Dwarves and The Coldiron Empire
The Unmoved. The only islands that are still. The Stone Lords. The Dwarven Empire is vast. Originally stemming from four central islands, they now form a medium sized continent. Seizing on their ability to shape the islands and land they live upon, not only do the dwarven cities reach out towards other islands but also into the heavens above. The dwarven cities are old, without the constant need to move from island to island, a vast civilization has flourished under imperial rule.
Dwarves pride themselves on their collection of information, lore, and history. They sail the world, discovering new tales and retelling old ones. They explore rich histories of places and people. Though the Dwarven ancestral raiders would take this knowledge by any means, now expedition and mercenary forays provide more recent discoveries.
While scholarly work is important to the dwarven people, it is by no means the only part of their culture. Dwarves have deep understanding of warfare and naval combat. Their expansion has not always been as simple as growing stone and raising towers to the sky. In order to maintain control of the world’s knowledge, they have also appointed themselves as the world's guardians. This has in the past caused disagreements between them and other races of the world. Inevitably causing war and then the absorption of other islands into the Dwarven empire. These old islands are known as Uleng Nïr, or the lost land in Dwarven. Because of this, a vast population of other races live within the Dwarven Empire.
The people of the empire are seen as one collective unit. Once they were Elves, Humans, and Half-orcs now they are seen in the eyes of the empire as one.
Dwarven travelers are widely accepted, often drawing upon their vast knowledge of trade, mining, and blacksmithing. A dwarf is always ready to strike up a deal, haggling comes naturally to them. As the empire has grown over time the nature of dwarves has become more competitive. They seek to maintain their empire in any way that would benefit their great society. This can lead to quick arguments and fits of stubborness.
Though their avarice for knowledge is vast, Dwarves remain averse to eagerly accepting modern technology as Dwarves have a strong, even magical, connection to the natural world. They are slightly behind other races when it comes to newer innovations, but still remain competitive due to their vast libraries and integration of other races.
The four original Dwarven islands make up the seats of power across the continent. In place of the original islands, there are now vast cities. Each city is held by one of the four major dwarven clans. The foundation of these Dwarven cities extends all the way to the ocean floor. As the cities grew the foundation of the islands sank eventually landing in the dark depths. The lower levels of these foundations are shrouded in mystery. The ancestral homes of the dwarves, they are labyrinthine and partially forgotten. Base levels of the foundation are so deep that light can't get to them from the ocean surface. Rumor has it every dwarven city is actually interconnected, but the deepest levels are sealed off. They are referred to as "The Underdark." Some shameful secret lurks down here, and no dwarf speaks of it.
On land, Dwarven power is in stone. On water, Dwarven power is in coral. One of the first races to be absorbed by the empire was the Tritons.Threatened by dwarven stone-growers burying their shallow-water kingdoms, the tritons brought their extensive knowledge of the undersea to the dwarves - the beginning of both the Dwarven empire and the understanding that knowledge is power. When dwarves take to the sea, it is in ships of living coral. Guided by seadruids who can read the weather and maintain the algae needed to keep the ships alive, the sailless longships of the dwarves are far-reaching and difficult to spot from afar. The dwarves raid distant libraries, monasteries, and even cities, pillaging everything of value but loading their limited holds with books, scrolls and other items of foreign knowledge before anything else is taken. Only tropical waters are beyond their reach, since even the dwarven druids cannot keep the algae alive and moving in high heat.
The Coldiron Clan - Highlords
The Coldiron are the ruling clan within the Dwarven Empire. Their capitol is the grand city of Melkhan Kal, High King Aiggarath and High Queen Cordolla Ruled with an Ironfist (ha. puns). Long ago the Coldiron fought a losing war against the Orc clans, being pushed close to extinction they reached out to the other clans and formed an alliance. Turning the tide of the war and eventually removing the Orc threat from the area. The alliance of dwarves continues with the Coldiron at the helm. Time has passed and many kings and queens have come and gone. High Queen Leona now rules with hesitation as fractures between the high clans continue to appear.
The Coldiron are hard at work continuing the traditions of their ancestors. While the tides of war have passed, the need for stabilization and uniformity between the islands remains. The Coldiron now send out adventures from all of the clans in a hope to draw other races to the empire, so they may teach and share the importance of island unification.
Leona Coldiron, High Queen of the Dwarven Empire, is the latest and youngest ruler the dwarves have ever had. Her late father Abraxas Coldiron lost his life under mysterious circumstances and Leona was forced into queenship far earlier than anticipated. She has yet to marry and has no heirs of her own, her younger brothers Delm and Thrast sit as her council. Their youngest sister, Ysengrin, still a child in the eyes of her siblings, pursues the path of the Broken Corl. She looks to find a way to expand upon the method of coral shipping. Leona’s mother Shaya, leader of the Dwarven Watchers has been missing for some time. Shaya’s last expedition was headed into the depths of the dwarven empire, far underground, to explore what was once the city of Tharlanthor. With only her Brothers council and the input of the other noble clans to guide her, Leona treads carefully, not knowing what is to come for her or her Empire.
The Broken Coral Clan - Naval and Druids
The Broken Coral are a smaller society of dwarven druids within the Coldiron empire. Originally coming from the smallest of the four islands they were glad to form an alliance with the much larger and more aggressive clans. Using their vast knowledge of naval tactics combined with their attunement to nature they are the backbone of dwarven expansion around the world.
The Broken Coral do not have a noble family, but a hierarchy of druids. Archdruid Pyran is the current leader of the Broken Coral. His studies into the coral have developed longer lasting methods into ship movement and island absorption. He leads the largest of the druid circles of the Coldiron Empire. He along with thirty other Highdruids have converted their original island into a massive grove for study and development. This city is known as Fottor Erlin Lendak, or the Forest of Lightning.
The Truthwatcher Clan - Collectors of Lore
In exchange for aiding the Coldiron the Truthwatchers were promised a collection of knowledge. Over time the order of Truthwatchers has grown into a fanatical group of scholars. They obsess over every piece of information they can get their hands on. Information is power, without it the empire would fall.
The Former Queen Shaya, originally of the Truthwatcher clan, and her team of Watchers have vanished from their expedition into Tharlanthor. A team of Watchers was sent to investigate after not receiving word, exploring the route Shaya had mapped out, they were unable to determine what happened. The team had clearly made it to the ruins of Tharlanthor, the camp was set up, fires had been used, all of their supplies were present, there was just no sign of Shaya and her men. An expedition force has begun rallying to go and find the missing team, it is unclear what they will find in the depths below.
Elokrah Truthwatcher sits as Highlord of the Truthwatcher clan. He is a bit of an abnormality as far as Truthwatchers are concerned. His Father was of the RubyFist, because of this, Elokrah was trained in the arts of combat and military strategy. He understands the importance of what the Truthwatchers stand for, but becomes impatient at their insistent need for knowledge over power. He believes the Coldiron are no longer fit to rule the empire and wishes to rule in their place. He is married to Udunthean, the niece of the Archdruid of the Broken Coral. Elokrah sees the union as further justification towards his claim to rule. Through his blood and marriage reside connections to three of the four highlord clans.
The Rubyfist Clan - Military Order - Grand City: Kuldorul
When the Coldiron clan requested help from the Rubyfist, they were hesitant. The rage and bloodlust within the clan in the past had caused them to be questionable allies. They were just as likely to turn on a friend as an enemy. But with the combined knowledge and magics of the Truthwatchers and Broken Coral clans the Rubyfist agreed to be monitored if they failed to maintain control. Known for their military might, the Rubyfist pride themselves in their stength. Trained in battle tactics, tracking, and control of ancestral spirits they are a force to be reckoned with.
Skirmishes with orish raiders are common along the coastal cities of the dwarven empire. The combined forces of Rubyfist and Broken Coral keep a tight patrol around the major trade cities within the empire but are more relaxed when it comes to small less important ones, generally leaving small battalions or town guards to deal with problems that occur. There have been reports of an orcish fleet with several Ogre Juggernauts to the far east of the empire. Nothing has come of it yet, but a small fleet has been sent to the port city of Kalur Rith.
Vensartha Rubyfist is Warmaden of the Rubyfist Clan. She is one of the strongest warriors in all of the dwarven empire. She is spiritually bound to her ancestors and has been known to show unexplainable power through her battle rages. She wields the great axe, Storm Weaver, blessed by the gods Teshezim and Bolnheim. It has been passed down through the Rubyfist clan for thousands of years. Storm Weaver is known to produce violent primordial winds around its user, along with granting them further capabilities during their rages. Vensartha has not married and has no siblings, those who have stepped forward to offer courtship are met with the challenge of combat. She will marry if and only if she loses to them in battle.
The Saltbreaker Clan - Used as miners, freight sailors and expedition porters, the Saltbreakers have a long history of servitude to the Coldiron and Rubyfist Clans. The Saltbreakers are hardy Coral Dwarves who have a strong oral tradition of their family history. Though most of them are menial laborers to the greater families, some rise to positions of some importance within their fields of study. This is somewhat rare, due to the political structures at play and the grueling nature of their labors.
Ability Score Increase: Your Constitution score increases by 2.
Age: Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.
Alignment: Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
Size:Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “Combat” section).
Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Languages: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
Hill Dwarf
As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience.
Ability Score Increase: Your Wisdom score increases by 1.
Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Mountain Dwarf
As a mountain dwarf, you’re strong and hardy, accustomed to a difficult life in rugged terrain. You’re probably on the tall side (for a dwarf), and tend toward lighter coloration.
Ability Score Increase: Your Strength score increases by 2.
Dwarven Armor Training: You have proficiency with light and medium armor.
Coral Dwarf
As a coral dwarf, you are adapt at sea travel, accustomed to the harsh life that comes with it.
Ability Score Increase: Your Dexterity score increases by 2.
Emissary of the Sea: You are trained to be an expert swimmer. You have 30ft of swim speed and have advantage on checks involving swimming.
Description: In service of the Dwarven Empire you seek to further the vast stores of knowledge kept within the dwarven halls. You use the advantages of the empire to further your goals, persuading those with new information to part with it.
Skill Proficiencies (2): Investigation, Knowledge History
Tool Proficiencies: Cartographer’s Tools Or Navigator’s Tools
Feature: When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.
Suggested Characteristics:
d8 Personality Trait
1 I believe that anything worth doing is worth doing right. I can’t help it. - I’m a perfectionist.
2 I’m a snob who looks down on those who can’t appreciate fine art.
3 I always want to know how things work and what makes people tick.
4 I’m full of witty aphorisms and have a proverb for every occasion
5 I’m rude to people who lack my commitment to hard work and fair play.
6 I like to talk at length about my profession.
7 I don’t part with my money easily and will haggle tirelessly to get the best deal possible.
8 I’m well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven’t heard of me.
d6 Ideal
1 Community. It is the duty of all civilized people to strengthen the bonds of the Empire.
2 Generosity. My talents were given to me so that I could use them to benefit the world.
3 Freedom. Everyone should be free to pursue his or her own livelihood.
4 Greed. I’m only in it for the money.
5 People. I’m committed to the people I care about, not to ideals.
6 Aspiration. I work hard to be the best there is at my craft.
d6 Bond
1 The workshop where I learned my trade is the most important place in the world to me.
2 I created a great work for someone, and then found them unworthy to receive it.
3 I owe my guild a great debt for forging me into the person I am today.
4 I pursue wealth to secure someone’s love.
5 One day I will return to my guild and prove that I am the greatest artisan of them all
6 I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.
d6 Flaw
1 I’ll do anything to get my hands on something rare or priceless
2 I’m quick to assume that someone is trying to cheat me
3 No one must ever learn that I once stole money from guild coffers
4 I’m never satisfied with what I have— I always want more.
5 I would kill to acquire a noble title
6 I’m horribly jealous of anyone who can outshine my handiwork.
Description: You are part of the greatest empire known to history. Your status among other races in the empire allows you the option of haggling on pretty much anything. You are fully aware that the other races wish to curry favor anyway they can.
Skill Proficiencies: Intimidation, Survival
Tool Proficiencies: Vehicle - Ground or Water
Suggested Characteristics:
d8 Personality Trait
1 I’m always polite and respectful.
2 I’m haunted by memories of war. I can’t get the images of violence out of my mind.
3 I’ve lost too many friends, and I’m slow to make new ones.
4 I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
5 I can stare down a hell hound without flinching.
6 I enjoy being strong and like breaking things.
7 I have a crude sense of humor.
8 I face problems head-on. A simple, direct solution is the best path to success.
d6 Ideal
1 Greater Good. Our lot is to lay down our lives in defense of others. (Good)
2 Responsibility. I do what I must and obey just authority. (Lawful)
3 Independence. When people follow orders blindly, they embrace tyranny. (Chaotic)
4 Might. In life as in war, the stronger force wins. (Evil)
5 Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral)
6 Nation. My city, nation, or people are all that matter. (Any)
d6 Bond
1 I would still lay down my life for the people I served with.
2 Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3 My honor is my life.
4 I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.
5 Those who fight beside me are those worth dying for.
6 I fight for those who cannot fight for themselves.
d6 Flaw
1 The monstrous enemy we faced in battle still leaves me quivering with fear.
2 I have little respect for anyone who is not a proven warrior.
3 I made a terrible mistake in battle that cost many lives—and I would do anything to keep
that mistake secret.
4 My hatred of my enemies is blind and unreasoning.
5 I obey the law, even if the law causes misery.
6 I’d rather eat my armor than admit when I’m wrong.