, and a young orc might need to travel for months to meet her new master's ship. Regardless of their specialty, all orcish spellcasters learn basic weather control magic for use aboard ship. Without a central location, no colleges or eldridtch societies work with these Universities.

Despite their many similarities, the orcish Universities are separated by one fundamental philosophical difference. Siixiir mages believe that magic should be used to serve the needs of the community, which benefits the individual in the long run. They favor spells that support their allies, protect their friends, and reveal information. Haabaar mages believe that magic is best used to serve the needs of the individual, and those individuals make and lead better, stronger communities. They prefer magics that attack their enemies, control others' minds, and weaken their opposition. Neither University has particular specialties, though Siixiir's approach favors schools such as Abjuration and Divination, while Haabaar's worldview aligns better with Alteration and Charm. Siixiir uses a conch shell as their token. Haabaar uses a setting sun.

RPGlink

Use the "Orc" species from Dungeons & Dragons 5.24.

Burrowmen

Details
Category: God-Created Races

Burrowmen are a servant or race of humanity. No independent, settled communities of halflings exist. Instead, halflings live among humans anywhere and everywhere. Usually called "Halflings" by humans, Burrowmen are not slaves per se, since no human actually owns a halfling. However, in order to work, farm, conduct business, or do anything else that matters, a halfling must have a contract. These contracts are held and owned by humans, and are the human's individual property. The newly born halfling is given a contract by the human that holds their mother's contract. These contracts can be bought and sold at will, and humans can indirectly dictate the terms of a halfling's entire life through it. No halfling may be made a citizen of a human nation. Halflings do live among other races, and may be able to live independently, but find their opportunities and status severely limited. On the other hand, a halfling with a contract from a wealthy human merchant or noble house can live a life of power and luxury, rising to high office. A halfling who breaks their contract is subject to punishment, including death.

Halfling is actually considered a derogatory term, with Burrowman the preferred term among the race.

Burrowmen in human lands form a sort of subculture all their own. They serve their contractors well, to be sure, but few members of humanity give much thought to how, exactly, that happens. It turns out that, when out of sight of their bosses, burrowmen act entirely differently. They have their own slang, culture, economy, habits, contacts, and traditions. The majority of business in a large human city actually takes place between burrowmen, with nary a human in sight. This gives countless opportunities for skimming, cheating, bribery, graft, and outright stealing. The vast majority of illicit activity in human city is committed by burrowmen, almost all of whom are, on the surface, respectable. Those who aren't form the core of every community's thieves guild, moving unseen or, at least, unnoticed by the big folk around them. At the center of every black market, fence operation, and smuggling ring is an otherwise unassuming halfling, whose human boss assumes he is busy polishing the silver somewhere.

In addition, the countryside is crawling with so-called "Free Halflings," constantly moving from place to place in caravans of wagons. These folks make their living outside the law, as performers, freaks, fortunetellers, or whatever else they can get away with. They never settle down long enough to rile up the local guard, and provide an essential way for the local Burrowmen to move pilfered goods and currency.

Wherever you find them, all halflings have a strong cultural component regarding rules of hospitality. Guests in a halfling's home are under that halfling's personal protection, and guests are honor bound not to harm or to embarrass their hosts. Guests must be offered food and drink, as well as comfort, with no repayment expected. However, guests are expected to leave gifts when they leave to honor their hosts, even if only a note praising the host and her home. (To do fail to leave such a gift implies that the hosts somehow failed in their obligations; a grave insult.) These traditions date back even before Burrowmen joined with humanity, and are viewed with reverence bordering on the sacred.

Most Burrowman households have a family tapestry called the Legacy. The people, places, and events are woven into the tapestry using delicate, silken threads. The Legacy forms a continuous family history, sometimes going back centuries. A Legacy is passed to the youngest daughter of a Burrowman family. It is stored in a special cedar chest, tightly rolled, when not on display.

The Burrowman senses of smell and taste are extremely acute. Oddly, this seems to drive them to seek out food that is particularly sweet, sour, spicy, or pungent. A halfling's celebration commonly involves such delicacies as peppers fiery enough to burn a hole in your gut and ripened cheeses whose stink makes you gag. The halflings take great delight in the reaction of big folk to these and other dishes.

Halflings are amazing at adapting and improvising. After centuries in the lands and homes of others, they have learned to make do with whatever is at hand. An enterprising Burrowman can construct whatever is needed with nothing more than a hammer, a thimble, and some bits of string. This extends to all walks of life. If you need to figure out an alien culture, send a halfling. They have a lifetime of experience figuring out, making do, fitting in, and making good. Halflings find the silver lining of every cloud, and can turn any crisis into an opportunity.

RPGlink

Use the "Halfling" species from Dungeons & Dragons 5.24.

Elves

Details
Category: God-Created Races

In the distant past, the elves were one people. Powerful and mysterious, elves routinely lived to a millennium or more. However, factions in Elven society rose up and overthrew their Royals, demanding the right to rule themselves. Infighting then followed, with elves fractioning into air, earth, fire, and water peoples. In the process, some great magic was lost, and elves began to die earlier and earlier. Nobody knows why. Lifespans currently set at 250 years. All the Elven nations want the secret to long life, and any rumor of a member of the royal family is ruthlessly pursued.

While elven lifespans dwindled, their rate of reproduction remained unchanged. Elves can only reproduce under very, very specific mystical circumstances. This is tied to the alignment of heavenly bodies, which only will happen every 75 years. This results in a sort of frenzy of mating, with the result that elves are always born in a huge cohort. The generation gap is huge, as is competition. Newly born elflings seem to their parents to wither and die before their eyes, and none of the new rulers can tell them why.

Each of the different nations has most traits in common, including the fact that they are born with wings. These don't allow for flight, as even an elf is too heavy for that. However, each of the Elven people has cosmetic and cultural traits that set them apart.

After the overthrow of the Royals, the four peoples agreed on a common system of government. Each nation is led by a Kaani, or voice of the people. The Kaani is helped by a Neuvot, or Council of advisors. Beyond this very basic framework, each nation has been able to work out its own details.

Ilma are the sky elves. They live in the tops of broadleaf trees, with their feet rarely needing to touch the ground. Ilma have multicolored plumage, like tropical birds, though the snowy winged Royals were Ilma as well. The Ilma allow their elders to serve as their Neuvot, and these advisors choose a Kaani who will serve for life.

Lika are the stone elves. They dwell in dense, dark pine forests, and in caverns below them. Lika plumage is black, gray, or dappled. Their skin ranges from pale, through grey, to black; those spending more time above ground are lighter, and are said to be sun-bleached. The Lika select a new Neuvot every 10 years, and a new Kaani every four. No elf may serve two terms in a row. Every elf casts a vote, with parents voting on behalf of their children.

Meri are sea elves. While most dwell on the coasts, some have settled on lakes and rivers. Their plumage can be golden or pale blue, often with a gray stripe across the back. The Meri choose their Neuvot by lot, with every adult eligible to serve. Terms are two years, with some of the advisors beginning, serving, and ending their service at any given moment. The Kaani is chosen by the high priests of the 16 great gods, and serves for 25 years.

Valta are the flame elves. They make their homes on the slopes of hills and mountains, including volcanoes. Their wings have the brown and rust plumage of raptors, some with white or gray spots. Half of the Neuvot are nobles, who owned land and titles from centuries ago. The other half are elected by the adult elves and serve for 10 year terms. The Kaani is elected from among the noble houses, but is chosen by the elected members. They serve for life.

There are also the Kainen, or Common Elves. This is not common as in ordnary, but common as in shared. These elves are wingless, and their bodies and souls are made up of multiple elements. They live among the other peoples, respected no more or less. However, they are uniquely suited to resolving conflicts between the peoples and aiding them in working together.

Being a somewhat chaotic folk, the elves tend to favor small villages over large cities. However, the teaching of magic demands bringing together a large population in one place, and so de facto cities have sprung up around the Elven universities. Four of these universities serve a single people, offer no particular specialty, and also house the seat of government. The others are smaller, have mixed populations, and focus resources in a few select areas, although they are still considered to be the territory of one people.

RPGlink

For Kainen, use the "Elf" species from Dungeons & Dragons 5.24. For other elves, adapt the "Genasi" or "Eladrin" species from Dungeons and Dragons 5.24. If you choose an Eladrin, you may only choose the Season appropriate to your elf's people, and may not change it when you trance. Ilma: Air Genasi/Spring Lika: Earth Genasi/Winter Meri: Water Genasi/Autumn Valta: Fire Genasi/Summer

Note: Homebrew species and feats for Astarian Elves are available on D&D Beyond.

Articles under Elves

  • Common Elf: Kainen
  • Flame Elf: Valta
  • Sea Elf: Meri
  • Sky Elf: Ilma
  • Stone Elf: Lika

Dwarves

Details
Category: God-Created Races

Astaria has two types of dwarves; although, biologically, there are no real differences between them. The easiest way to divide them comes, as it so often does, through old families with land ownership and therefore, control of the wealth of natural resources that implies. The earliest working artisans ply their trades with resources drawn from the hills and mountains around them. These brave or foolhardy souls would risk everything to go off and stake a claim of gold, iron, copper, clay, sand, gems, or some other raw material. The rest of their kind stayed behind, plying their trades while growing crops or tending herds on the hills and fields. In centuries past, those working families who controlled access to mines and deposits became known as mountain dwarves (Kanen), stronger and meaner, plus more skilled with arms and armor from their time fighting off subterranean beasts. Those who stayed behind are hill dwarves (Edin), wiser and healthier from their community-centered life in the open air, and better known and liked by outsiders.

All of the most powerful trade guilds are dominated by mountain dwarves, with the exception of those focused on agricultural products such as weaving and brewing. Any given mountain dwarf is much more likely to hold a position of authority, even though there are twice as many hill dwarves overall. The vast majority of merchants are hill dwarves, though more and more gnomes are working for the great merchant houses. Most guardsmen, police, militiamen, and infantrymen are hill dwarves, while mountain dwarves are often elite soldiers and military officers. Religious life is dominated by hill dwarves, in part to give their larger families a respectable alternative profession. Both types of dwarves understand that they depend on the other, and they respect each other. They don't always like each other though, with common complaints being that mountain dwarves think they're superior (which they do), or that hill dwarves cheat in business (which they do). Each clan uses affectionate but derogatory terms for each other, such as rock heads and dirt merchants.

By and large, each dwarven city is a nation-state to itself. There is no level of government or law above the city state; no great dwarven empire or honored dwarven king. However, all dwarves rely on each other economically, and the various cities may ally for mutual defense. The cities all contribute to a common standing army, which in times of peace is kept relatively small and is commanded by the most senior officer in service. All the cities are ruled by their craft guilds, with a single, powerful guild ruling each city. The most powerful master of that guild acts as the de facto monarch. While most cities are ruled by mountain dwarf guilds, a few are dominated by a hill dwarf specialty. Mountain dwarves still hold enormous political and economic power, even in these hill dwarf strongholds.

RPGlink

Use the "Dwarf" species from Dungeons & Dragons 5.24.

  1. Gnomes
  2. Humans

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