(ENG) D&D 3.5 Ed. - Races of Stone - Raiders of The High Citadel - Flip eBook Pages 1-50 (2024)

CREDITS Visit our website at www.wizards.com/dnd DESIGN DAVID NOONAN, JESSE DECKER, MICHELLE LYONS DEVELOPMENT TEAM ANDY COLLINS (LEAD), ANDREW FINCH, JAMES WYATT EDITORS CHRIS THOMASSON, CINDI RICE MANAGING EDITOR KIM MOHAN DESIGN MANAGERS ED STARK, CHRISTOPHER PERKINS D E V E L O P M E N T M A N A G E R ANDREW FINCH DIRECTOR OF RPG R&D BILL SLAVICSEK PRODUCTION MANAGER JOSH FISCHER ART DIRECTOR DAWN MURIN COVER ARTIST ADAM REX INTERIOR ARTISTS THOMAS BAXA, STEVE BELLEDIN, WAYNE ENGLAND, JEREMY JARVIS, DOUG KOVACS, CHUCK LUKACS, DENNIS CRABAPPLE-MCCLAIN, JIM NELSON, WILLIAM O’CONNOR, SCOTT ROLLER, RON SPENCER, JOEL THOMAS, FRANZ VOHWINKEL, BRAD WILLIAMS GRAPHIC DESIGNER DEE BARNETT CARTOGRAPHER DENNIS KAUTH GRAPHIC PRODUCTION SPECIALISTS ERIN DORRIES, ANGELIKA LOKOTZ IMAGE TECHNICIAN CANDICE BAKER Resources: Miniatures Handbook™ by Michael Donais, Skaff Elias, Rob Heinsoo, and Jonathan Tweet; Underdark by Bruce R. Cordell, Gwendolyn F. M. Kestrel, and Jeff Quick; “By Any Other Name: Dwarves,” in Dragon #262 and “By Any Other Name: Gnomes,” in Dragon #262 by Owen K.C. Stephens; “Good Things Come in Small Packages,” in Dragon #291 by Johnathan Richards; “Study and Jest: The Secret Life of Gnomes,” in Dragon #291 by James Jacobs. Based on the original DUNGEONS & DRAGONS® rules created by Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This product uses updated material from the v.3.5 revision. This WIZARDS OF THE COAST® game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20. DUNGEONS & DRAGONS, D&D, DUNGEON MASTER, d20, d20 SYSTEM, DRAGON, UNDERDARK, WIZARDS OF THE COAST, Player’s Handbook, Miniatures Handbook, Dungeon Master’s Guide, Monster Manual, Races pf Stone, and their respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks of Wizards of the Coast, Inc. Distributed to the hobby, toy, and comic trade in the United States and Canada by regional distributors. Distributed in the United States to the book trade by Holtzbrinck Publishing. Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of the Coast, Inc. and regional distributors. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Printed in the U.S.A. ©2004 Wizards of the Coast, Inc. 620-96567000-001 9 8 7 6 5 4 3 2 1 First Printing: August 2004 U.S., CANADA, ASIA, PACIFIC, & LATIN AMERICA Wizards of the Coast, Inc. P.O. Box 707 Renton WA 98057-0707 Questions? 1-800-324-6496 EUROPEAN HEADQUARTERS Wizards of the Coast, Belgium T Hofveld 6d 1702 Groot-Bijgaarden Belgium +322-467-3360 620_96567_RacesOfStone.indd 2 6/14/04, 7:18:09 AM

3 TABLE OF CONTENTS Contents Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 What Is a Race of Stone?. . . . . . . . . . . . . . . . . . . 4 Inside This Book . . . . . . . . . . . . . . . . . . . . . . . . . . 4 What You Need to Play . . . . . . . . . . . . . . . . . 4 Chapter 1: Dwarves . . . . . . . . . . . . . . . . . . . . . . . . 5 A Day in the Life . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Psychology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Dwarven Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Arts and Crafts . . . . . . . . . . . . . . . . . . . . . . . . . 8 Technology and Magic . . . . . . . . . . . . . . . . . 9 Love . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Dwarves at War . . . . . . . . . . . . . . . . . . . . . . . 10 Death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Society and Culture . . . . . . . . . . . . . . . . . . . . . . 11 Rulers and Tradition. . . . . . . . . . . . . . . . . . . 11 Clan Structure . . . . . . . . . . . . . . . . . . . . . . . . 13 Family Units . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Dwarves and Other Races . . . . . . . . . . . . . . . . 16 Religion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Moradin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Hanseath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Laduguer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Mya. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Roknar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Tharmekhûl . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Thautam . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Valkauna. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 History and Folklore . . . . . . . . . . . . . . . . . . . . . 21 Language . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Dwarven Phrasebook . . . . . . . . . . . . . . . . . . 24 Runes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Dwarven Names. . . . . . . . . . . . . . . . . . . . . . . 25 Cities and Settlements. . . . . . . . . . . . . . . . . . . . 26 The Dwarven Economy. . . . . . . . . . . . . . . . 27 Example Settlement: Uruz, City of Granite . . . . . . . . . . . . . . . 28 Creating Dwarf Characters . . . . . . . . . . . . . . . 29 Special Dwarf Options . . . . . . . . . . . . . . . . 30 Dwarves as Characters . . . . . . . . . . . . . . . . . 30 Chapter 2: Gnomes . . . . . . . . . . . . . . . . . . . . . . . 31 A Day in the Life . . . . . . . . . . . . . . . . . . . . . . . . . 31 Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Psychology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Philosopher-Artists. . . . . . . . . . . . . . . . . . . . 35 Illusion and Truth. . . . . . . . . . . . . . . . . . . . . 35 Gnome Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Arts and Crafts . . . . . . . . . . . . . . . . . . . . . . . . 36 Technology and Magic . . . . . . . . . . . . . . . . 36 Love . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Gnomes at War . . . . . . . . . . . . . . . . . . . . . . . . 38 Death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Society and Culture . . . . . . . . . . . . . . . . . . . . . . 38 Merchant Lords . . . . . . . . . . . . . . . . . . . . . . . 39 Middle Class . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Artisans and Rebels . . . . . . . . . . . . . . . . . . . 39 Gnomes and Other Races. . . . . . . . . . . . . . . . . 41 Religion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Garl Glittergold . . . . . . . . . . . . . . . . . . . . . . . 43 Callarduran Smoothhands. . . . . . . . . . . . . 43 Gelf Darkhearth . . . . . . . . . . . . . . . . . . . . . . 43 The Glutton . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Rill Cleverthrush . . . . . . . . . . . . . . . . . . . . . 45 Sheyanna Flaxenstrand . . . . . . . . . . . . . . . . 45 History and Folklore . . . . . . . . . . . . . . . . . . . . . 46 Language . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Gnome Phrasebook. . . . . . . . . . . . . . . . . . . . 48 Gnome Names . . . . . . . . . . . . . . . . . . . . . . . . 49 Cities and Settlements. . . . . . . . . . . . . . . . . . . . 50 Gnome Economy . . . . . . . . . . . . . . . . . . . . . . 50 Example Settlement: Kibosh. . . . . . . . . . . 50 Creating Gnome Characters . . . . . . . . . . . . . . 52 Special Gnome Options . . . . . . . . . . . . . . . 52 Gnomes as Characters . . . . . . . . . . . . . . . . . 52 Chapter 3: Goliaths . . . . . . . . . . . . . . . . . . . . . . . 53 A Day in The Life . . . . . . . . . . . . . . . . . . . . . . . . 53 Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 Goliath Racial Traits. . . . . . . . . . . . . . . . . . . 56 Psychology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 Goliath Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 Leisure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 Arts and Crafts . . . . . . . . . . . . . . . . . . . . . . . . 59 Technology and Magic . . . . . . . . . . . . . . . . 60 Goliaths at War. . . . . . . . . . . . . . . . . . . . . . . . 60 Society and Culture . . . . . . . . . . . . . . . . . . . . . . 60 Tribal Structure . . . . . . . . . . . . . . . . . . . . . . . 61 Laws and Justice. . . . . . . . . . . . . . . . . . . . . . . 63 Nature Worship. . . . . . . . . . . . . . . . . . . . . . . . . . 65 Pantheistic Religion. . . . . . . . . . . . . . . . . . . . . . 65 Kavaki, the Ram-Lord . . . . . . . . . . . . . . . . . 65 Kuliak, the Dead Goddess . . . . . . . . . . . . . 66 Manethak, the Wise Hunter . . . . . . . . . . . 66 Naki-Uthai, the Brave Climber. . . . . . . . . 67 Theleya, the Fertile One . . . . . . . . . . . . . . . 68 Vanua, the Harbinger of Woe . . . . . . . . . . 68 History and Folklore . . . . . . . . . . . . . . . . . . . . . 69 Language . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 Gol-Kaa Phrasebook . . . . . . . . . . . . . . . . . . . 72 Goliath Names . . . . . . . . . . . . . . . . . . . . . . . . 72 Example Tribe: The Kathaals . . . . . . . . . . . . . 74 Kathaal Migration Pattern . . . . . . . . . . . . . 74 Important Kathaal Members. . . . . . . . . . . 76 Other Tribe Members . . . . . . . . . . . . . . . . . 80 Thella-Lu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 The Stonespeakers . . . . . . . . . . . . . . . . . . . . 82 Creating Goliath Characters . . . . . . . . . . . . . . 84 Special Goliath Options . . . . . . . . . . . . . . . 84 Goliaths as Characters . . . . . . . . . . . . . . . . . 84 Chapter 4: Other Races of Stone . . . . . . . . . . 85 Using This Chapter . . . . . . . . . . . . . . . . . . . . . . 85 Where Were They? . . . . . . . . . . . . . . . . . . . . 85 Monster Classes . . . . . . . . . . . . . . . . . . . . . . . 86 Chaos Gnome . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Dream Dwarf . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Feral Gargun. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 Stonechild . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92 Whisper Gnome . . . . . . . . . . . . . . . . . . . . . . . . . 94 Chapter 5: Prestige Classes . . . . . . . . . . . . . . . 97 Battlesmith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 Blade Bravo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 Cragtop Archer . . . . . . . . . . . . . . . . . . . . . . . . . 101 Dawncaller . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 Deepwarden . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 Divine Prankster. . . . . . . . . . . . . . . . . . . . . . . . 107 Earth Dreamer . . . . . . . . . . . . . . . . . . . . . . . . . . 110 Goliath Liberator. . . . . . . . . . . . . . . . . . . . . . . . 112 Iron Mind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114 Peregrine Runner . . . . . . . . . . . . . . . . . . . . . . . 116 Runesmith. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118 Shadowcraft Mage . . . . . . . . . . . . . . . . . . . . . . 120 Stoneblessed . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122 Stonedeath Assassin. . . . . . . . . . . . . . . . . . . . . 124 Stonespeaker Guardian. . . . . . . . . . . . . . . . . . 127 Chapter 6: Character Options . . . . . . . . . . . 129 Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129 Feats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133 Racial Substitution Levels . . . . . . . . . . . . . . . 145 Chapter 7: Equipment and Magic . . . . . . . . 153 Equipment. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153 Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153 Armor and Shields . . . . . . . . . . . . . . . . . . . 155 Dwarvencraft Items . . . . . . . . . . . . . . . . . . 159 Miscellaneous Gear . . . . . . . . . . . . . . . . . . 159 Mounts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161 Monster Manual Monsters as Mounts . . . . . . . . . . . . . . . . . . . . . . . . . 161 Companions and Cohorts . . . . . . . . . . . . . . . 162 New Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162 Earth Hammer . . . . . . . . . . . . . . . . . . . . . . . 162 Earth Glide . . . . . . . . . . . . . . . . . . . . . . . . . . 162 Eye of Stone. . . . . . . . . . . . . . . . . . . . . . . . . . 162 Harmonize. . . . . . . . . . . . . . . . . . . . . . . . . . . 162 Harmonize, Greater . . . . . . . . . . . . . . . . . . 162 Stone Fist . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163 Walk the Mountain’s Path . . . . . . . . . . . . 163 New Psionic Powers . . . . . . . . . . . . . . . . . . . . . 163 Blackstone Hammer. . . . . . . . . . . . . . . . . . 163 Earth Walk . . . . . . . . . . . . . . . . . . . . . . . . . . 164 Heavy Earth . . . . . . . . . . . . . . . . . . . . . . . . . 164 Perfect Archery . . . . . . . . . . . . . . . . . . . . . . 164 Perfect Riposte . . . . . . . . . . . . . . . . . . . . . . . 164 Power Claws . . . . . . . . . . . . . . . . . . . . . . . . . 164 Power Weapon . . . . . . . . . . . . . . . . . . . . . . . 165 Stone Mind . . . . . . . . . . . . . . . . . . . . . . . . . . 165 Ancestor Weapons . . . . . . . . . . . . . . . . . . . . . . 165 Magic Forges. . . . . . . . . . . . . . . . . . . . . . . . . . . . 166 Rune Circles . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167 Creating a Rune Circle . . . . . . . . . . . . . . . 167 Using a Rune Circle . . . . . . . . . . . . . . . . . . 168 Identifying a Rune Circle. . . . . . . . . . . . . 168 Sample Rune Circles . . . . . . . . . . . . . . . . . 168 Including Rune Circles in a Campaign . . . . . . . . . . . . . . . . . . . . . 170 Chapter 8: Campaigns of Stone . . . . . . . . . . 171 Assembling the Group . . . . . . . . . . . . . . . . . . 171 Demographics . . . . . . . . . . . . . . . . . . . . . . . . . . 171 Dwarf Communities. . . . . . . . . . . . . . . . . . 172 Gnome Communities. . . . . . . . . . . . . . . . . 172 Adventuring in Dwarf Communities. . . . . 172 Adventuring in Gnome Communities. . . . 173 Sample NPCs . . . . . . . . . . . . . . . . . . . . . . . . . . . 173 Holidays . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 183 Creatures of Stone. . . . . . . . . . . . . . . . . . . . . . . 185 Deep Hound . . . . . . . . . . . . . . . . . . . . . . . . . 185 Dire Eagle. . . . . . . . . . . . . . . . . . . . . . . . . . . . 186 Earth Whisper . . . . . . . . . . . . . . . . . . . . . . . 187 Hammer Archon . . . . . . . . . . . . . . . . . . . . . 188 Stone Drake. . . . . . . . . . . . . . . . . . . . . . . . . . 189 Thrum Worm . . . . . . . . . . . . . . . . . . . . . . . . 190 Appendix: One Hundred Adventure Ideas . . . . . . . . . . 191 620_96567_RacesOfStone.indd 3 6/14/04, 7:18:18 AM

Introduction Races of Stone is a rules accessory for the DUNGEONS & DRAGONS® Roleplaying Game. It is primarily a player resource focusing on new options and expanded rules for D&D players whose characters are gnomes or dwarves, as well as players interested in a new race: the musclebound goliaths. DMs can use this book as a resource for adventures that take place in dwarf cities, gnome burrows, or across the mountains that the goliaths call home. WHAT IS A RACE OF STONE? Any race that spends its time living in the earth or atop its mountains is potentially a race of stone. For this book, we focus on three races of great interest to players: the dwarves and their vast underground communities, the burrow-dwelling gnomes, and the goliaths, nomadic mountain-dwellers. The book covers new gnome and dwarf subraces such as the dream dwarf and whisper gnome, plus other races of stone such as the stonechild, which originally appeared in the Miniatures Handbook. But not everyone is friendly—this book also details classic enemies of the races of stone, such as the stone drake. INSIDE THIS BOOK This book contains information for players and DMs, showcasing new and interesting options for characters and creatures with a connection to the races of stone. Players will fi nd a number of new options for their characters—and perhaps inspiration for the next character they create. DMs can use Races of Stone to create adventures among the dwarves, gnomes, and goliaths that are full of interesting NPCs and tough challenges. Dwarves (Chapter 1): This chapter goes beyond the description of dwarves in Chapter 2 of the Player’s Handbook, detailing dwarven psychology, with its emphasis on tradition and loyalty to clan and family. Chapter 1 also discusses how to act and talk like a dwarf and describes what it’s like to spend time immersed in dwarven culture. Everything from the dwarven reverence for ancestors to the dwarven fascination with beards can be found in Chapter 1. Gnomes (Chapter 2): While dwarves are solid, sturdy folk, gnomes are tricksters full of inventive whimsy and revelry. Chapter 2 describes what it’s like to be raised in a culture that admires experimentation, illusion, and the bardic tradition. Characters who visit a gnome community can use the information in Chapter 2 to speak the language, adhere to gnome traditions of hospitality—and maybe avoid the worst of the gnomes’ practical jokes. Goliaths (Chapter 3): The goliaths are burly huntergatherers who wander the forbidding mountains in tribes, trading furs, meats, and handicrafts with both the giants and the dwarves. Theirs is a competitive culture that simultaneously embraces the importance of the tribe and the worth of the individual. Chapter 3 details everything from the deities and folklore of the goliaths to the rules for goatball and their other favorite leisure activities. Other Races of Stone (Chapter 4): A mix of races related to the three primary races of stone fi lls Chapter 4. Full game statistics for new subraces such as chaos gnomes are provided, as are monster classes and optional level adjustments for more powerful races such as the feral gargun. Prestige Classes (Chapter 5): This chapter includes fi fteen prestige classes tailored to inspire the races of stone, including the dwarf battlesmith, gnome shadowcraft mage, and goliath dawncaller. Not all the prestige classes require a character to belong to one of these three races, however; some, such as the stoneblessed, are for creatures who befriend a race of stone, while another, the stonedeath assassin, is reserved for the enemies of the races of stone. Character Options (Chapter 6): This chapter has more than sixty-fi ve new feats for the races of stone, plus racial substitution levels and new ways to use skills ranging from Appraise to Survival. Equipment and Magic (Chapter 7): Rules for dwarvencraft weapons, new alchemical items from the laboratories of the gnomes, and magic runic circles find a home in this chapter. Campaigns of Stone (Chapter 8): The fi nal chapter of Races of Stone includes advice for assembling an adventuring group from the races of stone and creating adventures that take place in dwarf cities, gnome burrows, and goliath mountain camps. Monsters that menace (or befriend) the races of stone can also be found in Chapter 8. WHAT YOU NEED TO PLAY Races of Stone makes use of the information in the three D&D core rulebooks—Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. In addition, it includes references to material in the Expanded Psionic Handbook and Complete Warrior. An earlier treatment of the concept of substitution levels appears in the Planar Handbook. Although possession of any or all of these supplements will enhance your enjoyment of this book, they are not strictly necessary. INTRODUCTION 4 620_96567_RacesOfStone.indd 4 6/14/04, 7:18:23 AM

5 Illus. by C. Lukacs Illus. by C. Lukacs A few minutes later, Dorin is dressed and eating baked sweet potatoes and carrots with beet sugar, fresh brown bread, and roasted mole. He eats quickly so as not to be late for his militia training. After gulping down his food, he gives his mother a quick hug, nods to his father with a smile, and is out the door and down the tunnels to the clan hall. There, he meets his friends Sterin, Kailor, and Scara. Since it is her first day with the militia, Scara is excited to start her training and urges them to hurry. The four of them pick up practice axes from the clan armory and run out to the plaza, where exercises are about to begin. By the time they get there, the chief warder is already separating the group of twenty cadets into pairs. Dorin is paired with Kailor as his sparring partner, and the two square off, beginning with a series of strength-building exercises and stretches, swinging their axes in wide swathes to limber up. After working up a light sweat, the two friends begin executing a block-attackblock series of exercises to get the feel of each other’s blows. They continue these attack routines until the warder makes it around to watch them, at which time they jump into full-contact sparring. The warder stops them occasionally, commenting on their form or technique, but for mong the races of stone and earth in the DUNGEONS & DRAGONS game, the dwarf springs most readily to mind. Dwarves are known to be stout and strong, fi erce and stubborn, and extremely fond of gold and other glittering things found in the deep places of the earth. Though all of these bits of knowledge are true, they are hardly the sum of what the race encompasses. The deep, rich culture of these proud people can add color and majesty to any game. This chapter fl eshes out the nature of dwarf society in more detail, providing a framework upon which players and Dungeon Masters can expand. A DAY IN THE LIFE In the faint glow of the hearth fire, Dorin Silveraxe blinks blearily and stretches, awakened by the tolling of the morning bell. His mother and father are already awake and dressed, his father sharpening his stone chisel on the whetstone and his mother setting the bread dough to rise for later. His grandfather’s bed is empty as well. Dorin pushes back his blankets and reaches for his breeches, dressing quickly in the cool chill of the family’s sleeping room. His older brother, Tor, is still asleep next to Fala, Tor’s new wife, on the other side of the privacy curtain. Both are sleeping later than usual in their newly wedded bliss. 620_96567_RacesOfStone.indd 5 6/14/04, 7:18:31 AM

6CHAPTER 1 DWARVES the fi rst time, he offers no significant criticisms about Dorin’s attacks before moving on to the next pair of fi ghters. Dorin smiles, happy that the extra drills he had been doing were obviously improving his axe skills. After drill, the four friends return to the Silveraxe clan hall for the midday meal. The hall is full of tables bearing brown bread, slices of meat, pale soft cheese for spreading, and sliced carrots and turnips, along with dark cool ale and water to drink. As they eat, the friends talk about the practice of the morning. Scara’s nervousness has faded, and Sterin boasts about his first success at disarming his opponent. They eat their fi ll in leisure, enjoying each other’s company until the day shift bell calls them to work. When the chime fi nally peals, Dorin stands and bids his friends farewell, walking toward the hole in the cavern wall roughly 100 feet away, where excavation has begun on a new tunnel. As part of the excavation crew, Fala, Dorin’s sister-in-law, is already hard at work. She gestures for Dorin to start digging at the head of the tunnel, relieving a dwarf who had been there for some time. Dorin works there for the rest of the day, removing earth and stone at Fala’s direction, extending the tunnel in the direction set by the engineers. The work is monotonous, yet it has a pleasing rhythm that Dorin enjoys. After what seems like no time at all, the evening bell rings, and he sees that the excavation team has added another 10 feet to the tunnel, complete with shoring for the walls and paving stones set for the fl oor. Dorin and Fala hand their tools off to the next crew and head for the clan hall, where supper awaits the day workers. There they meet up with Dorin’s parents and Tor, who clears a place for his wife to sit and gives her a bowl of pepper stew. Dorin fetches his own bowl, returning to sit with his parents while he eats. He listens to the clan’s skald sing legends of the clan for an hour or more before his eyelids begin to droop. Eager for the rest he has earned from his labors, Dorin excuses himself and heads off to bed. DESCRIPTION Dwarves are naturally dense, compact creatures. They stand no taller than 4-1/2 feet, but they have the breadth and depth of creatures nearly twice their height. Their arms are long for their height, their hands reaching down nearly to their shins. Their torsos are in proportion to their height, though, as are their legs. Both males and females are heavily muscled, with thick, well-rounded limbs and broad shoulders and hips. CLOTHING Dwarves believe in simple, functional clothing without a great deal of ornamentation. They tend toward tones of brown and gray, using fabrics derived from the earth itself. Root hairs are harvested and woven into sturdy breeches and overtunics. Spongelike fungi are harvested, soaked, then treated and spun into thread, making a remarkably pliable, silken fabric called earthsilk (see Chapter 7 for more information on earthsilk). The dwarves also trade with nearby surface-dwellers for cloth and crops, giving them access to linen, cotton, and wool. Leathers, skins, and furs are also heavily used, especially moleskin and badger fur. The primary article of clothing for a dwarf is typically a simple, open-front tunic, with large, roomy sleeves that may be worn long or rolled up. This tunic is often made of a light, airy material, such as cotton, linen, or earthsilk, and can be worn either open or closed with fasteners of bone, wood, or metal. Both male and female dwarves wear these tunics, along with a pair of simple breeches or a short, widepleated kilt. Over the tunic, a dwarf often wears a second layer, consisting of a loosely worn vest or jacket. This garment might be constructed out of whole cloth or thread-knotted in a spiral pattern to create a whole garment that looks somewhat like chainmail. Breeches are typically held up by laces or by a belt worn over the loose tunic. Males wear tunics with high necklines and belts at least 4 inches wide. Females often wear low-cut tunics, allowing them to show a bit of cleavage, and they too prefer wide belts, often tailored to show off both waist and hip and fastened in front with laces or multiple small buckles. Because most dwarves spend their lives largely underground, they have no need for multiple layers of heavy clothing to protect them from wind or weather. Tunnels and chambers within the earth hold a steady, if slightly cool, temperature, absolving the dwarves of any need to wear protective clothing as a regular occurrence. When they go aboveground with the other races, they adopt the clothing of surface-dwellers as necessary to keep themselves warm and dry, but they prefer clothing that was built to suit their lifestyle. While dwarves don’t favor bright colors or fripperies on their garments, they do use touches of color, weaves, and metal to decorate their clothes. Dyed leather ties in primary colors are a common touch, used to stitch together breeches or cloaks (for wear aboveground). Woven trims are also used along the tops and fronts of garments, made on small handlooms with geometric patterns of looping or knotting lines, stripes, or even stylized Dwarven script. Cloth with woven patterns is even more common, featuring differing thread widths and textures to create monotone garments of great tactile interest. Geometric patterns are often seen, especially knotwork or repeating patterns of stitches. These patterns often run in clans, making it possible to tell where an individual is from (or to whom he is related) by the nature of his clothes. The third commonly used accessory is metal—belt ends, buckles, tie dags, collars, brooches, and beading. If metal bits can be forged, decorated, and attached, a dwarf somewhere likely sports an example of it. Still, these are intended as accent pieces, not as one’s primary mode of self-expression. If a dwarf can be heard clanking his way down a passage when not wearing armor, he is likely to become an object of quiet ridicule. 620_96567_RacesOfStone.indd 6 6/14/04, 7:18:33 AM

7CHAPTER 1 DWARVES GROOMING While dwarven clothing options might seem staid and hom*ogeneous when compared to those of the elves or humans, it is only because clothing has little value in their culture. Instead, the dwarves prize their hair, whether it is on their scalps (for both genders) or on their faces (for males). The dwarven love of textures and patterns is applied to hairstyles as much as anything else, with intricate braids worn by both males and females. A regular three-part braid might be suffi cient for daily life, but an important occasion might see particularly old or revered dwarves sporting up to a twenty-part braid, or multiple smaller ones braided together. Metal fasteners or ornaments are common additions to both hair and beard braids, but again, these are preferred as accenting touches, and most dwarves wear no more than two or three on a particularly festive occasion. While many picture dwarves as dusty, dirty smiths and miners, the truth is quite the opposite. The dwarves’ familiarity with their underground habitats lets them fi nd and harness underground hot springs, pools, and rivers, providing dwarf settlements of all sizes with fresh water and bathing areas. Dwarven baths are public, though segregated by gender into separate areas, and attendance is considered an important social function. As a result, dwarves are typically far cleaner and better groomed than most surface races. PSYCHOLOGY Those who encounter a dwarf adventurer for the first time might think him rude, dour, taciturn, and infl exible. Human cultures, especially those that prize the rights or needs of the individual over those of the group, are often at odds with dwarven sensibilities. Elves, ever mindful of the need for personal expression and experience, often complain that dwarves are not much different from the stones among which they live. In truth, however, one’s fi rst impression of a dwarf is usually deceiving. Dwarves come from a very closed environment, with little in the way of personal space or privacy. Expansion of any one settlement is greatly dependent on the location and earth in which it is set. Digging out new living space can be an expensive, timeconsuming, and possibly dangerous activity. For every dwarf city nestled in a roomy expanse of trackless caverns, thousands of smaller settlements exist in which every room was hewn from the surrounding stone by hand. As a result, living quarters are close together and regularly house entire extended families. A society of people living in close contact with each other day in and day out must, by necessity, place the needs of the group above the needs of the individual. The rule of law becomes paramount in many ways, for only in such a society can disputes be settled fairly and expectations kept reasonable. This cultural trait has become an ingrained habit for nearly all dwarves and is considered a virtue among their people. He who holds to his duty and obeys the law, even Illus. by R. Spencer Dwarves take a great deal of pride in the presentation of their hair and beards 620_96567_RacesOfStone.indd 7 6/14/04, 7:18:38 AM

8CHAPTER 1 DWARVES at great cost to himself, is hailed as a hero among his clan and held up as an example to others. Honor, duty, bravery, stoicism, and loyalty are considered the highest virtues in dwarven life. Those who live less “responsible” existences, as the dwarves might consider it, are subjects of continuing bemusem*nt to the ordered dwarven mind. By the same token, a dwarf who is considered rude or unsociable by other aboveground races is looked at as the soul of manners and tact among his own people. For those who live belowground, physical privacy is a thin illusion at best. None but the most wealthy or those of the highest status in dwarf society can claim a space of their very own, to be shared with no one else. This forced physical intimacy has led dwarven culture to prize mental privacy. Thus, emotions are considered highly personal, and not readily shared outside the family or clan circles. If a dwarf admits any sort of joy or sorrow, it is an indication of how high the listener has risen in his esteem. The same is true for personal revelations of any kind, including weaknesses or achievements. While this reluctance to show one’s emotions is true of most dwarves, however, it is hardly true for every individual. Many dwarves who spend their lives wandering the surface fi nd dwarven attitudes diffi cult to live with. These individuals are often much more expressive and able to tolerate the seemingly chaotic cultures of humans, elves, and halflings. Still, a dwarf has been caught more than once between the world in which he was raised and the life he has embraced. Such confl icts are often amusing to those who witness them and embarrassing for the dwarf, but bridging two worlds is never easy. Just as some dwarves do not speak unless fi rst spoken to, other, more garrulous dwarves enjoy carousing and boisterous living. Some dwarves happily tell of their own adventures with little prompting, and others refuse to let another pay their way, regardless of how little gold might remain to them. A dwarf’s actions in the surface world may or may not be indicative of his behavior at home. When it comes to other races or cultures, dwarves are surprisingly tolerant, despite their fi rm belief in the rightness of their own ways. This attitude is due in large part to the reticence bred into the soul of every dwarf. Regardless of his opinion of the people he meets, a well-mannered dwarf declines comment, looking on the matter as none of his business. His disapproval might be expressed in other ways, should someone’s behavior violate his own beliefs too violently, but by and large, he leaves well enough alone. An old dwarven platitude states, “You cannot spot the weakness in your own work by staring too long at someone else’s.” Roleplaying Application: While many dwarves are inclined to keep their opinions to themselves, others share everything with their comrades-in-arms. What is your dwarf character’s personality? What sort of place is he from, and how do the “proper” dwarves back home view him? Does he hold to the dwarven virtues or carve out his own rules in life? To what extent does he place the needs of those around him above his own? Do all dwarves deserve that sort of consideration? What about other races? Is it limited to your character’s friends, or does anyone merit that sort of treatment? DWARVEN LIFE Some aspects of life are universal to every culture. It is how those aspects are viewed and incorporated that defines members of a society as much as anything else. While no dwarf can fully explain life within a dwarf city to someone from another culture, examining what place these universal aspects hold in dwarven life can offer great insight into the cultural mind-set that most dwarves share. ARTS AND CRAFTS Art for its own sake has little place in dwarven life. Utility is considered as equally important as beauty, if not more so. A useful item is still prized even if it is plain, but a beautiful item with no utility is considered a waste of time and resources. At the same time, no proper dwarf craftsman is considered to be worth the gold he charges if his creations are not beautiful as well as functional. Anyone can craft a simple, utilitarian item, but a true master of his craft makes items whose owners will enjoy and treasure them. No dwarven masterwork item exists that is not finely ornamented with engravings, enamels, carvings, or inlaid woods or metals. Even the humblest object bears a simple design and the ornamented runes of its maker’s name. Illus. by S. Roller 620_96567_RacesOfStone.indd 8 6/14/04, 7:18:46 AM

9CHAPTER 1 DWARVES In refl ection of this love of beauty, a visitor to a dwarf city fi nds that even the smallest crafted item or wall bears some form of decoration, even if it is merely a subtle trick of the light against the wall, or the clean, spare lines of a dwarven temple. Beauty is found not just in ornament, but also in the construction and use of space in dwarven buildings and goods. This dwarven marriage of utility and beauty is nowhere more apparent than in the capital city of Othala, where the High King holds a contest each year to determine the best master craftsman of all the dwarves. Thousands of dwarf stonemasons, smiths, and others travel for weeks to the city bearing their masterwork pieces in hopes of winning the High King’s praise and the acclaim of their peers. The value of the goods presented is priceless, but the dwarves hold the fame granted by the contest in higher esteem than anything mere money can buy. TECHNOLOGY AND MAGIC The dwarves are an ingenious people with a fl air for adapting useful ideas and objects to their own purposes. At the same time, their traditional mind-set means that new technologies or new forms of magic can take an extremely long time to adopt. If a new process or type of spellcasting confl icts too heavily with the traditional processes used, it might never be accepted. Alchemy is not unknown among the dwarves, but its use is limited. Few dwarf alchemists successfully ply their trade in dwarf cities; most prospective customers prefer to go to runesmiths (described in Chapter 5: Prestige Classes) or priests to get help or purchase items. Alchemical products are sometimes used in construction, primarily in excavation, but by and large, these methods are considered too dangerous to use in populated underground areas. Widespread use occurs only when the dwarves lack enough spellcasters to do a job effectively. Magic is an important part of dwarven life, although it is not given the weight that other societies place upon it. Among the dwarves, magic is no more important than the metals of the earth or the strength of muscle and bone. It is part of the foundation of the universe, but it is not the only stone upon which creation was built. Dwarf sorcerers are considered blessed by Moradin (the head dwarven deity), their powers viewed as divinely granted, giving them a special status in dwarf society. Many sorcerers specialize in combat magic or in working with the earth, refl ecting their heritage and personality. A few sorcerers have gained renown among the greatest dwarf architects, using magic and a deep knowledge of the earth’s mysteries to create structures that would be impossible with just steel and sinew. Adventuring dwarf sorcerers often hire themselves out to surface-dwellers as mercenaries or master builders. See Racial Substitution Levels in Chapter 6 for more dwarf sorcerer options. Dwarf wizards are somewhat more rare than sorcerers, but no less welcome. Most wizards end up adventuring at some point in their lives, anxious to learn more secrets than their isolated underground homes can provide. Many Illus. by W. England A busy dwarven forge produces some of the highest quality items in the world 620_96567_RacesOfStone.indd 9 6/14/04, 7:18:51 AM

10CHAPTER 1 DWARVES wizards become runesmiths, imbuing magical powers into weapons, buildings, or even people. Some choose to dwell on the surface among the other races to make themselves more accessible to wizards of other cultures. Most dwarf wizards do not forget their homes, however, and they create private underground dwellings where their research can be conducted in comfort and privacy. LOVE Love is considered one of the great virtues of dwarven life. Love for family, love for honor, love for clan and country—these are considered the finest motivations a dwarf can have. While few dwarven legends allude to love except as a prelude to battle or loss, it is still considered a necessary and important part of life. Dwarves are considered marriageable when they reach the age of majority, roughly age forty. With parental consent, some marriages might be made sooner, but tradition frowns on this practice. Most dwarves form a lasting romantic relationship for the fi rst time in their forties, although many do not marry until their sixties or later. Dwarves believe in marrying for life. Monogamy is strongly encouraged, and romantic relationships outside the marital contract are believed to be a leading cause of social instability and disharmony. Because of this, courtship is a lengthy process, often taking three or more years. Both the parents of the prospective mates and the clan chieftain must approve every match before courtship can begin. If approval is not gained, then the courtship cannot commence. Those unhappy souls caught dallying without approval can endure forced separation, fines, and even exile. The families of both the male and the female provide dowries to the pair, and the clan chieftain bestows a gift of money or some other valuable item upon each new wedded couple. Arranged marriages are common among dwarf families, especially where interclan marriages are concerned. While marrying for love is not unknown, among very wealthy or prestigious families, it is often secondary to fi nding a suitable match that will further the well-being of the clan as a whole. Regardless of whether a match is made for love or more worldly concerns, a wedding is always considered a time of joy. DWARVES AT WAR While no dwarf ever wishes to see his loved ones in harm’s way, the lands beneath the surface are fi lled with predators of all forms—some civilized nations out to ruthlessly expand their holdings, others little more than beasts. Because of this near-constant threat, battle prowess and training are an important part of every dwarf’s upbringing. Becoming a warrior or soldier is seen as an honorable profession, and martial prowess is as important to one’s overall reputation among the dwarves as charismatic ways are in the surface world. Beginning in a dwarf’s twentieth year, both males and females are trained in martial skills. Because of their strength and compact frames, dwarves favor top-heavy weapons such as axes and hammers. It is rare for a dwarf to be trained in a ranged weapon other than the crossbow or the throwing axe, due to the confi ned spaces in which dwarves typically fi ght. Some polearms—such as the shortspear, dwarven double spear, and dwarven urgrosh—are designed to take advantage of close-quarters fi ghting. While most dwarves cease training around the time they reach majority, those who have shown particular skill or interest usually continue their training and join the clan militia or city guard. Once a dwarf warrior has some experience under his belt, he might choose to take up an outpost in the depths of the earth and serve as a deepwarden (described in Chapter 5: Prestige Classes), acting as a sentry and fi rst line of defense against the denizens of the deep. Alternatively, he might choose to rise within the ranks of the city guard or clan militia, becoming a captain, a member of the royal guard, or a clanwarden (a leader of the dwarf militia). He might even choose to head deeper into unexplored caverns or up to the surface as an adventurer, seeking profi t and experiences that could transform him from leader into legend. DEATH Death holds little fear for dwarves. They are well accustomed to the struggle of existence and the inevitable loss that awaits them all. Still, anyone who calls dwarves fatalistic in this respect would have missed an essential part of the dwarven character: the joy they take in that daily struggle. Dwarves are taught from a young age how Moradin the All-Father created the universe in his Eternal Forge. Most outsiders are aware of this much of dwarven tradition and belief simply from general exposure, often considering themselves well informed for having the knowledge. What most do not realize, however, is that the analogy doesn’t stop there. Just as a blacksmith can take broken or bent pieces of metal, melt them down, and recast them into a new creation, so they believe Moradin does with the souls of the dwarf people. Death is nothing but a doorway to a new life. When dwarves grow old and feeble, many of them long for the chance to be made young again in Moradin’s forge and start anew. Those who die are mourned, but it is clearly understood to be the survivors’ own loss for which the living weep, not the deceased’s. Dwarven funeral rites typically involve cremation. Dwarves do not harbor a belief that the physical body will be needed in the afterlife; indeed, keeping it intact is sometimes seen as an impediment to a quick and happy rebirth. If a dwarf lies on his deathbed, priests are called to the bedside, where they sing of the Eternal Forge and lay blessings on the stricken individual for his next lifetime. Once the individual has passed on, his body is taken to the temple, where rites of blessing are performed and viewings of the body are held for loved ones. The body is kept on view for one day. Once the vigil has passed, everyone adjourns to the clanhold or a large local tavern, depending on the person’s clan status and which buildings are large enough to hold all 620_96567_RacesOfStone.indd 10 6/14/04, 7:18:57 AM

11CHAPTER 1 DWARVES the mourners. There, the mourners throw a raucous party, where they relate every good story they can remember about the individual and drink copious amounts of alcohol. The dwarves feast and celebrate, although those closest to the individual are sometimes excused from the party to mourn in private. One of these parties can last as long as three days. The day following the celebration is considered a day of rest; after that, it’s back to business as usual. Particularly famous or valiant dwarves are often commemorated in murals or other artwork, with the ashes of truly great warriors sometimes incorporated into newly forged weapons and given to their descendants (see Ancestor Weapons in Chapter 7). No other monument or marker is typically given or left in remembrance. SOCIETY AND CULTURE The cornerstone of dwarf society is its sense of community. The traditions that dwarves hold dear, and the virtues that guide them, are anchored in a rich culture that calls on familial, civic, and religious ties to bind the dwarf people together. This section addresses the framework of dwarf society, as well as more mundane matters that fi gure into a dwarf’s daily life. Roleplaying Application: This section deals with the day-to-day parts of dwarf society, the facts that a dwarf at home is likely to consider common knowledge. This knowledge includes many basic assumptions dwarves have about the world, and thus can infl uence what they think is strange about the way the surface world works. Consider which of these your character accepts as the way things are. How surprised might he be to see the surface races discard the “right way to do things” in favor of an obviously confused solution? What would he do if shown that his beliefs were wrong? RULERS AND TRADITION As shown by their concept of Moradin, dwarves believe that a ruler should be both leader and father to those in his care. A king should govern and discipline those who owe him fealty, but always with love and an eye to the longterm health of his realm. Naturally, not every king lives up to these ideals, just as not every father is a wonderful parent. However, every dwarf is taught what to expect of a king from a very young age, reinforcing these expectations throughout dwarf society and reminding the king of his constant duty to the people. Dwarf Rulers Dwarf society is egalitarian in structure. A number of rulers have risen up from humble beginnings, and dwarven history records both male and female rulers. While dwarves at large have had more kings than queens, the queens have their share of legends too, such as Queen Emry and the magical Chalice of Rivers, or Queen Arya and the Courtship of Eradin. Whether male or female, highborn or low, Illus. by F. Vohwinkel Death, to a dwarf, is the gateway to reforging in Moradin’s Eternal Forge 620_96567_RacesOfStone.indd 11 6/14/04, 7:19:03 AM

12CHAPTER 1 DWARVES everyone is expected to draw from the examples of the great rulers and aspire to the ideals they represent. While dwarven rulers wield fi nal authority, they are not without advisors. Each city keeps a Great Council of clan chieftains that advises the king and enforces his laws within their respective clans. These chieftains also settle internal disputes without troubling those outside the clan. Rise of the Monarchy Back in the earliest days of dwarf society, every city was self-contained, like a miniature nation all its own. Kings were little more than the heads of extended clans—the term “grandfather” was used to address the king as often as (or perhaps more than) his offi cial title. Contact between the cities was highly limited, usually along the lines of family communications rather than diplomatic efforts. It wasn’t until the rise of the city of Kroesus that the dwarf cities began to unite themselves under a common ruler. Borin was the son of a priest of Moradin. He had been brought up in the faith, and had planned for a career in the priesthood himself. After he received a vision on his thirtieth naming day, however, he knew that he was destined for something more. The city in which Borin lived was over-crowded, and the king was not as close to his people as he should be. Many were restless and unhappy. When Borin issued his call for settlers, many young dwarves met it with great enthusiasm, and he shortly led a large following from the city into the wilderness. Everywhere he went, he found more dwarves anxious to join him, even among the surface-dwellers. When he founded Kroesus, it grew as though under the blessing of Moradin himself. Borin was not satisfi ed with stopping at Kroesus, however, for his vision showed him the need for dwarves to band together against outside threats, lest they be scattered to the winds. He set about proceedings—both diplomatic and martial—to convince the other dwarf kings to swear fealty to him. To his credit, the process involved more marriages than wars, and by the end of his life, he was known as the High King Borin, King of Dwarves and Ruler of Kroesus. The generations that followed were ones of peace and growth for the dwarf people, but with the fall of Kroesus (see The Drowning of Kroesus later in this chapter), the dwarves were scattered. Falling back into old patterns, they strengthened the clan structure that had always existed in dwarven life until the heads of the clans were like kings themselves. Each clan competed against the others for the right to the High Throne, and no fewer than twenty clans were wiped out in wars that lasted three times as long as the original peace had been in place. Finally, not even the oldest skalds could remember why the dwarves fought. Then, a new king rose again, once more from humble origins. Albin was clanless, a mercenary who had worked among the surface races for at least half his life. While most would shun him because he had no clan, that very lack of affi liation enabled him to gain followers and work with all the clans in the end. His prowess as a warrior and strategist was legendary, and his diplomatic skills were equally formidable. It has taken him thirty years, but he has since gathered most of the clans behind him and laid claim to the High Throne. While a few clans still refuse to accept him, those are a minority whose number dwindles with each passing year. Illus. by W. England Training in the clan’s militia is part of every young dwarf’s education 620_96567_RacesOfStone.indd 12 6/14/04, 7:19:10 AM

13CHAPTER 1 DWARVES CLAN STRUCTURE Clans are an ever-present factor of dwarven life. There are hundreds of clans, ranging from the largest (which spans the continent with clanholds in every major dwarf city) to the smallest (with only a hundred members in a single city). From the time a dwarf is born, the clan is his home. He is raised by its members, has his cousins as his playmates, advances in his career and training through clan connections, often meets his future mate at clan meetings, and looks to his clan chieftain to lead warriors in battle and dispense justice in peace. Every dwarf knows his connection to his clan and what his family connection is to each of the important bloodlines within the clan—and thereby, the degree of family connection he has with nearly every member of that clan. The clans fulfill an important function in dwarf society. Unlike in many human kingdoms, land and wealth are not what make an individual important among dwarves. After all, land is too precious to be owned by any one person, and wealth is easily accessible to every dwarf. Economics is not a sufficiently delineating factor from which to form the basis of social classes. Instead, the clans fulfill that function, using the family hierarchy to create solidly defined rules for social interaction and the acquisition of personal power. Roleplaying Application: As a dwarf character, what clan does your character belong to? Does he or someone close to him hold a high position within the clan? Is it his ambition to lead the clan or to be a clanwarden, or does he feel smothered by the clan and want to leave? Does he live in a home next to the clan hall, or does he make his home elsewhere? How much does he owe the clan for his current position in life, and how does he plan to repay the debt? Clan Duties and Benefits In a dwarf’s personal life, the hierarchy of power begins with himself, then goes to the head of his immediate family, then to his clan chieftain, then to the king of his city or nation, and then to the High King. Anyone occupying one of the stations above him has the right to call upon his service or goods at any time, should it become necessary. A dwarf is expected to serve his clan in any way he can, whether it be with strength of arms, money, public service, or even marriage in some cases. Although the clan leaders do not believe in excessive intrusion into an individual’s private life, they will not hesitate to take action if an individual’s choices threaten the clan as a whole. By the Illus. by D. Kovacs Clanholds serve as the centerpiece around which family life revolves 620_96567_RacesOfStone.indd 13 6/14/04, 7:19:20 AM

14CHAPTER 1 DWARVES same token, if something a dwarf can do will greatly benefi t the clan as a whole, then the leaders will ask for that service without hesitation. While this might seem an onerous duty, most dwarves fi nd the reward worth the potential cost. By living within the clan, a dwarf need never worry about poverty, a place to live, or being left undefended. The clan is a dwarf’s most stalwart protector, using its strength of numbers to protect all those affi liated with it. Friends with common interests are always nearby, ready to offer advice or simply a shoulder to lean on when needed. The elderly and infi rm are cared for with great regard, and the children are raised communally. In this way, no individual need bear (or become) too great a burden. In addition, the clan is responsible for helping its members succeed in life, providing apprenticeships for young males and females. Any profession the clan members practice is available to those seeking tutelage, and those outside the clan are often available as well through clan connections. Clans often practice exchange programs wherein they send their youths to foster and train with another clan specialized in a given profession. Even romance is not beyond the clan’s reach—matchmakers are always ready to help dwarves who wish to marry within the families of the clan. Clanholds Every dwarf city has one or more clan holdings within it. Each clan typically has a clan hall, an offi cial building where clan business is done and gatherings are held, and a clanhold, a large communal living area with small family dwellings attached to it. In smaller cities or where space is at a premium, these functions might all be held within the clanhold, but in larger cities, the hall is a separate, far grander structure. Most clan members live either in the communal area (if they are of age and unmarried) or else in the small family dwellings off the main chambers. Expanding a dwelling is not unheard of, but it requires careful consideration to ensure that no instability will be introduced into the structure or that no other existing space will be endangered or dug into accidentally. If crowding or the wait for a family dwelling grows too diffi cult, young couples often move out of the clan holdings for a time, perhaps even volunteering to be settlers for a new city. Aside from the family dwellings, most clanholds include a communal hall, large kitchens, a barracks-style sleeping area, a bathing and grooming area (where possible), domestic work areas, and a special offi ce and living area for the chieftain of the clan. Clan Chieftains At the head of each clan is a chieftain, typically the oldest or most respected member of the group. It is common among the clans to refer to this person as “grandfather” or “grandmother,” as appropriate. Usually, the chieftain has spent a good percentage of his life in service to the clan, acting as a clanwarden, ollam (teacher), or elder, or holding some other position of authority (often temple service is considered an adequate replacement). He is supported and advised by an elder council—a group of the most respected members of the clan. Despite the name, age is not a requirement for being an elder—a young but experienced healer or warrior is as welcome as the most aged and wise scholar, so long as he can contribute suffi cient knowledge and experience to the clan. The clan chieftain is responsible for the welfare of the group in his care. He participates in local government, supports the king, collects tax revenues for the city from his clan members, and ensures that the interests of the clan are protected locally. The chieftain also functions as a magistrate and mediator within the clan, settling minor disputes and arranging for lawbreakers to receive their due punishment. Trials for minor crimes that happen within the clan are his responsibility. If a crime is committed against another clan, then the two chieftains attempt to settle the matter themselves. If an agreement cannot be reached, the king or his appointed agent judges the dispute and punishes the criminal as he sees fi t. The position of chieftain is held for life (or until the individual chooses to retire). Typically, a chieftain chooses his own successor. Should a chieftain die without naming an heir, the elder council appoints a new chieftain from among its members. By the same token, an elder council can remove a chieftain who abuses his position. Such acts are quite rare, however, since no one wants an internal confl ict between brothers and cousins that could weaken or possibly destroy the clan. For large clans with multiple scattered holds, ambassadors from each hold gather together once every ten years to decide on any new policies for the clan and to ensure that no abuse of clan holdings or resources takes place. This is occasion is known as a Gathering. At each such event, the clan pledges anew its fealty to the king (or declares its independence), decides to declare war or sue for peace, and makes any other important policy decisions. A Gathering can be called on short notice because of some perceived emergency, but the need must be great, or many holds simply will not attend. Clanwardens Each clanhold has its own militia to guard not only its own holdings but also to protect the city at large. While the rank-and-file members are average dwarf citizens looking to defend their homes, those with the talent, skill, and a taste for battle often become clanwardens. A clanwarden is the leader of a group of militia. He is roughly equivalent to a captain, commanding several small units. He makes duty assignments, presides over important expeditions, and is in charge of a portion of the clan’s defense. A typical-sized clan consisting of roughly two hundred dwarves has at least three clanwardens among its number. Larger clans naturally have more, while smaller clans might have only one. They typically report to the clan 620_96567_RacesOfStone.indd 14 6/14/04, 7:19:25 AM

15CHAPTER 1 DWARVES elder charged with running the militia, taking their orders directly from him. The position of clanwarden is one of great prestige within the clan. An individual has to be greatly trusted and must have proven his prowess in battle before being allowed to hold such a post. For more than one dwarf, the road to chieftain has started in the militia, with his elevation to clanwarden as his fi rst real taste of responsibility. The Clanless Even in such a tightly knit society as the dwarves possess, some simply cannot fi t in. Frequently, these dwarves cannot subjugate their needs as individuals to the needs of the group as a whole. Others cannot easily withstand the rigid rule of law, chafi ng under the restrictions it requires or simply choosing another way to live. Still others are thrust unceremoniously from the bosom of the clan in payment for crimes they have committed. These groups all form the lowest rung of dwarf society: the clanless. Clanless dwarves come from all manner of backgrounds— criminals, rebels, the dispossessed, and the orphaned. They have no hall to welcome them, no patriarch to give them succor. They often live in the poorest section of the dwarf cities, often in the industrial districts near their businesses or jobs. They sometimes work as common laborers, though those with a more adventurous spirit usually head for the surface world and try to make their fortunes there. Because of the affi nity the clanless have for the adventuring life, most clanholds look upon adventuring dwarves (or those without an obvious affi liation) with suspicion. Because they are suspected to be misfi ts at best and criminals at worst, any offers of hospitality to clanless dwarves are usually made with one hand outstretched and the other resting meaningfully on the nearest weapon. No dwarf will turn away another in need, but the clanless typically receive a much shorter invitation and much less comfort than any other. Because of this treatment, some groups of clanless dwarves are rumored to have set up surface freeholds in the style of their clan cousins. Since no clan member would be invited to such a place, however, much less willingly set foot inside it, the rumors are diffi cult to substantiate. FAMILY UNITS Dwarf family life is very full, made up not only of the immediate relatives but also the extended family. Each family begins with a married couple and their children, and often encompasses grandparents, aunts, uncles, cousins, siblings, and grandchildren. A dwarven home is considered to be the property of the couple to whom it was first granted. Those individuals are guaranteed a home for the rest of their lives. Their children are also allowed to live there as long as they wish, even after they take spouses and have children of their Illus. by J. Nelson Despite their dour reputation, dwarves enjoy a good celebration 620_96567_RacesOfStone.indd 15 6/14/04, 7:19:31 AM

16CHAPTER 1 DWARVES own. If the accommodations become too uncomfortable, couples can either strike out on their own as settlers, move out of the clanhold, or petition to build a home of their own in the clanhold if space permits. Children are considered a blessing in dwarven life, whether male or female, and are often called “the soul of the clan.” The dwarves’ birth rate is far lower than that of humans. While children are primarily the responsibility of their birth parents, every person in the clan is expected to play some part in their upbringing and education. By the same token, the elderly are considered to be “the memory of the clan.” Dwarves place a great deal of pride in their ancestry and heritage, and the oldest among them are looked on as living embodiments of the past. To neglect or act disrespectfully to an elderly dwarf is one of the greatest offenses anyone can make in dwarf society. Both males and females are trained in household duties, professions, and warfare. Females expecting a child are recommended to retire to their homes as the pregnancy progresses and make ready for the new arrival. They suffer no stigma for doing so, because other clan members are expected to pitch in and help perform the mother-to-be’s duties while she ensures that the new addition to the clan is born healthy and well cared for. DWARVES AND OTHER RACES The pragmatic temperament and honorable nature of dwarves serve them well in their dealings with other races and cultures. While some of their alliances have better diplomatic records than others, there are few reasonable nations with whom the dwarves cannot come to some level of agreement. Elves: Elven and dwarven diplomatic relations are renowned for their volatile nature. The differences in mindset between the two races are vast indeed, and they have led to countless surface disagreements and misunderstandings over the years. The elven and dwarven outlooks are based in very different perspectives on life, duty, and the place of the individual in society. Dwarves are by turns frustrated, angered, and amused by the seemingly flighty ways of a race that should be among the most responsible of all, given their long lives and great magical power. Still, despite their differences, the two peoples usually end up seeing eye to eye on the most basic—and most important—issues. Like quarreling siblings, they might threaten each other with curses and insults until they run short of breath, but let an outsider threaten one, and the other will be the fi rst to jump to his defense. Gnomes: The dwarves look on the gnomes as family— distant family, to be sure, but relations nonetheless. According to dwarven legend, the gnomes were once members of the dwarf race who separated from the larger group to devote themselves to a long-forgotten dwarven deity of magic named Garal. The deity was so pleased with the acts of his followers that he remade them to better suit his needs, changing them from dwarves to gnomes. As such, dwarves feel a mixture of affectionate bemusem*nt at gnome inventions and culture, and a strong regard for the many virtues and outlooks the two races hold in common. Gnomes are always welcome in a dwarf stronghold, though few dwarves feel comfortable enough with the gnome way of life to return the favor for any length of time. Goliaths: Goliaths are well regarded, striking the dwarves as gentle giants who understand the ways of Moradin, even though they might not realize it themselves. Although they choose to live on the surface world in a culture the dwarves view as primitive, goliaths are seen as kindred spirits in many ways. Dwarves frequently travel to goliath villages to trade, making the extra effort due to the affection they feel for their distant friends. Half-Elves: The dwarves have no set opinions of halfelves, since each individual tends to reflect the culture in which he was raised. If anything, the half-elf outlook would seem more acceptable to the dwarf than either the elf or the human mind-set. In a half-elf, chaotic elven ways are tempered by the human notion of order, and short-sighted human tendencies by the long view of elven blood. Halfl ings: Dwarves are fond of halfl ings in the same way that an older brother is fond of his awkward smaller sibling. Halfl ings have a knack for fi guring out how to fi t in and making themselves useful, both traits that dwarves prize highly. At the same time, halfl ings as a race do not hold strength in battle in high regard. Although they can fi ght, they often choose to avoid confl ict—an attitude that some dwarves mistake for an inability to fi ght rather than a lack of interest. Luckily, if the halfl ings are insulted by this patronizing attitude, they keep it to themselves. The dwarves remain blissfully pleased with the relationship between the two races, other than a vague concern about halfl ing safety and continued diplomatic offers of martial training or equipment. Half-Orcs: No dwarf has ever been well disposed toward orcs as a whole. Given both their racial enmity and the importance dwarves place on family and bloodlines, it is easy to understand the dwarven temptation to hold the sins of the parent against the child. At the same time, dwarves are tolerant and predisposed to let those who are so inclined prove themselves worthy. Half-orcs hold a similar respect for strength, simple pleasures, and martial prowess. On rare occasions, particularly worthy half-orcs have been adopted into some of the less traditional clans, proving that even the oldest of grudges can be wiped away. Humans: Human nations vary from place to place, but what they all seem to have in common are their short cultural memories. Dwarves sometimes feel they have the most in common with humans, a group that can readily absorb nearly all the virtues of dwarven culture and value them almost equally. Humans can come closer to acting as true dwarves than any of the other races. At the same time, they can be almost elfl ike, or even as dark as the monsters that lurk in the deep places below ground. That moral and ethi620_96567_RacesOfStone.indd 16 6/14/04, 7:19:34 AM

17CHAPTER 1 DWARVES cal fl exibility frustrates the dwarven mind no end, forcing dwarves to weigh their fondness for human adaptability and virtue against the inconstancy of the ever-changing human cultural landscape. Still, the dwarves are nothing if not good at spotting potential beneath the surface. As a consequence, the dwarves have never given up on humanity, even in the darkest days. Roleplaying Application: These generalizations represent how an average member of dwarf society is likely to view someone from a given race. Given that there are no average members of society, however, it’s up to you to decide how well these comments fi t your impressions of that race. Does your dwarf character adhere to these stereotypes? If not, why not? Did something happen in your character’s past that changed his view of a given race from what is typically the norm? RELIGION Religion holds a deep and meaningful place in the hearts of most dwarves, though organized religious services are rare and most individuals go to temples only on special occasions or when they need healing. Temples are places of learning and worship, where children are taught their runes and history, and dwarves go to offer thanks to Moradin, Mya, and other dwarven deities. Regular services are rarely held, except during the festivals honoring the deities. Instead, each individual chooses his time to visit the temple and give worship, often bringing offerings for the church or volunteering for lay services such as teaching, cleaning, cooking, or other beneficial community acts. As a dwarf child grows, he is taught all about the deities and their legends. From the moment of birth, a priest is present to offer blessings and consecrate the child to Moradin (if male) or Mya (if female). Certain birthmarks or other unusual circ*mstances can reveal the child as being claimed by one of the lesser deities—a rare occurrence, but one that marks the child as having a special destiny. On a child’s fi rst naming day, he takes his formal name under the glow from Moradin’s sacred forge in the temple. Upon adulthood, he feasts on the sacred honey-ale for the fi rst time from the ceremonial temple chalice. Upon being wed, he reenacts the wedding of Moradin and Mya, complete with the earthsilk cords that bind the newlyweds’ hands at the end, symbolically indicating their union. At death, a priest sings hymns of Moradin and his Eternal Forge, waiting to welcome his children home. Many dwarves never set foot in a temple other than for these pivotal rites, but they are still lynchpins of dwarf society, and no dwarf would dream of setting them aside. MORADIN Greater Deity (Lawful Good) Moradin is also described on page 107 of the Player’s Handbook. Portfolio: Dwarves, creation, smithing, engineering, war. Domains: Earth, Good, Law, Protection. Cleric Training: Many of Moradin’s clerics have parents and grandparents who were also clerics of the Soul-Forger, so they train in their calling from childhood with a parent to guide them. Quests: Defense of dwarven civilization—and the traditions that make it strong—is paramount to followers of Moradin. They can protect new mines from goblinoid invaders, track down a lost line of dwarf warrior-kings, or journey to the Elemental Plane of Fire to light a forge that will temper a new artifact. Prayers: Moradin’s prayers are replete with references to metals and smithing. One of the most common prayers for intercession begins, “You burn the dross from me, but the iron remains.” Temples: At the center of every temple to Moradin is a massive forge, where the weapons and armor that defend the dwarf people are made. The best weapon- and armorsmiths in the world usually work in Moradin’s temples. Rites: Genealogy and heritage are important aspects of Moradin’s rites. A funeral for a Moradin worshiper is a grand, solemn spectacle, with chants that describe the lineage of the deceased, stretching back thousands of years. Herald and Allies: Moradin’s herald is a 20th-level celestial dwarf fi ghter (or 10th-level celestial fi ghter/10thlevel dwarven defender). Allies are hound archons, trumpet archons, and planetars. Favored Weapon: Warhammer. HANSEATH Lesser Deity (Chaotic Neutral) Known as the Bearded One for the thick hair that obscures most of his face, Hanseath represents the festive side of dwarven culture. Brewers hold him in high regard, as do dwarf barbarians and any dwarf who charges headlong into battle heedless of the odds. pqqqqqqqqqqqqqqqqqqqqrs DEITY DESCRIPTION FORMAT The descriptions of the deities given here use a new format (which is also employed in Complete Divine and other supplements). Most of the categories of information are self-explanatory—in fact, many of them closely mirror the way deities are described in the Player’s Handbook—but two terms are new and are defined below. Herald: A deity’s herald is the kind of creature it often sends to the Material Plane when it needs to intervene in mortal affairs. Allies: A deity’s allies are the creatures it sends in response to lesser planar ally, planar ally, and greater planar ally spells, respectively. pqqqqqqqqqqqqqqqqqqqqrs 620_96567_RacesOfStone.indd 17 6/14/04, 7:19:36 AM

18CHAPTER 1 DWARVES Portfolio: War, carousing, alcohol. Domains: Chaos, Strength, Travel, War. Cleric Training: Hanseath’s clerics often serve in dwarf military units, where they act as healers and spellcasters, urging their fellow dwarves into battle. Such units are not always a comfortable mix of personnel, though, since Hanseath’s clerics also have a rebellious streak. Many dwarf armies segregate Hanseath clerics into their own berserker units. Quests: Hanseath’s followers are seemingly always off on a great crusade of some sort; they’re either in battle or marching toward the next battle. Hanseath often orders his followers to make war against the traditional enemies of the dwarves: goblin oids, orcs, giants, and drow. Prayers: Hanseath’s pray ers are often chanted or sung. Many have simple rhyme schemes and frequent, repetitive choruses. In other words, they’re drinking songs. Temples: Hanseath’s shrines are great festhalls dominated by long tables where worshipers feast and raise goblets to Hanseath’s glory. Most have extensive kitchens and pantries attached. Rites: Hanseath’s rites look like great feasts, rich with food and drink. Most are raucous affairs performed prior to battle and after a great victory, with one exception—the Ritual of the Cleft Shield. Few events in dwarven life are more heartbreakingly solemn than this ritual, performed by followers of Hanseath for a particularly beloved comrade who fell in battle. Herald and Allies: Hanseath’s herald is a 20th-level celestial dwarf barbarian. Howlers, green slaads, and death slaads are his allies. Favored Weapon: Greataxe. LADUGUER Intermediate Deity (Lawful Evil) The deity of the duergar (detailed in the Dwarf entry on page 91 of the Monster Manual), Laduguer occasionally still answers the prayers of other dwarves. The Gray Protector, as he is called, demands constant toil and a rigid hierarchy from his subjects, many of whom are slavers or would-be warlords. Portfolio: Magic weapons, artisans, magic, duergar. Domains: Evil, Law, Magic, Protection. Cleric Training: Would-be clerics of Laduguer engage in hour after hour of repetitive prayer, punctuated only by hard physical labor or similar hardships. Those who don’t wash out of the process become clerics and infl ict similar mind-numbing initiations on the next generation of followers. Quests: Laduguer’s quests often involve awakening—and hopefully controlling—some long-buried evil. If an army of slaves is trying to unearth a fallen, ancient labyrinth-temple, Laduguer is probably behind it. Prayers: Prayers to Laduguer are simple one- or twosentence affairs, but they’re repeated dozens of times, with the same rhythm and intonation. Temples: Laduguer has simple temples unadorned with decoration. Many have torture chambers, prison cells, or battle arenas attached to them. Rites: Laduguer offers his followers few rites, be cause time spent in ceremonies is time spent away from more proper duties. “Rituals? Get back to work!” says the cleric of Laduguer. Herald and Allies: Laduguer’s herald is a duergar 10th-level rogue/10thlevel assassin. His allies are bearded devils, barbed devils, and pit fi ends. Favored Weapon: Warhammer. MYA Greater Deity (Neutral Good) The Mother of Wisdom represents the bonds of family and clan that hold dwarf society together. When dwarves extend their hospitality to their lost or wounded brethren, they often do so in Mya’s name. Mya also figures prominently in many dwarven divinations, because she is said to have peerless wisdom. Dwarf artisans generally depict her as a middle-aged female with improbably long, braided blonde hair. Portfolio: Clan, family, wisdom. Domains: Good, Healing, Knowledge. Cleric Training: Mya’s clerics spend most of their lives in temples within dwarf communities, performing the rites and organizing the holidays and festivals important to dwarven culture. Most begin their path by volunteering to help as adolescents, then gradually increasing their commitment to Mya as they grow older. Illus. by D. Crabapple Holy symbol of Hanseath Holy symbol of Laduguer 620_96567_RacesOfStone.indd 18 6/14/04, 7:19:43 AM

19CHAPTER 1 DWARVES Quests: Anything that threatens the safety or harmony of a dwarf community is Mya’s enemy. Her clerics often need adventurers to protect a dwarf settlement or recover a powerful magic item with divinatory powers. Prayers: Mya’s prayers are distinctive, because they almost never use the singular form (except when referring to Mya). Even if alone, a follower to Mya might begin a prayer with “Mother of Wisdom, grant us succor, that we might safeguard our hearth. . . .” Temples: Mya’s temples are sometimes even bigger than Moradin’s, since they almost always include amphitheaters where public ceremonies and festivals can take place. Rites: Mya is in charge of marriage, home-blessing, and coming-of-age rites. Many are solemn ceremonies full of long liturgies and contemplative prayers. Herald and Allies: Mya’s herald is a solar with 22 Hit Dice that looks like a female dwarf warrior. Her allies are bralani eladrins, astral devas, and planetars. Favored Weapon: Morning star. ROKNAR Lesser Deity (Neutral Evil) Roknar the Tempter claims to be Moradin’s brother. Moradin’s clerics say that he’s not truly a dwarf at all, but an ancient evil that took dwarf form shortly after the All-Father created the dwarves. Roknar urges his followers to delve deep into the earth and takes its treasures for themselves. “Power and wealth is all that matters,” teaches Roknar, “and only the weak forego the chance to grab more for themselves.” Portfolio: Greed, intrigue, lies, earth. Domains: Destruction, Earth, Evil, Trickery. Cleric Training: Roknar’s clerics attract new followers by tempting them with promises of riches and power. In particular, they tend to prey on clans and families that have been the victim of real or perceived injustices. Quests: If it promises vast wealth, Roknar’s followers will quest for it. Roknar is particularly fond of raiding the treasure troves of powerful dragons—and the treasuries of Moradin’s temples. Prayers: Many of Roknar’s prayers reference the aspiration of the follower. “I’ll have enough wealth to fi ll the coffer room/And my rivals’ bones will molder in the cave of doom,” says one battle prayer. Temples: Roknar’s hidden temples are opulent to the extreme, so few followers doubt Roknar’s ability to deliver on the promise of wealth. Mounds of stolen treasure are carelessly scattered across the fl oor—driving home the point that Roknar has more wealth and power than he can use. Rites: Roknar’s rites are few—mostly curses against rivals and pleas for successful subterfuge. Many rites are performed with all the participants cloaked and hooded, so most worshipers don’t know the identity of their fellow followers. Herald and Allies: Roknar’s herald is a fiendish dwarf 10th-level rogue/10th-level blackguard. His allies are shadow mastiffs, hezrou demons, and nalfeshnee demons. Favored Weapon: Dagger. THARMEKHÛL Demigod (Neutral) The Tender of the Forge, as Tharmekhûl is also known, is Moradin’s assistant. He is the deity of furnaces and fire. Usually smiths and other dwarves who revere the creative power of the forge worship him. However, fi re has a destructive side, so Tharmekhûl is also revered as a minor war deity, primarily concerned with siege engines and other weapons. He is depicted in religious art as an Illus. by D. Crabapple Holy symbol of Mya Holy symbol of Roknar 620_96567_RacesOfStone.indd 19 6/14/04, 7:19:52 AM

20CHAPTER 1 DWARVES azer or as a bronze-skinned dwarf with hair and beard made of black smoke. Portfolio: The forge, fire, warfare. Domains: Destruction, Fire, War. Cleric Training: Clerics of Tharmekhûl are few and far between. Most commonly, a dwarf community has one cleric and one apprentice, who takes that cleric’s place upon his death, adopting a new apprentice at that time. Quests: Tharmekhûl’s interests are narrow. His clerics might carry fl ame from the Elemental Plane of Fire to kindle a new forge, or they might delve deep into ancient ruins to discover a lost forge and retrieve the seal of the smith who worked it. Prayers: Fire imagery of all sorts fills the liturgy of Tharmekhûl’s worship. Fire is a purifi er, and it also represents the external dangers that temper the dwarf race. A daily prayer begins with the words “Forge and furnace, melt me and mold me. . . .” Temples: Tharmekhûl does not have temples of his own. His clerics offer prayers as they tend the forge that lies in the heart of each of Moradin’s temples. Rites: The rites honoring Tharmekhûl all involve the tending of an actual forge: preparing it for use and stoking and damping its fl ames. Herald and Allies: Tharmekhûl’s herald is an azer 10th-level fi ghter/5th-level cleric. His allies are fi re elementals and azers. Favored Weapon: Warhammer. THAUTAM Intermediate Deity (Neutral) Thautam’s clerics believe that the spark of magic lies within all things, and they work tirelessly to draw forth the magic in everything from the walls of a dwarven citadel to the axes wielded by its guards. The dwarves dedicate many magic weapons and armor to Thautam. In dwarven folklore, Thautam acts as a kindly uncle to Moradin, content to putter away in his workshop and mutter advice to the Soul Forger. Artistic renderings of Thautam show him as an elderly dwarf with rheumy, blind eyes. Portfolio: Magic, darkness. Domains: Earth, Luck, Magic. Cleric Training: Becoming a cleric of Thautam means learning how to make magic items, especially weapons and armor. Thautam’s followers are usually accomplished artisans or smiths, and most know one or more item creation feats. Quests: Thautam is obsessed with recovering as many artifacts as possible from long-lost dwarf civilizations. He also has a special interest in protecting the dwarves’ adamantine and mithral mines. Prayers: Because Thautam is a blind deity, prayers to him use unusually descriptive language. “Bless this sword, with its ruby pommel and silversharp edge . . .” begins one well-known prayer. Temples: Thautam’s temples are small—for his clergy isn’t as numerous as Moradin’s or Mya’s—but they always show an obviously magical hand in their creation. Some fl oat in the center of a cavern, while others feature spires Illus. by D. Crabapple Holy symbol of Tharmekhûl Holy symbol of Thautam 620_96567_RacesOfStone.indd 20 6/14/04, 7:20:03 AM

21CHAPTER 1 DWARVES and buttresses more fanciful and gravity-defying than those favored by dwarf stonemasons. Rites: Thautam’s clerics bless weapons and armor prior to a battle, and they also bless mines and other construction projects. Herald and Allies: Thautam’s herald is an elder earth elemental with 24 Hit Dice. His allies are Medium, Large, and Huge earth elementals. Favored Weapon: Heavy pick. VALKAUNA Intermediate Deity (Lawful Neutral) An elderly, white-haired deity, Valkauna is known as the Runecarver. It is said that whenever a dwarf swears an oath, she records it by carving it into an impossibly tall cliff. Many dying dwarf warriors claim to see Valkauna walking across the battlefi eld, offering water from a silver pitcher to the fallen. Portfolio: Oaths, death, birth. Domains: Death, Law, Water. Cleric Training: Clerics of Valkauna begin their training by performing birth and funeral rites for their community. Higher-ranking clerics often have a role within the dwarven justice system, mediating contract disputes and conflicts between clans. Quests: Quests for Valkauna often take adventurers beyond the Material Plane, where they must retrieve information or advice from the soul of a long-dead dwarf hero. Prayers: Valkauna is the deity of oaths, so many prayers to her exact a promise from the worshiper. “I will cover your altar in splendor,” says one common prayer, “if I live to see its radiance again.” Temples: Because she guides dwarves’ souls into the afterlife, Valkauna builds her shrines in or near the places where dead dwarves are cremated or buried. They are as much mausoleums as they are temples. Rites: Valkauna’s clerics perform funeral rites full of pomp that honor major events in the life of the deceased and commend his spirit to the dwarf ancestors. They also bless births with a simple lineage-chant. In noble dwarf clans, the lineage-chant begins while the mother is still in labor, because it takes several hours to recite the illustrious deeds of so many forebears. Herald and Allies: Valkauna’s herald is the ghost of a 10th-level dwarf cleric. Her allies are formian myrmarchs, trumpet archons, and hound archon heroes. Favored Weapon: Heavy fl ail. HISTORY AND FOLKLORE The dwarves believe themselves to be the oldest civilized people in the world, and they might be right. Certainly, few would dispute it. Buried as they have been in remote mountain ranges and deep underground cities, the dwarves could have existed unrecognized by the outer world for millennia. Their largest cities have seen use for countless centuries; their capitals stretch back through recorded time to the fi rst dwarf settlements. Their traditions are equally ancient, as their long life spans allow them to keep a better hold on the past. Change is anathema to the dwarven way of thinking, so it is little wonder that they hold to the old ways so strongly. To understand who the dwarves are and why they live as they do, you must understand their origins. The true genesis of the dwarf race is lost to the mists of time, but their legends and myths still hold valuable information about the beginnings of their people and way of life. With this information in hand, a nondwarf can begin to unravel the unyielding dwarven stoicism and understand this proud race. Roleplaying Application: The traditions and legends of the dwarves comprise a large part of their racial identity. What is your dwarf character’s favorite legend? Does a particular legendary character inspire him? Perhaps you could write down a quick note about a dwarf role model whom your character desires to emulate in some way, and defi ne what characteristics of this legend he fi nds appealing. MYTHIC ORIGINS The dwarves believe themselves to be the mortal descendants of Moradin the AllFather, god of the forge. Creation stories vary from hearth light to temple, but the most common tale revolves around Moradin at his forge, where it is said that he created the world, pulling shapes from primordial fi re, metal, and stone, and recasting them as he saw fi t. In that way, he created the world and all in it. However, the world he created was a cold, lifeless thing, containing all manner of wonders, but no soul. Moradin pondered this for a long time, and although he was pleased with his creation’s beauty, it gave him no joy. Finally, Mya, his wife and companion, counseled him and bade him to create creatures to care for his world. In doing so, she said, these creatures would provide the soul his world lacked and bring him joy. Moradin saw the wisdom of her words and set about creating such caretakers. Many times did his hammer strike, but many times was he disappointed. In setting out to craft the perfect race, all he could create were imperfections. One by one, he found them wanting and cast them onto the surface of the world, to live as best they could. Again, his heart was saddened, and the divine light on his brow dimmed. Again, Mya, Mother of Wisdom, came to him with counsel. She advised him to look within his heart. Only there would he fi nd the ones he desired. Illus. by D. Crabapple Holy symbol of Valkauna 620_96567_RacesOfStone.indd 21 6/14/04, 7:20:06 AM

22CHAPTER 1 DWARVES Moradin did as she suggested, and when he was done, he found that his new creations were in his own likeness. He was pleased with them from the moment he breathed life into them, and found them worthy of the world he had created. Then, to make sure they could care for it properly, he put them not on the surface, but deep within the heart of his treasured jewel so that they could watch over it always and be its very soul. LEGENDS The legends of the dwarves are without number, told as both entertainment and education in front of fl ickering hearths to crowds of eager listeners. Oral storytelling traditions are alive and well among dwarves. Many young dwarves dream not only of growing up to be the heroes they hear about in the stories but also of becoming the skalds (singers) who tell the stories. Every dwarf worthy of his clan knows the legends of his particular ancestors as well as the songs of the great kings— all of which are accepted as fact by the dwarves, not fi ction as outsiders might claim. Even though no one knows where Kroesus, the great dwarf city, might be found, its existence is never questioned. The stories have been carved into their minds just as they were carved into stone centuries ago, and woe to the outsider who scoffs at them. The following are some of the most popular dwarven legends ever told, and all are considered to have a basis in fact among the dwarf people. They have inspired countless dwarf youths by their examples, giving them dreams of reviving past dwarven glory and possibly of creating legends of their own. The Drowning of Kroesus Within the bosom of the earth stands Kroesus, a city that surpasses any that exists on the surface world. Its streets are laid with gold and its fl oors with ebony. Its gates are silver and bronze, strengthened by such magic that no force could ever break them down. The jewels of the earth have been made into lanterns for its homes, and rare and beautiful stones grace its walls, carved into cunning designs and enchanted against all manner of decay or neglect. No star that graced the surface skies has ever been as beautiful as Kroesus, the city of the dwarves. Kroesus was the creation of the fi rst High King, Borin, after he received a vision from Moradin himself. Borin quested deep within the earth to fi nd a home for his scattered people. He searched for many years but was unable to fi nd a home that could serve his vision. Finally, he found a cavern deep within the earth, as large and tall as a mountain, with a lake in the center, an underground river below, and vents that traveled through the earth for miles to the air above. He knew that he had found a new home, and he summoned his people there. For fi fteen generations they worked, built, and carved his vision into being, using the riches from the earth itself to glorify their deity, bending their skills as craftsmen to every detail of their city. It became the most beautiful place in the entire world. Such beauty however, always draws the weak and cruel as well as the strong and wise. Other races of the earth heard of the magnifi cent city, and envy grew in their hearts. Such envy came not from the gnomes or goliaths, for they could create beauty of their own, but from the twisted souls of those who had no beauty in their own hearts: the drow. The drow heard of the city and desired to take it from the dwarves. They sent spies to watch from the shadows and sneak past the gates, and they turned the hearts of weak dwarves to their bidding. Unable to pass the great gates, they were sly and created a new entrance into the city, disguised with dark magic. After biding their time for months, the drow attacked from within. They ravaged the city, slaughtering old and young alike, while the dwarf army fought them bravely in the streets. The dwarves were not prepared for the numbers of the drow or the fi ght on their own lands, and they began to lose the battle. King Kreadin, then High King of the dwarves, vowed to keep the drow from taking the city, regardless of the cost. The dwarves had long since tapped the underground river, and had devised a method by which the city could be flooded should disaster strike—a plan the drow had never discovered. When it became clear that the dwarves had been defeated, Kreadin girded himself with his father’s hammer and crown, secretly made his way to the dam room, and opened the fl oodgates. The entire city was fl ooded with the river’s pqqqqqqqqqqqqqqqqqqqqrs BEHIND THE SCENES While it is easy to focus on the present day in any given campaign, a more difficult (and yet rewarding) task is that of linking the present to the past. In the real world, we are always affected by the events and beliefs that preceded us. Wars are fought today over grudges begun hundreds of years ago. Entire ways of life are abolished within a single lifetime because of changes in society that began three generations ago. Devices that were merely entertaining fiction thirty years ago now flourish in our homes and businesses. When the DM draws on the fictional past for inspiration, a campaign will seem that much more realistic to the players. The myths and legends presented here can be used as hooks for story arcs or adventures, or as backgrounds for those who would like their characters to be a bit more grounded in their racial culture. That said, don’t overplay the weight of history in the game. D&D works best when the present is the “Golden Age of Heroes,” when great deeds await characters powerful and determined enough to carry them out. The past is a useful storytelling tool, but the player characters should never feel that their adventures are just a pale shadow of the sagas of yesteryear. pqqqqqqqqqqqqqqqqqqqqrs 620_96567_RacesOfStone.indd 22 6/14/04, 7:20:09 AM

23CHAPTER 1 DWARVES fury, killing drow and dwarf alike in its inexorable torrent. Only a small group survived, sent by the king to the surface through a secret exit. Where these few dwarves are now is uncertain, but the quest to fi nd them and reclaim the drowned city is the dream of every dwarf hero. Adventure Hook: A group of mid-level PCs fi nds Kreadin’s crown in a dragon hoard. Clues from the dragon lead them to a dwarf clan imprisoned by the duergar: King Kreadin’s kin. Once the dwarves have been freed, they bid the PCs to recover Kreadin’s hammer from an armory on the Infernal Battlefi eld of Acheron where it is being held. When the clan gets the hammer back, dwarves travel with the PCs to watery Kroesus, where they attempt to drain the cavern and rebuild the city. Conn (Son of Feodin) and the Crown of Sorrow In the time before the dwarf people had chosen a new king to rule over the clans, each clan lived apart from the others, warring and trying to gain prominence over each other. In that time, the Ironforge Clan led the race for the kingship, with Feodin as its chieftain. Feodin was a mighty warrior, with eyes that could pierce the darkest cave and an arm as strong as granite. He was well beloved by his clan, but his son Conn surpassed even him. Conn was handsome and strong, well favored with ebon-black hair and eyes that glimmered like hearth light on steel. His right arm was as iron, while his left was as stone. His mind was keen as the sharpest blade, and his craftwork was as beautiful as that of the dwarf smiths of old. Clan Ironforge was well pleased with their chieftain’s son, and looked forward to Conn’s reign with great satisfaction. Feodin loved his son and treasured him above even gold, jewels, and the secret crafts that all dwarves hold dear inside their hearts. His mind was fearful, though, that his people loved his heir more than himself. He began to harbor doubts about Conn’s loyalty and steeled himself against his son, lest Conn try to take leadership of the clan before his time. Conn saw this coldness in his father’s demeanor and was troubled. Still, he kept to his duties, even as his father became distant to him. He loved his clan, but he loved his father more. Some among his companions noticed the chief’s change in heart as well, and they urged Conn to wrest the throne from his father feared. He refused to do so, however, and dismissed those among his company who held such thoughts. He would not lay a hand against his father, not even to claim his birthright. The unrest between father and son was a subject of much consternation among the clan members. While many tried to heal the breach, relations between the two continued to deteriorate as Feodin grew more and more paranoid about Conn’s intentions, despite Conn’s efforts to reassure his father and obey his wishes. Meanwhile, the fortunes of the clan began to fail. Feodin’s decisions grew more and more erratic, as the once-capable chieftain seemed only to choose the worst course of action time and again. Conn was torn by indecision: Should he turn against his father to save his clan? Finally, a turning point came. Conn and a group of clanwardens were patrolling the eastern tunnels of the clan’s holdings when they came across a partially collapsed side passage. After checking the area for faults and weaknesses Illus. by W. O’Connor The drowning of Kroesus 620_96567_RacesOfStone.indd 23 6/14/04, 7:20:11 AM

24CHAPTER 1 DWARVES but fi nding none, they set out to clear the blockage and found a dwarf corpse, weeks old and greatly decayed. They recognized the deceased as a missing watch captain who had been absent for weeks. Upon examining the body, they were horrified to find that the dwarf’s brain had been removed. Conn had listened well to his teachers, and he recognized the evidence as that of an illithid attack. With his friends at his side, he immediately returned to the clan hall and sought an audience with his father. As he stood below the throne, ignoring the scowls he received from his chieftain, his eyes scoured the room for the darkest, deepest shadows he could see, the ones into which even a dwarven eye could not see. When he found such a spot, in a corner a short distance from his father’s throne, he gave a deep cry of rage and threw his hammer into the darkness. To the shock of all those present in the room, a mind fl ayer appeared where the hammer struck, giving a terrible screech of pain. Conn struck quickly, not wanting to give the horrible creature any time to attack. His blows fell like strikes on an anvil, in a powerful rhythm that left the mind fl ayer reeling. Before he could kill the creature, however, it was able to reach his father. The old dwarf was weakened by his ordeal and was no match for the illithid who had been controlling him for weeks. He fell before it, even as Conn dealt it a mortal blow. Conn took up the leadership of the clan. He had no wish to see another dwarf clan become prey to the mind fl ayers, so he called the greatest dwarf craftworkers together and commissioned a crown to be worn by every chieftain after him, protecting them in both mind and body against another insidious attack from the illithids. That crown, dubbed the Crown of Sorrow, was stolen during the reign of Conn’s grandson. It was Clan Ironforge’s most treasured possession, and some among the clan search for it even today. Adventure Hook: The Crown of Sorrow has been found—or so it appears. The PCs must travel through the lightless realms of the drow, the duergar, and nameless underground horrors to take the crown from the captured mind fl ayer temple where it was found and deliver it to the Hall of the Dwarf Kings. Just as they arrive, a mysterious, cloaked dwarf warns them that the crown is a fake—a trap left by the retreating mind fl ayers. If the dwarf king wears it, the mind fl ayers will be able to dominate him from leagues away. LANGUAGE The Dwarven language has its roots in antiquity. Many scholars of linguistics place its age as equal to or older than Elven, making it one of the oldest written and spoken languages in the world. Its alphabet, one of the fi rst ever created, has seen widespread adoption by other cultures, and it is the alphabet of choice for the Giant, Gnome, Goblin, Orc, and Terran tongues. Although many of these languages have diverged widely from the original Dwarven tongue, the runes are still recognizable with a bit of study. Dwarven is a very pragmatic language. It has few words for high ideals or theories, making it ill suited for discussing research or philosophy. For dwarves who practice such esoteric disciplines, such as sages and wizards, much of their professional terminology has been adopted wholesale from the Common or Elven tongues. Dwarven religious lessons are told largely as parables—legends hiding moral truths for the edifi cation of the listener—since the language does not lend itself well to sermons. Dwarven refl ects emotional states very well, giving dwarf skalds a richly varied palette with which to paint their verbal pictures. This focus on the pragmatic and immediate over the esoteric and eternal often carries over into other languages that were highly infl uenced by Dwarven. Where Dwarven really shines, however, is in an engineering or industrial setting. The language allows for a fine degree of differentiation between physical objects or types of similar objects, as well as describing various processes. Many scholars have surmised that the gnomes’ attention to descriptive detail can be traced back to this aspect of the language, given their similar roots. Although most base words in Dwarven are short and to the point, one- or two-letter modifiers are typically added to both the beginning and end of the word to add more detail. Most of the longer Dwarven words are a result of this modification and can hold a surprisingly complex level of description. Spoken Dwarven often sounds gruff to surface-dwellers. It is consonant-heavy, taking on a guttural quality when spoken harshly or in anger. It can be very melodious, however, with an inherent rhythm and balance that is pleasing to the ear. Dwarven literature is very limited. The oral tradition is highly valued among the dwarf clans, leaving little for the scribes to do but keep records and memoirs. While most of dwarf society is literate, very few dwarves read for pleasure. In a culture that prizes both physical activity and social interaction, the idea of such a solitary pursuit as reading for pleasure has few adherents. Most dwarven legends and religious tales have been recorded for posterity, but they are taught orally, not from books. Mass printing or book creation has little place in dwarf society, although those who make paper, ink, and writing implements for scribes manage to carry on a healthy niche trade. DWARVEN PHRASEBOOK The following phrases and idioms are common in dwarven culture, so dwarf characters might utter them from time to time. You can either use the actual Dwarven words or the English translations, depending on your style at the gaming table. Varathika gelm uvalar. A literal translation of this Dwarven phrase is “That is bad/crumbling stone.” Dwarves use it to describe anything that seems good at fi rst glance, but has hidden fl aws. 620_96567_RacesOfStone.indd 24 6/14/04, 7:20:17 AM

25CHAPTER 1 DWARVES Vorum dwarkar geddum? “What would my ancestors say?” Dwarves sometimes use this phrase to express surprise and wonder, but more often to express disapproval. Huram kaugri hurmfar. “Make the giant stumble.” This Dwarven idiom describes a clever trick, especially one that levels the playing fi eld between two unequal foes. Nyr doch! In an archaic dialect of Dwarven, this phrase means “Eat this axe,” but most dwarves don’t know the expression’s origin. It is among the dwarves’ heartier battle cries. Horlemmar mernar! Another battle cry, often uttered during charges, this phrase means “Seize the ground, comrades!” Mosgrim. This word literally translates as “beardless,” but to a dwarf it’s an extraordinarily insulting term for a worthless coward or fool. Dwarves almost never apply this term to dwarf females, despite the fact that they don’t have beards. A dwarf would instead refer to a female as thalaknich—”clear-chinned.” Yevo ni kar. “I am set apart.” Dwarves often say this during times of mourning or bouts of deep melancholia. A looser translation would be, “Leave me alone; I’m inconsolable right now.” RUNES The Dwarven alphabet has two forms: High Dwarven and Low Dwarven. High Dwarven has twenty-seven characters and was the fi rst Dwarven alphabet. It was commonly used in ancient times, and it is the alphabet that other races have drawn upon for their own written languages. It is considered very formal and is used in runecrafting (see Rune Circles in Chapter 7: Equipment and Magic), ritual, and religious and court documents. Low Dwarven eliminates six characters and is the daily alphabet of the dwarf people, taught to all dwarf schoolchildren as part of their earliest education. High Dwarven requires further study and is typically no longer taught outside specialized professions. Aside from the specialized characters, the two forms are the same. DWARVEN NAMES Each dwarven name typically consists of a prefix (from Table 1–1) and a suffix (from Table 1–2 for male names, Table 1–3 for female names, or Table 1–4 for stronghold names). The definitions after each prefix or suffix are designed to help determine what a name means once it has been generated. Alternate spellings have also been provided in some cases. You may randomly generate a dwarven name by rolling once on Table 1–1 and whichever other table is appropriate for the kind of name you want. If you prefer, it is also possible to pick a set of definitions you like and assemble a name that matches them. If your character is an “axe for hire” who hates dragons, you might decide his name should refl ect this. Looking at the defi nitions, you decide his name will mean “Dragon Slayer.” This results in the name “Valand.” If the character had been female, you might have gone with “Valora,” deciding that it means “Protector from Dragons.” If you don’t like a particular combination, add a, b, d, f, g, i, k, m, t, v, or z between the prefi x and suffi x. Although not every combination of prefi xes and suffi xes will sound right, usually only a minor change is called for. If you can’t make a particular name work, try one with a similar meaning. If you don’t like “Valand,” try a name that means “Dragon Smasher” instead. If you have randomly generated a name Table 1–1: Dwarf Name Prefixes d% Prefi x Defi nition 01–02 A-/Al- Forge 03–04 An- Enemy/Giant 05–06 Ar-/Ara- Blood 07–08 Az- Rock 09–10 B-/Bal- Anger/Wrath 11–12 Bar-/Bari- Crushing/Mighty 13–14 Baz- Fire/of the Flame 15–16 Bel- First 17–18 Bof- Great/Ancient 19–20 Bol- Hidden/Secret 21–22 D-/Dal- Stout/Heavy 23–24 Dar-/Dare- Burned/Burning 25–26 Del- Steel 27–28 Dol- Weapon/Sword 29–30 Dor-/Dora- Red 31–32 Duer- Dark/Darkness 33–34 Dur-/Duri- Wolf 35–36 Dw-/Dwo- Fierce 37–38 El- Goblin/Foe 39–40 Er-/Eri- Elder/Old 41–42 Fal-/Fall- Strong/Strongest/Strength 43–44 Far- of the Stronghold 45–46 Gar- Bear/of the Bear 47–48 Gil- Fire/Fiery 49–50 Gim- Glad/Cheerful d% Prefi x Defi nition 51–52 Glan- Forgotten/Lost 53–54 Glor-/Glori- Silver/Glitter/Glittering 55–56 Har- Hearty/Stalwart 57–58 Hel- God’s/of the Gods 59–60 Jar- Orc/Ugly 61–62 Kil- Proud/Powerful 63–64 Ma-/Mar- Gold/Golden 65–66 Mor-/Mori- Brave/Bold 67–68 Nal- Honored/Honorable 69–70 Nor-/Nora- Mithral 71–72 Nur-/Nura- Steady/Sure 73–74 O-/Ol- Large/Fat 75–76 Or-/Ori- Gem 77–78 Ov- Cunning/Wise 79–80 Rei- Vermin 81–82 Th-/Ther- Oath/of Oaths 83–84 Tho-/Thor- Noble/Loyal 85–86 Thr-/Thra Black 87–88 Tor-/Tore- Soul 89–90 Ur-/Urni- Death/Skull 91–92 Val- Dragon/Magic/Magical 93–94 Von- Tunnel/of the Tunnel 95–96 Wer-/Wera- Battle/War 97–98 Whur- Iron 99–100 Yur- Rune 620_96567_RacesOfStone.indd 25 6/14/04, 7:20:19 AM

26CHAPTER 1 DWARVES and don’t like its defi nition, try altering the order of the words in each part of the defi nition. It is also possible to use the defi nition as just a starting place for a name’s meaning. Often, the defi nitions can be combined in a poetic way for better results. For instance, dwarven names are often descriptive of where a character (or his ancestors) came from. Thus, “Nordris” could mean “Mithral Heart,” “Lovely Mithral,” “Love of Mithral,” or even “As Lovely as Mithral.” And although “Azigen” might seem like a name with a bad definition (“Rock Stone”), even it can work as “From the Stone and Rock.” Place names in particular can take a little creative thought. Often, adding the word “of” to the defi nition somewhere will help. “Durral” may not make much sense if you defi ne it as “Wolf Birthplace,” but “Birthplace of the Wolves” works just fi ne. CITIES AND SETTLEMENTS Towns and cities generally form in response to two phenomena: the need for a new population center and the availability of natural resources. While surface-dwellers generally need only look for water and solid ground, dwarves are far choosier about where their cities are built. Table 1–3: Female Dwarf Name Suffixes d% Suffi x Defi nition 01–02 -a/-aed Hearth 03–04 -ala/-la Blessing 05–06 -alsia Partner/Wife 07–08 -ana Eye/Eyes 09–10 -ani Bearer 11–12 -astr Ring/Jewelry 13–14 -bela Ally/Sister 15–16 -bera/-bena Will/Faith 17–18 -bo Hair/Braid 19–20 -bryn Wisewoman 21–22 -deth Guard/Guardian 23–24 -dis Gift/Riches 25–26 -dred Maiden 27–28 -drid Spinner/Weaver 29–30 -dris Heart/Love/Lovely 31–32 -esli Hand/Skill 33–34 -gret Daughter/Child of 35–36 -gunn Warrior 37–38 -hild Speech/Voice 39–40 -ia Priestess/Holy Woman 41–42 -ida Air/Breath 43–44 -iess Mother/Matriarch 45–46 -iff Beauty/Jewel 47–48 -ifra Craftswoman/Cook/Seamstress 49–50 -ila Joy 51–52 -ild Fair/Kindness 53–54 -ina Art/Artisan/Craft 55–56 -ip/ippa Pledge/Promise 57–58 -isi Treasure/Treasure of 59–60 -iz Fox 61–62 -ja Mistress 63–64 -kara Healer 65–66 -li/-ili Twin/Twin of/Sister of 67–68 -lin Song/Singer 69–70 -lydd Vindicator 71–72 -mora/-moa Seer/Prophetess 73–74 -ola Brewer/Brew/Ale 75–76 -on/-ona White/Pure 77–78 -ora/-oa Tender/Protector 79–80 -re/-rra Tree/Root 81–82 -ren Life/Living/Birth of 83–84 -serd Virtue/Virtuous 85–86 -shar/-sha Moon 87–88 -thra Escort/Matron 89–90 -tia River/Pool 91–92 -tryd Heroine 93–94 -unn Highborn/Noblewoman 95–96 -wynn Grace/Gracious 97–98 -ya Guest/Hostess 99–100 -ydd Queen Table 1–2: Male Dwarf Name Suffixes d% Suffi x Defi nition 01–02 -aim/-and Slayer/Killer 03–04 -ain/-arn Fist/Striker 05–06 -ak Axe/Cutter 07–08 -ar/-ard Guard/Guardian 09–10 -auk Clansman/Crafter 11–12 -bere Gauntlet/Hand 13–14 -bir/-bin Keeper/Warden 15–16 -dak/-dek Mine/Miner 17–18 -dal Ale/Drink/Drinker 19–20 -din Smith/Blacksmith 21–22 -el Warrior 23–24 -ent Mountain 25–26 -erl Father 27–28 -gal Shield 29–30 -gan Mason 31–32 -gar/-gath Lurker/Thief 33–34 -gen Stone/Monolith 35–36 -grim Eternal/Lasting 37–38 -gur/-guk Boar/Steed 39–40 -i/-ik Brother/Ally 41–42 -ias Anvil 43–44 -ili/-li Beard/Pride 45–46 -im/-rim King 47–48 -in/-rin Dwarf/Dwarves/People 49–50 -ir/-init Giver 51–52 -kas Scout/Seeker 53–54 -kral Hall/Stronghold 55–56 -lond Friend 57–58 -o/-oak Barrow/Tomb 59–60 -on/-lon Raid/Raider 61–62 -or/-ror Riddle/Riddlemaster 63–64 -oril/-oric Judge/Lawgiver 65–66 -rak Hammer/Smasher 67–68 -ral Heart/Spirit 69–70 -ric Chest/Belly 71–72 -rid Craftworker/Craft master 73–74 -rim Spear/Stabber 75–76 -ring Armor/Hide/Skin 77–78 -ster/-stili Kin/Cousin 79–80 -sun Rider 81–82 -ten Son/Child of 83–84 -thal Mattock/Crusher 85–86 -then Earth/Earthen/of the Earth 87–88 -thic Champion/Victor 89–90 -thur Hunter/Wayfinder 91–92 -ur/-rur Master/Craftsman 93–94 -urt Berserker/Battlerager 95–96 -ut/unt Highborn/Nobleman 97–98 -val Messenger 99–100 -var/-villi Outcast/Exile 620_96567_RacesOfStone.indd 26 6/14/04, 7:20:21 AM

27CHAPTER 1 DWARVES Before a dwarf city can be founded, a suffi cient number of dwarves must be searching for a new home. No dwarf city is infi nitely expandable, and since dwarves do not have an agricultural society, they rarely choose to live on their own. Under the earth’s surface, safety is found only in numbers. In addition, the natural resources must be suffi cient to support a dwarf settlement. Water is certainly a concern—no dwarf city can long survive very far from a water source, and underground wells are rarely an option. Aside from water, the dwarves have many other concerns. They rely on underground flora and fauna for their food supply, so the type of earth available must be able to support these crops. The area must be composed primarily of stone or exceptionally dense earth, because only these regions can support the excavation that a dwarf settlement entails. Preferably, nearby caverns are available in which to build and expand, since excavating by hand considerably limits the eventual size of the settlement. Additionally, the dwarves must have raw materials nearby to extract and craft. They must have something on which to base the city’s economy, or it will wither and die as its children leave to pursue occupations that aren’t available locally. Stone will suffi ce as a resource, if no others are available, but the city will have little in the way of exports other than craftsmanship, usually resulting in a relatively poor city. Veins of metals are preferred, although precious stones work nearly as well. A typical dwarf city is described in this chapter as both a reference for DMs looking to design their own and as a location for use in a dwarf-based campaign. THE DWARVEN ECONOMY Within dwarf society, the economy is driven by barter, not coin. While most surface kingdoms measure wealth in gold or silver because of its rarity, dwarves typically have as much gold and silver as they could want—and the best chance of fi nding more. They value these substances because of their beauty, not their desirability to surface-dwellers. The esteem that surface cultures place on gold and other precious metals serves the dwarves in good stead, however, and they are not unaware of the lure their possessions hold for other cultures. When a dwarf trades with another dwarf, he is not usually interested in increasing his personal wealth. He is far more interested in increasing his personal comfort and ensuring the survival of his family, clan, and city. With a deep sense of social responsibility ingrained in dwarves from birth, it is the rare dwarf indeed who puts his personal fortune above that of his brothers or sisters. As a result, most dwarves trade in raw materials or fi nished goods, not money. Taxes are paid in animals, furs, food, or weapons, not money or gems (unless the dwarf paying taxes is a gem miner, of course). Given this predilection for useful (and hard-won) daily goods over monetary concerns, it is a given that any dwarf in a dwarf city would rather trade in barter for surface goods or services rather than gold. Most dwarf cities do mint some coins in gold, silver, and copper for use with surfacedwellers, but they have no central treasury, and no government-sponsored control over how many coins are minted or what the coinage is worth. The dwarves Table 1–4: Dwarf Stronghold Name Suffixes d% Suffi x Defi nition 01–04 -ack Bridge 05–08 -arr/-aln Tower 09–12 -bek Pass/Ford 13–16 -cral Hall 17–19 -dar/-dann Hearthplace 20–22 -dukr Wall 23–25 -duum Home/Manor 26–28 -eft Castle 29–31 -erg Town 32–34 -est Cavern 35–37 -fik Temple 38–40 -gak Homeland 41–43 -girn Mountainhold 44–46 -gyth Mine 47–49 -hak Bulwark 50–52 -hig Garrison 53–55 -jak Hold 56–58 -jyr/-jynd Camp 59–61 -kak Hamlet 62–64 -krak Fortress 65–67 -lagg Lair 68–70 -lode Citadel 71–73 -lyr/-lynd Grange 74–76 -malk Village 77–79 -mek Outpost 80–82 -nore/-noe Point 83–85 -rak Bastion 86–88 -ral Birthplace 89–91 -sten Rampart 92–94 -tek Cradle 95–97 -vir/-vin Barrier 98–100 -zak Anvil Illus. by S. Roller 620_96567_RacesOfStone.indd 27 6/14/04, 7:20:24 AM

Volcano Uruz Poison Gas Vents Burrows: Burrows: Silveraxe Clan Hall Silveraxe Clan Hall Lord Durthane's Manor Lord Durthane's Manor Uruz, City of Granite High Quarter: Miners Guild Chapterhouse Temple of Moradin Lugh Forgesmith, merchant Ena Hammerstone, Blacksmith Bethor Ruby-Eye, Gemcutter The Forge: Burrows: Silveraxe Clan Hall Lord Durthane's Manor Volcano Uruz Poison Gas Vents 28CHAPTER 1 DWARVES generally accept the standard valuation from whichever surface cultures live nearby. Many people have noted that despite their barter culture and lack of a monetary system, dwarves are remarkably reluctant to part with their coins. This trait has confused some individuals, making them believe that dwarves are avaricious and miserly. This is not the case. Instead, it is a survival trait, a means of protecting limited and valuable resources. Gold, silver, and the like are nonrenewable resources to dwarves. Every coin that is minted and traded away and every gem that is surrendered to the surface world is one more bit of dwarven prosperity that is unlikely to return. The dwarves place a high value on self-suffi ciency, and the knowledge that they might be trading away their grandchildren’s future weighs on them, prompting them to drive for the best deal possible. Outsiders looking to sell items within a dwarf city typically get a better deal by asking for trade goods, crafted items, or services in lieu of coins. Those buying items from dwarf traders can use money or barter normally. EXAMPLE SETTLEMENT: URUZ, CITY OF GRANITE Uruz, sometimes called the City of Granite, is built inside an ancient mountain peak. Through secret entrances, tunnels wind down from the surface into the enormous natural cavern that holds the city. Other natural tunnels lead off in various directions, and it is impossible to tell how many of the entrance tunnels were crafted and how many formed naturally. Once inside the city, visitors are initially struck by the glittering appearance of the walls, columns, and fl oors. Most of the buildings in the city are fashioned of granite, an exceptionally hard mineral composed of a number of different substances, including quartz deposits. Every surface glitters in the hearth lights and lanterns of a thousand dwarves, all polished to a glass-smooth fi nish to let the crystals embedded in the stone catch and refl ect the most light. Most of the stone is light blue or gray, but pinkish-red stones are also used, especially in the mosaics that decorate the public areas. The city is divided vertically into three sections, each of which is described below. The High Quarter The upper section, called the High Quarter, is home to all the public buildings of the city. The seat of government is here, along with the Great Hall of the Clans and smaller halls for each clan. The guild chapterhouses are here as well, along with the schools, temples, and merchants shops. Miners Guild Chapterhouse: This building is tall and airy. Steps lead up from the plaza to the open front of the structure, and fi ve great stone columns separate it from the street. At the top is the guild symbol: a golden pickaxe crossed with a golden hammer. This building serves as the heart of the miners guild. It keeps in contact with chapterhouses in other dwarf cities, offers accommodation to traveling members of the guild, and does its best to deal with concerns for the miners as a 620_96567_RacesOfStone.indd 28 6/14/04, 7:20:28 AM

29CHAPTER 1 DWARVES whole. If the miners stumble onto a dangerous creature they cannot deal with, a notice will be posted here, advertising for someone to look into it. The local guildmaster is nearly always here during the day, and journeymen serve as staff throughout all shifts. Temple of Moradin: The temple of Moradin is an impressive building. The roof is little more than decorative panels hung from the beams that stretch overhead, and the walls are covered with bas-relief sculptures portraying the legends of Moradin and his wife Mya. The interior is open except for a door in the back, leading to living quarters and offices below. At the back of the large, open space is a giant, elaborate forge that never goes dark. This forge is the altar of Moradin, where all rituals and religious celebrations are held. Lugh Forgesmith, Merchant: In a comparatively small building west of the temple, the largest merchant in Uruz has his shop. Lugh Forgesmith specializes in goods from across the surface world, as well as imported dwarven works in metal and gems. His prices are a bit high, but there is little he doesn’t carry or cannot get. He is naturally willing to take barter in payment as well— especially if a character is willing to run a few simple errands for him. The Forge The middle section, aptly named The Forge, is the industrial area, where smiths, stonecarvers, gemcutters, miners, and foragers all ply their trades. What animals the dwarves can keep belowground are kept here, and the crops are accessed through this section as well. Any trade the dwarves can practice is found here, away from the daily needs of the government and the residences of the city’s inhabitants. Ena Hammerstone, Blacksmith: Ena is a competent blacksmith who specializes in items for daily use. While she can make an axe or a breastplate, she’s more likely to work on a hammer, a grill, cooking pots, or a sturdy chain. She keeps a few apprentices and can repair goods as well as make them from scratch. Some of her decorative ironwork graces the front of Lord Durthane’s Manor (see below). Bethor Ruby-Eye, Gemcutter: Bethor is a gemcutter, and quite a skilled one at that. His kind is something of a rarity in Uruz, since the city rarely fi nds more than quartz deposits for gemcutters to work with. Originally, he came from the city of Degaz, Uruz’s closest neighbor. He married a woman from Uruz, however, and moved here to be with her. He works mostly with imported stones, traveling between the two cities once every six months to personally select the gems he wants to refi ne. The Burrows The lower section, called the Burrows, is the residential section of the city. While a few business owners prefer to live near (or above, below, or in) their shops, most people live with their clans. Despite its unassuming name, the dwarven homes ensconced in this section of the city have little in common with any other burrow one is likely to encounter. The most expensive and largest homes in this section are built as freestanding structures in the center of the area. While impressive on the surface, they also extend deep into the earth, rivaling the size of some of the largest manors in surface cities. Dug deep into the earth and stone of the cavern walls are the clan homes— large, extended dwellings with smaller family dwellings branching off from the larger group hall. Only married couples with children are allotted one of the family dwellings, and the clan chieftain and his family are given the largest of these. Silveraxe Clan Hall: This clan hall is set into the cavern wall, with only a pair of large metal doors to note its location. Above the door hangs the clan symbol: a large, silver axe decorated with rubies. The doors open onto an extremely large room, decorated with rough slabs of granite. A large cooking hearth is built into one wall, and rows of stepped benches follow the walls. From there, tunnels lead back to kitchens, washrooms, and private sleeping areas. Members of the clan from other cities are offered accommodations in the hall, with free room and board for the extent of their stay. Lord Durthane’s Manor: Located in the center of the Burrows, Lord Durthane’s manor is the largest freestanding structure in this part of the city. It is the home of the ruler of Uruz, where he lives with his family and immediate advisors. The house itself is a marvel of engineering, built of granite blocks in varying colors and shades. The door is made of ornamental iron grills over sheets of gold. The house has no windows, but balconies on the second and third stories overlook the city. Visiting dignitaries from the High King or other dwarf rulers stay here during their time in Uruz. CREATING DWARF CHARACTERS Dwarves are one of the easiest races in D&D to roleplay. They have well-defi ned personalities, and it’s easy to imagine a dwarf character in your mind as you play. Everybody knows how dwarves are supposed to look and act. Accordingly, making a dwarf character is often a matter of deciding how much you want to play against type. You can be a doughty dwarf fi ghter, a sneaky dwarf archer/rogue, or even the vanishingly rare dwarf sorcerer. No matter what class you choose, consider spending some skill points on Search and Appraise, even if they’re cross-class skills for you. Because of your stonecunning racial trait, you’ll be able to make Search checks whenever you come within 10 feet of unusual stonework. Over the course of your adventuring career, it’s a good bet that the unusual stonework you find will save your life—because it’s often a trap you can avoid or a hidden passage that leads away from danger. Appraise is likewise a useful way to spend skill points, since adventurers often encounter unusual gems or items made of unearthly metals. 620_96567_RacesOfStone.indd 29 6/14/04, 7:20:32 AM

30CHAPTER 1 DWARVES SPECIAL DWARF OPTIONS As a dwarf character, you qualify for some specific feats and prestige classes unavailable to PCs of other races, all described in Chapters 5 and 6 of this book. Feats: Ancestral Knowledge, Battle Hardened, Clan Prestige, Dwarven Armor Proficiency, Earth Fist (also available to gnomes and goliaths), Moradin’s Smile, Titan Fighting (also available to gnomes). Prestige Classes: Battlesmith, deepwarden, runesmith. DWARVES AS CHARACTERS Due to their racial abilities, dwarves make superb melee fi ghters. Still, their inherent sturdiness compensates for the built-in saving throw and hit point weaknesses of some classes, so they’re viable in a wide array of adventuring careers. Barbarian: Dwarf barbarians are often berserkers who throw themselves into melee. A dwarf’s high Constitution combines well with barbarian rage, resulting in a long rage and plenty of hit points. Bard: Among the dwarves, bards are historians and genealogists as much as they are musicians and orators. They inspire their comrades to acts of bravery and valor by reminding them of the great deeds of their forebears. A dwarf’s low Charisma makes bard a tough choice, obviously, but playing against type can be its own reward for players who savor a challenge. Cleric: Dwarf clerics often use an array of spells such as divine favor and divine power to improve their melee attacks before wading into battle with a warhammer or greataxe. Their low Charisma scores means that they have a hard time turning undead, however. For alternative options for the dwarf cleric, see the dwarf racial substitution levels in Chapter 6: Character Options. Druid: Dwarf druids protect the caves and caverns of the underworld. They primarily choose burrowing animals as animal companions. Druids are more common among the surface-dwelling dwarf subraces. Fighter: Axe- and shield-wielding dwarves are common for a good reason—they are both dangerous and durable in melee. While most dwarves concentrate on their melee prowess, dwarf archers have no particular disadvantage, so don’t forget about ranged attacks. For alternative options for the dwarf fighter, see the dwarf racial substitution levels in Chapter 6: Character Options. Monk: Dwarves have a natural tendency toward lawful alignments, and their low Charisma hurts them less as a monk than in other classes. Furthermore, a monk’s fast movement is greatly prized by short-legged dwarves. However, a character generally needs a number of good ability scores to make this race-and-class combination work. Paladin: Dwarves are stalwart creatures who revere duty, honor, and responsibility, so the path of the paladin is natural to them. However, their low Charisma scores can pose a barrier to success, hurting both their saving throw bonuses (through the divine grace class ability) and their ability to smite evil. Also, the standard special mount (a warhorse) is ill suited to life underground. Ranger: The racial bonuses dwarves get when fi ghting giants, orcs, and goblinoids stack with favored enemy bonuses against those same foes. As with dwarf druids, dwarf rangers tend to pick animal companions that are comfortable living underground. Rogue: Rogues need good saves for those times when they fail a Search or Disable Device check. Whether a dwarf rogue has just triggered a poison needle or a glyph of warding, her racial bonuses on saving throws might save her life. Sorcerer: Admittedly, this choice is tough, since Charisma is the most important ability score for sorcerers. However, dwarf sorcerers can take solace in the fact that they have more hit points than sorcerers of almost any other race. For alternative options for the dwarf sorcerer, see the dwarf racial substitution levels in Chapter 6: Character Options. Wizard: Most dwarf wizards combine their passion for craftsmanship with their arcane prowess, taking item creation feats and making weapons, armor, and wondrous items of great potency. Dwarf wizards tend to have more extensive spellbooks than other wizards, since they collect more spells during their long lives and they need many spells as prerequisites for their creations, even if they rarely actually cast them. Illus. by S. Roller 620_96567_RacesOfStone.indd 30 6/14/04, 7:20:36 AM

31 lthough gnomes are just as rooted in the strength of stone and earth as their dwarf brethren, their lighthearted, devil-may-care nature leads many to underestimate them. Gnomes are far more complex than their stature—or outward demeanor— might indicate. While they love the arts, both arcane and mundane, those are but the trappings of an intricate and confl icted society. Their inventive nature, fondness for innovation, and obsession with artistic expression form just the surface layer of this fascinating and deeply complicated people. A DAY IN THE LIFE For the young gnome artisan Ellaboo Merianthy Garial Philicia Starsweeper Murren (normally called Elly, for short), the day begins as the sun creeps in through the light shafts at the top of the burrow she shares with her family, illuminating her sleeping area and rousing the rest of her relatives as well. While keeping track of her younger siblings, she also helps her mother and father prepare a quick morning meal of fruit, porridge, and sweet cream, along with toasted bread and soft goat cheese. Once breakfast is done, Elly leaves the burrow to visit her instructor, Maester Wizmarket, and receive her assignment for the day. The weather is fair, so rather than take the underground network of tunnels that connects all the burrows of the town, she pops up to the surface and takes a moment to enjoy the brilliant sunshine and fresh air. Upon arriving, Elly is given her tasks for the day, along with the other journeymen. She is assigned to spend the rest of the morning teaching a group of apprentices the proper way to grind pigments for paint, preparing them for their lessons in the visual arts. It’s a sticky, boring job, but a necessary one. She rounds up her students and gives a hands-on lesson, letting them do the work themselves and correcting them as necessary. When they break for the midday meal, Elly dashes home to fi x her lunch. In the kitchen stands her mother’s favorite invention: the cold box, where the food is stored. She pulls out slices of lamb with fresh greens and fruit, thick pieces of bread, and spring water fl avored with lemon. She takes her bowl and napkin outside and sits on the hill above her house, waving to her little brothers who are watching over the sheep and goats in the fi eld a short distance away. She remembers when that job was hers not so long ago. She is happy that as a budding adult, she is almost ready to take on her new responsibilities, which will focus entirely on the daily business of invention and trade. Illus. by C. Lukacs Illus. by C. Lukacs 620_96567_RacesOfStone.indd 31 6/14/04, 7:20:42 AM

32CHAPTER 2 GNOMES When she finishes eating, Elly wipes out her bowl and tucks her napkin into her pocket. She then returns to Maester Wizmarket’s studio and sits down at her workbench, where her papers, quills, and ink remain from the day before. Settling down to work, she quickly whittles a sharp end onto her quill, twitching her nose as she reads over the music she had begun composing days earlier. A flute, a finger organ, and a small stringed lute lie nearby; occasionally, Elly reaches over to touch the instruments, sometimes putting her fi ngers in different positions on them or blowing a soft note or two. Another few hours pass as she completes her composition, playing small snippets of it on each of the three instruments. Eventually, the light from the shafts grows dim, and the soft glow from the rose lanterns casts a warm hue across Elly’s papers. Finally, a chime rings out from the main hall, indicating that work time is over. Elly gathers up her papers and heads out to the tunnels, each one lit with a different color lantern to indicate where it leads. A few twists and turns through purple, blue, and yellow lantern-lit tunnels lead her to the green glow that indicates the main hall, where other gnomes stroll leisurely toward the engraved oak and gold doors spread wide for the journeyman recital. Inside, the main hall is lit with lanterns of all colors, as well as dancing lights and other magical effects, scattered across the high ceiling like stars in the night sky. A feast of roasted and fresh vegetables, cheese, fl atbreads, and tender spiced mutton lies spread on tables around all sides of the room, provided by the artisan cooks (the group to which Elly’s mother belongs). Gnomes of all ages and from many different families sit around the large room on the stairstep seats of the great central amphitheater. In the sunken center of the performance area, the musicians wait for their cues to begin. Elly races over to the musicians, handing them copies of her composition to review before the performance. She then retreats to fi ll her plate and wait for the recital to begin. When the musicians begin performing, Elly is surprised to find that her composition is the first to be played. She holds her breath and listens as the harmonies intertwine, pleasantly surprised to see the rest of the audience sitting silently as well, except for a few children, who dance and cavort. When her song ends, the audience erupts into applause. Maester Wizmarket stands up and calls out for Elly to come forward. There, he pins the moonstone badge of a senior journeyman on her shoulder and gives her a new name: Songspinner. The audience applauds, and Elly beams as she kisses her maester on the cheek. That night when Elly arrives home, she discovers that her mother has made a sweet cake to celebrate, with strawberry cream fi lling and a honey glaze. The entire family dines like merchant lords that night, until with sticky fi ngers and happy hearts, they all retire to bed. Elly places her brooch where the morning sun will hit it fi rst and goes to sleep, dreaming of her triumph at the recital. DESCRIPTION Gnomes are a short people, slightly built with thin, wiry frames. They typically stand from 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Gnome females and clean-shaven males are often mistaken for human children when they enter human lands. They are sturdy creatures, though not nearly as strong as dwarves due to their slight builds. Gnomes have dark skin, ranging from light tan to a deep, warm brown. They typically have blond, light brown, white, or silver hair. Their eye color is generally blue, although the shade and depth varies greatly. Also, many gnomes use illusion spells to change their coloration entirely. CLOTHING Unlike dwarves, who spend as much time as possible deep under the mountains, gnomes enjoy the surface world and spend a good amount of time there, so their clothing styles usually account for temperature variance and weather. Gnomes have a healthy respect and affection for the natural world, both aboveground and belowground. They view it as the cornerstone of life—the basis for all existence. That view is refl ected in their clothing choices, though the “naturalness” of the clothing depends greatly on social class and wealth. Traditional gnome clothing makes extensive use of leather and natural tones, using a palette of browns, whites, yellows, greens, blues, and grays. Exotic colors such as red, purple, and orange are rare, and typically worn only by those who wish to make an artistic statement with their clothing choices, members of the aristocracy looking to make an impression, or attention-loving adventurers who spend most of their time on the surface among other cultures. A typical outfi t for male gnomes begins with opaque tights or close-fi tting breeches, often decorated with patterns or stripes, either dyed or sewed together from contrasting colors of fabric. Shirts are made of light, breathable materials, tailored for a close fi t. They are normally unornamented, though the sleeves can range from blousy to formfi tting (though never tight enough to restrict movement). Over this, a vest or doublet is worn (either with or without sleeves, depending on the season). A doublet is the most expensive and important piece of clothing a gnome wears. Doublets are usually constructed from tooled leather and typically left a natural brown, although they might be dyed other colors. Gnomes favor a side fastening for doublets, with high asymmetrical collars. Doublets for formal occasions are made from expensive and rare materials, such as silk, velvet, or gold cloth, and are rarely seen outside middle-class weddings and aristocratic functions. Slashed sleeves are uncommon, usually reserved for fancy dress or entertainers. Boots are typically knee-high, generally designed to match the doublet. Boots have either square or pointed toes, depending on the use for which they are intended. The practical square-toed variety is typically reserved for work, while fancier, pointed-toe boots are more often worn on occasions when fancy dress is warranted, or by entertainers. 620_96567_RacesOfStone.indd 32 6/14/04, 7:20:45 AM

33CHAPTER 2 GNOMES For gnome females, the basics of the outfi t are much the same, consisting of tights or breeches and a shirt. Shirts are sometimes cropped, revealing the midriff. Sleeves are typically in one of three styles: sleeveless, long and blousy, or long and form-fi tting. Instead of a doublet, females wear a skirted version called a kirtle. It consists of a close-fi tting bodice that ends just beneath the bust, either sleeveless or with long, close-fi tting sleeves, and an open skirt that sweeps back from the front, the hem of which typically hits between mid-thigh and mid-calf. When constructed of leather, a kirtle typically uses suede leather, lambskin, or doeskin. Female gnome adventurers abandon their kirtles for sturdy leather doublets, however, if the situation calls for it. They wear boots or slippers, with boots being knee-high and styled similarly to their male counterparts. Gnomes do not use many advanced weaving techniques for their fabrics, relying instead on jewelry and elaborate embroidery for ornamentation. Expensive garments often have precious or semiprecious stones sewn into the cloth itself. Doublets are regularly embossed or embroidered, and even the plainest kirtle has a row of fl owers or something similar embroidered at neck, shoulders, and wrists. Vines, fl owers, and other living things are favorite themes for embroidery. Gnome jewelry is exquisitely detailed, featuring filigree and other advanced techniques. Semiprecious stones are used commonly. Precious stones such as rubies, emeralds, and sapphires are much rarer, and usually reserved for the upper classes. Most gnome jewelry uses cabochon gems set into groups in silver, gold, copper, and even leather settings. GROOMING As befi tting a race so skilled in matters of appearance and illusion, gnomes are fastidious when it comes to personal hygiene and grooming. Bathing is a private matter, and it is usually done either in tubs inside gnome burrows in winter (many of them provided with hot and cold water through pipes) or outside in summer, in nearby rivers, streams, and lakes. Both male and female gnomes traditionally wear their hair long, at least past their shoulders. Males normally pull theirs back into laced ponytails tied with leather strips, while females wear their hair loose, occasionally pulled Illus. by R. Spencer Gnomes’ clothing refl ects their attachment to the natural world 620_96567_RacesOfStone.indd 33 6/14/04, 7:20:52 AM

34CHAPTER 2 GNOMES back from the face with a ribbon, strip of leather, or other hair ornaments. Male gnomes either go clean-shaven or wear small, carefully trimmed beards. Other types of body ornamentation are rare, such as tattooing, scarifi cation, and piercing. While gnomes regularly use illusions to change their appearance (sometimes in very disconcerting ways), most blanch at the thought of permanently altering their bodies in some way. PSYCHOLOGY A gnome who travels among tall races must quickly become accustomed to being treated as a child, at least upon initial meetings. This is not simply because of a gnome’s size or body type, however, but recognition of the gnomes’ appetite for life. Their pranks, jests, and insatiable demand for story and song are reminiscent to other races of a child’s short attention span and constant demand for entertainment. Those who make such hasty judgments, however, only show their ignorance of the gnome mind. Gnomes are a long-lived race. Adulthood does not come until forty-five years of age, and gnomes usually live to see at least 350 birthdays. In fact, it is not uncommon for a gnome to celebrate five hundred years of life, though few survive much past that age. This sort of longevity can drive a race to become rigid and unchanging, reluctant to adopt new ideas or technology and having a heavy respect for tradition, sometimes at the expense of needed change. However, while gnome society has its traditional aspects, such as a class-based social structure and the long-cherished milestones of daily life, gnomes are more respectful of tradition than ruled by it. If gnomes possess a common traditional mind-set, it is that of the truth-seeker and artist, not the law-bound sycophant. Rebellion, exploration, and innovation—these concepts as much embody the traditional gnome way of life as their innate skill with illusions and love of art. Rather than struggling against the tendency for change, the gnomes have embraced it. Gnome society has been consciously crafted to accommodate individual freedoms in a way that few others could. Human society rises and falls by the tide of uprising in its streets, goliaths deal with rebellious tribe members by means of exile, and the elves use diplomacy and social pressure to integrate changes in such a manner as to best preserve harmony. Of them all, Illus. by W. O’Connor A gnome’s artistic expression can also represent a search for the truth behind existence 620_96567_RacesOfStone.indd 34 6/14/04, 7:20:55 AM

35CHAPTER 2 GNOMES only the gnomes have taken their long life spans, the caution that longevity breeds, and a questing nature, and combined them to create their greatest masterpiece of all: a culture with room for every member to do as he or she chooses. Of course, no creation is perfect, not even a masterpiece. Cracks and flaws develop over time, and no creator, no matter how skilled, can hope to prevent them all. Still, the gnomes attempt to allow themselves the freedom to dream, criticize, and rebuild without necessarily tearing down the entire structure. It is a diffi cult task, but one that marks gnome society as one of the most progressive of all races. Another, often fractious, pair of desires also dominates gnome society and culture: the abstract desire to uncover and understand the truth of reality, and the more concrete desire to survive and thrive in daily life. On a good day, a gnome will be able to interpret these sometimes confl icting desires as a “head in the clouds, feet on the ground” feeling, or practicality with the ability to see beyond today’s demands. On a bad day, however, she might feel as though the separate demands of the spirit and the fl esh are beyond bearing. The varied manifestations of these warring needs are responsible for a great deal of the strife in gnome culture. At the same time, the gnomes are very aware of this aspect of their collective personality, and have struggled to give themselves room to experience these feelings without tearing their society apart at the seams. Thus far, the societal experiment has been successful, but no one knows better than the gnomes that permanence is an illusion. PHILOSOPHER-ARTISTS Gnomes are both blessed and cursed with a philosophical bent and an insatiable curiosity. They express these feelings through art, invention, and magic—specifi cally illusions. None of these outlets, however, are completely able to satisfy the hunger that drives a gnome through life. Though gnomes are inspired inventors, whose lives are more comfortable than most other races can boast, their inventions are merely an exercise in managing the world around them, sifting what activities or objects are necessary and irreplaceable from what is simply present. The joy they take in inventing a new device comes from both the creative process and the useful end result, but the resulting object is never the goal. Naturally skilled with illusion, gnomes are very aware of the fl eeting nature of appearance. While they use illusions to entertain themselves and snap others out of their daily drudgery and stagnant mind-sets, they are well aware of illusion’s limitations. The pleasure they fi nd in creating a particularly beautiful or useful illusion (and the glee in fooling other races with one) comes from the truth that illusion can reveal when correctly used, not the image or sensation itself. At home among the arts, gnomes fi nd themselves compelled throughout their lifetimes to search for the perfect expression of some intangible bit of truth through their chosen art form. The resulting statue, play, essay, song, or performance is not the goal, though. No matter how skilled a gnome becomes in her art form, it is only a tool to help her get closer to the universal truth. The oldest, wisest, and most intellectual of gnomes spend much of their time focused on these questions: From where does truth stem? What is truth? How can we discern truth when we see it? Weighty philosophical tomes have been written on the topic, and most gnomes have at least some interest in them, though younger gnomes have less desire to contemplate the nature of truth than to pull pranks on those too caught up in their own version of reality. Naturally, not every gnome feels the pull of truth-seeking as a life path. Many wander to fi nd it, and many others are content with their home, family, and simple pleasures. These gnomes are the cornerstones of gnome society, the rock upon which the culture is built. While the rest concentrate on discovering the nature of reality, rebuilding society, artistic endeavors, or raising fortunes, the content gnomes who make up the majority of the middle classes keep society on an even keel. Roleplaying Application: Though not every gnome is consumed with the search for reality and truth in a world fi lled with illusions, most gnomes feel the resulting creative drive to one extent or another. If you’re playing a gnome, consider choosing an ideal for your character to focus on, such as beauty, truth, reality, pragmatism, irony, good, or evil (to name a few), and look for applications of it in the characters and events around her. Keep a list of what strikes your character as the perfect embodiment of that concept, and be willing to have your character converse with other characters or NPCs on the subject. You character should be open to and excited about the idea of new places, people, or experiences. Every new experience might take her one step closer to the truth she seeks. ILLUSION AND TRUTH For all that gnome philosophers focus on the search for truth and a method of defi ning reality, one aspect that often escapes them is that gnomes are creatures of illusion. They claim their birthright honestly, with minor magical effects at their fi ngertips even in childhood. They are comfortable in a world highly decorated with magic and imagination, and they tend to enjoy using these abilities to enhance their lives. Everyone can do it, everyone does do it, and over time, it has become yet another method of gaining status within an insular society. In smaller communities, this use of illusion is often restricted to fanciful decorations for festivities or camoufl aging homes to ensure that outsiders don’t interrupt the residents’ lives too often. In larger cities, where the merchant lords hold sway and commerce is considered an art in itself, illusion is a pleasant diversion from business and a chance to show off a creative, artistic side that a gnome might not get as much chance to express during the daily grind. This dichotomy between the larger and smaller communities is yet another echo of the battle between the Twins (see the descriptions of Garl Glittergold and Gelf Darkhearth in the Religion section later in this chapter). When a gnome searches for a balance between her two warring natures—or abandons the struggle as fruitless—she often gravitates to one side or the other: illusion or truth. 620_96567_RacesOfStone.indd 35 6/14/04, 7:21:08 AM

36CHAPTER 2 GNOMES The cities are considered the stronghold of illusion, while the rural life is vested in the “truth” of the natural world. Yet some argue the opposite—that the struggle for civilization is the true meaning of life and the rural idyll is an illusion. While great minds and rebellious hearts argue the fi ner points, most common gnomes devote themselves to following their hearts and simply ensuring that they will live to the next day as comfortably as possible. Roleplaying Application: Make a list of the concepts and principles that are important to your gnome character, noting which she considers “true” and which “illusion.” Does she pursue one or the other, or try to strike a balance between the two? Do pranks play a part in that balance, or in an attempt to teach that balance to others? GNOME LIFE While gnomes fi nd it relatively easy to discuss complicated topics among themselves, it can be difficult to explain what it means to be a gnome to an outsider, few of whom have the patience, educational background, or point of reference from which to understand the explanation. Still, some aspects of life are universal to every culture. It is how those aspects are viewed and incorporated that defi nes an individual as much as anything else, so examining how gnomes deal with these things can give insight into the gnome mind-set. ARTS AND CRAFTS One of the most respected gnome texts, The Beauty of Truth, contains a quotation that is memorized by gnome apprentices in workshops everywhere: “Art is the language by which Truth speaks to us.” If the search for truth is universal in gnome culture (or as close to universal as anything ever gets), then that sentence is as close to a distilled version of the gnome perspective on art as we can hope to see. Pursuing an artistic vision—be it through music, drama, writing, dance, or visual arts—is considered the highest calling a gnome can follow. Almost every gnome (even one who is not an artist) has some creative endeavor that she tinkers with in her spare time; not having such a project is atypical. Nearly every gnome picks up some creative skill, even if it is nothing more than whittling. An acceptable alternative, assuming one has neither time nor inclination for an artistic pursuit, is to sponsor someone else in the study of the arts. Nearly every school in the gnome lands is arts-based (such as the maesteries) or has a signifi cant curriculum in the arts. Most gnomes can read music and play at least one instrument by the time they fi nish their early education, even if they never come back to the arts for the rest of their lives. Art is considered an act of contemplation and reverie, an almost holy action. Although very few have any sort of dedication to Garl Glittergold (head of the gnome pantheon) in mind while performing their chosen craft, art is still revered as a devotion to truth. Invention is also considered an art form, held in equal respect with the forms more familiar to outsiders. Roleplaying Application: Does your gnome character have an artistic pursuit, choose to sponsor someone else, or ignore that aspect of gnome society altogether? What art form does she prefer, if she pursues one at all? Who might she sponsor, either by purchasing works by that artist or contributing toward someone’s studies at a maestery? TECHNOLOGY AND MAGIC Technology and magic are seen as different faces of art, leaving science as a nonexistent concept for most gnomes. Inventors are considered artisans, not scientists. Alchemists are highly revered for their vocation as well, though many of their inventions are too esoteric to ever catch on among mainstream gnome society. Magic is also viewed as an art, but it is held as little more than a common pursuit. The gnomes’ natural magical abilities have rendered the study of magic as something lesser in the opinion of the masses. Familiarity breeds contempt, they say, and that adage is rarely truer than in this case. Magic is tied heavily in the minds of most gnomes to Gelf Darkhearth (brother to their primary deity Garl Glittergold), who sought to drown the truth of the world behind a sea of illusion, so studying magic for its own sake is an unpopular choice. Magic is considered best when attached to another occupation, such as bardic music or alchemical creations. An illusionist who has a practical use for her spells (such as costuming or interior design) is regarded in a far better light than an adventurer or (last of all) a wizard who specializes in magical research for its own sake. While all arts are supposed to lead to the truth of reality, most gnomes doubt that magic’s ephemeral nature has much of substance to say. Roleplaying Application: What is your gnome character’s view of magic? If she is a practitioner, does she think that magic has been unfairly given a bad reputation, or does she strive to make her skills “honest” by fi nding applications for them? Is she an inventor? Does she think of her calling as artistic or practical? What revelations of “truth” has she experienced from her studies? LOVE Gnomes hold love as one of the universal mysteries—a source of inspiration and an intrinsic part of truth. The pursuit of love is a popular pastime, whether the goal is a lifelong relationship or a fl eeting muse. The love between parents, friends, siblings, and romantic partners is highly valued and celebrated in story and song, making for a highly romanticized and liberal view of love. Love outside marriage is expected and tacitly encouraged, though it is considered irresponsible to deliberately pursue an action destined to cause pain to another. Gnomes never arrange marriages, because they consider marriage a sacred bond that only Garl can set forth, giving one gnome to another for life. Of course, Garl is not called “the Prankster” for nothing; unsuccessful or unhappy marriages are viewed as just more pranks on his part, a topic that is often the theme of gnome comedies. 620_96567_RacesOfStone.indd 36 6/14/04, 7:21:12 AM

37CHAPTER 2 GNOMES In an effort to avoid being victimized by the prank of a lifetime, gnomes tend to wait a long time before committing to marriage. Courtships lasting decades are not uncommon among these long-lived people. Another tactic sometimes seen is the use of matchmakers to arrange pairings (on the assumption that a professional matchmaker will “know” when two gnomes are right for each other), though the couples are under no obligation to do more than meet. A gnome wedding is a joyous affair, a celebration that lasts for a week. Each morning during this time, a different part of the ceremony is held, dealing with a different aspect of a good spouse: healer, friend, lover, caretaker, beloved, partner, and opponent. Following each part of the ceremony is a day-long party and feast, with games, competitions, dancing, and other forms of entertainment. Plays and concerts are often part of the festivities as well. At the end of the celebration, the new couple typically moves in with one family or the other, though joining a workshop, setting out for a new home, or adventuring as a couple are all possible occurrences as well. One of the natural consequences of romantic love, of course, is children. As a long-lived race, gnomes give birth infrequently, with an opportunity for conception occurring no more than once every fi ve to ten years. Each child is highly valued and raised at home with his or her extended family for the fi rst twenty years, after which time he or she is sent to a school to learn a craft, trade, or art. Many students are sent to other towns to study with their teachers, while a few (usually in the middle class) live at home and attend a day school nearby. Gnome children form far-reaching connections in this way, keeping the various communities close to one another despite the physical distance that separates them. Once a gnome reaches adulthood and completes training, he or she usually decides either to return home and live with the family or to journey to a new place and pursue a vocation. Some gnomes adventure in the outside world, but few settle permanently in foreign lands. Roleplaying Application: How does your gnome character view love? Does she have a romantic interest (or perhaps more than one) at home or abroad? Is she cavalier about love, or has she devoted herself to someone else and want to make a life with that person? Does she fl irt, or is she determined to fi nd her one true soulmate? Does she have children, or plan to have children in the future? Illus. by R. Spencer Gnome weddings take place over an entire week 620_96567_RacesOfStone.indd 37 6/14/04, 7:21:19 AM

38CHAPTER 2 GNOMES GNOMES AT WAR Gnomes, on the whole, disdain needless violence. This is not to say that gnomes are pacifi sts or unskilled warriors. Their fi ghting abilities can be quite formidable. It is rather to say that gnomes are a peaceful race, typically choosing to fi ght only when all avenues of diplomacy have been exhausted. Gnomes rarely go to war, even when the cause seems just. They do not keep a standing army, or even more than a sparsely manned town militia in most cases, and the traditional gnome styles of fi ghting lend themselves best to guerrilla and one-on-one tactics. Merchant lords have guards to accompany caravans and watch over them while they travel, but even they don’t fi eld full armies. A central authority to call up such an army does not exist, nor does a large enough group of trained individuals to form such a central authority. Instead, gnomes often send specialists to serve with other troops as scouts or spellcasters, or to provide logistical support using inventions and alchemical items. At its core, the belief system of gnome culture simply does not view war as anything other than a tremendous waste. Glory comes from achievements, not the senseless destruction that accompanies prolonged violence. Through time, most of the gnomes’ allies have come to accept this view (if not understand it) and are grateful for the considerable support the gnomes can provide in a time of need. Roleplaying Application: How does your gnome character feel about violence? Is she always ready for a brawl but refuses to shed blood? Does she fi ght dirty and end it fast? Does she look on personal violence in a dangerous world as separate from the large-scale bloodshed of war? DEATH When a gnome dies, her passing is viewed as both a natural occurrence and a great tragedy. Gnomes believe in an afterlife, but they also hold that one can live on past death through the memories of loved ones and the creations one leaves behind. Part of the essence of a person, once she dies, escapes the body to rejoin the living essence of the world. This portion—which interests the gnomes vastly more than that which passes on to Garl’s realm on the Twin Paradises of Bytopia—retains nothing of that person’s mind or spirit, existing again in mortal form only when a new gnome is born. With that in mind, gnome funerals are somber affairs. Like weddings, they also last a number of days. Instead of celebrations, though, they are serious, gloomy events— demonstrating a sharp contrast to the typical cheerful behavior of gnomes. Each day, those who knew the deceased give speeches, offer musical tributes, and otherwise eulogize the dead individual. Her works and creations are all brought forth and put on display, showing the extent of her creativity and wisdom. For those gnomes who were not artists, loved ones give speeches showing the lost one generosity, respect, or good nature in life. On the last day of the ceremony, the deceased’s body is cremated and the ashes sealed in a container. The jar is then either presented to the gnome’s relatives or buried beyond the boundaries of the gnome settlement. Bereaved gnomes may spend up to fi ve years in mourning. Their relatives support them during this period if possible, allowing them to devote themselves to exploring the loss they feel, expressing it through art or traveling to heal. Black is the typical mourning color, and mourning gnomes wear it exclusively. When the mourning period is over, gnomes are encouraged to resume their old lives as much as possible, including taking up new romantic relationships should they present themselves. Bereaved individuals do not always lament their loss for the entire fi ve years, and they might mourn publicly for only a few months. Taking longer than fi ve years, however, is considered a sign of a serious imbalance, and at that point most friends and family will intervene to help the bereaved resume a normal life. Roleplaying Application: What does your character think about the afterlife? How does this attitude affect her view of the normal world and her own actions? Does she seek to make her mark on the world? If so, in what way? Has anyone close to her died? If another PC dies, will she attempt to give the character a gnome-style funeral? Will she think less of the others for not taking longer to mourn, or will she move on quickly herself? SOCIETY AND CULTURE Most gnome settlements are little more than small towns or artist colonies, but many cities have large gnome communities. Each such community follows a social pattern similar to that of their rural kin, with one exception: Urban gnome communities are typically greatly infl uenced by the presence of one or more merchant lords. These urban communities serve as gathering places for the vast majority of the wealth of the gnome race. While much of that money stays in the coffers of the merchant lords, a considerable amount is spread throughout the members of the lower to keep the economy moving smoothly. A third division of funds is used in patronage, and thus makes its way out to workshops in rural towns, helping to support them. While all social classes are represented in the great cities, the majority of the gnome population there consists of merchant lords and the middle class. Whether rural or urban, a gnome community lacks the sort of centralized government favored by many other races. Gnome society favors a council structure composed of infl uential and wise members of the community. If a council decides that it needs one gnome to make a fi nal decision that impacts the community at large, that individual probably has a title no loftier than mayor (or something similar). If a settlement is attacked, this gnome would be responsible for organizing a defense. Likewise, if the council is deadlocked over an issue, the mayor might cast the tiebreaking vote. Mayors and other council members don’t pursue politics as a vocation; they always also serve as craftsmen, merchants, maesters, or other contributing members of gnome society. Roleplaying Application: Where does your character fall in gnome society? Is she the relative of a merchant lord, used to privilege and beauty? Is her eye always on the 620_96567_RacesOfStone.indd 38 6/14/04, 7:21:21 AM

39CHAPTER 2 GNOMES bottom line when she decides to take a job or do a favor? Is she a member of the middle class, comfortable and content, eschewing change in return for security and currying favor with the merchant lords? Is she an artist at heart, questing for truth through artistic expression while she searches for a patron (or sells off her creations) to survive? Or is she a rebel at heart, someone who sees the whole mess as little more than a dog-and-pony show used to keep the masses quiet? Think about how important the big questions seem next to making a successful living. MERCHANT LORDS The merchant lords are the unoffi cial nobility of gnome society. They have no set role in running either society at large or the municipalities in which they live, but they are still undoubtedly at the top of the social ladder. Some merchant lords take an active part in their community’s welfare as members of its council, but being a merchant lord does not mean a gnome must also be a political fi gure. Merchant lords hold the vast majority of the wealth the gnome nation possesses, they have diplomatic and personal contacts with all manner of other cultures, kingdoms, and races, and they form the cornerstone of the economy. The merchant lords and their families are the hub around which every gnome city (and gnome society as well, albeit unconsciously) revolves. Their social events are the buzz of the city, and their personal lives are subject to all manner of gossip. While the merchant lords themselves typically work at administering their fi nancial empires, their relatives often do not, tending toward the boredom and pursuit of novelty that often comes with great wealth. For those so affl icted, the gnomes’ racial gift for illusion is a godsend, and is incorporated into daily life to an extent unthinkable among other social classes. Gnomes in the family of a merchant lord are often trained in the use of magic and illusions from a young age. They take part in competitions to come up with the most inventive uses of their skills, including masked balls where illusions provide the costuming, illusion duels where each duelist tries to come up with a phantasmal creature or item that her opponent cannot beat, and even escapades where gnomes steal into the nearby cities of other races and use illusions to play pranks. MIDDLE CLASS The middle class is composed of both rural and urban gnomes; the urban middle class outnumbers those who live in smaller towns. In the cities, the middle class is composed primarily of those employed by the merchant lords, either directly or indirectly. Every urban middle-class gnome dwelling—typically a multifamily structure—also holds a business, complete with a small public area where goods or services are sold. Those with perishable goods often travel to an amphitheater and hall to form a sort of farmer’s market every other day. Children of urban-dwelling gnomes attend gnome-only academies, often partially funded by one or more merchant lords. If the gnome population in a city is particularly small, gnome children are more likely to be integrated into the city’s overall educational structure, attending classes alongside the children of the rest of the city’s residents. The rural middle class is made up largely of town and village offi cials, the farmers and shepherds who provide most of the food for gnome society at large, artisans of all sorts (many maesters practice their crafts in rural areas), and those few merchants who act on behalf of the workshops to sell the goods produced. The town and village offi cials provide most of the practical daily management needed to keep their communities running effi ciently, as well as make sure children in rural areas are educated and cared for. A gnome merchant lord may take up residence in a rural gnome community, but such an acts is not common. The members of the middle class are typically thought to be content with their situation in life. Although that characterization is not entirely incorrect, the truth is somewhat more complex. In the cities, many among the middle class desire the things the merchant lords have. Being in close contact with the extravagance of the upper class can breed dissatisfaction, causing some members of the middle class to adopt the ways of the merchant lords in an attempt to better themselves. Many middle-class gnomes are pleased with their lives, however, and feel that they have achieved a fi ne balance between truth and the more illusory pleasures. Members of the rural middle classes are often content, rarely exhibiting the dissatisfaction their urban counterparts sometimes suffer. The youth of the middle class cannot typically afford extensive magical training, but dueling is still valued as a means of settling disputes and proving an individual’s prowess. The weapons of choice are often daggers or rapiers, though other weapons have been used as well. Duels are almost never to the death, and are more exhibition than blood sport. ARTISANS AND REBELS While the merchant lords and the middle class that supports them form a group rightly seen as a pillar of gnome society, that pillar has a twin that is equally necessary for social stability. The second pillar is a group made up of both the artists and the rebels of society—those who chose to live outside the classic economic and class structure. Their pursuit of the arts allows the gnomes to reach for something greater than their mundane lives offer, and their criticism of both society as a whole and the dealings of the merchant lords in particular allows gnome culture to avoid stagnation and remain fl exible. Artisans If the middle class is considered the body of the gnome race, the artisan class is its soul. Taking up the arts as a career is considered a noble calling, and one that is widely respected. Talent often runs in families, but not always, and being the fi rst artist in a few generations is a great honor for both the individual and her family. The artists are less radical than the rebels, the other faction within the second pillar. While they have little to do with the mercenary factors of economic reality and often disdain the need for money, they typically owe their livelihood to either contributions from the parents of their students, the 620_96567_RacesOfStone.indd 39 6/14/04, 7:21:24 AM

40CHAPTER 2 GNOMES sale of their goods, or the patronage of a wealthy individual. While most artisans encourage a more enlightened view of the world and abandon materialistic ways, few have the audacity to bite the hand that provides their bread. When a child is discovered to have artistic talent, the family takes her to a nearby maester for testing, to discover in which area her true talent lies. Once that is determined, the child takes on an apprenticeship with a maester who offers instruction in that area. Sometimes this instructor is simply the closest one, but maesters often live in rural areas. A child with a particularly promising talent, or one whose parents are wealthy, might be sent to study with a prestigious maester abroad. The merchant lords and maesters also sometimes offer fostering or patronage to sponsor children in their preferred art. Once a child is successfully apprenticed, she spends at least a decade as an apprentice. An apprentice is expected to pass a number of competency tests, depending on her area of study. For musicians, these tests would include the memorization and performance of a standard, comprehensive catalog of music, as well as some original compositions. For painters, they would include paintings in various mediums and styles. For those focused on the written word, the tests would include composing competent works in a series of prose and poetical forms. Success in these exams allows the student to continue on to journeyman status, while failure means another year as an apprentice. Three failures result in a student’s dismissal, requiring her to go home and find another career. Apprentices wear plain robes to indicate their status. A journeyman assists his maester in whatever fashion the maester desires, whether by helping with research, teaching apprentices, copying the maester’s designs, and so forth. Every journeyman is eventually given time to work on original projects, culminating in the journeyman’s maester’s thesis. Journeymen wear smocks, usually white, but with decorations on the left breast indicating their progress in their studies. Journeymen who succeed in their theses are considered lesser maesters, earning the use of that title among gnomes, and wearing close-fi tting caps to show their status. Lesser maesters are considered free to leave their former maester’s workshop to embark on their own career, and most do exactly that. They often wander through strange lands and perform for other races, adventuring and learning new stories and/or songs to add to their repertoire. Some take up station with their Illus. by J. Thomas The search for truth through artistic expression is fraught with frustration 620_96567_RacesOfStone.indd 40 6/14/04, 7:21:26 AM

41CHAPTER 2 GNOMES patron and work exclusively for that individual for a number of years. Some even leave and open their own workshops, becoming full-fl edged maesters themselves. Those lesser maesters who choose not to go out on their own often stay as subordinate instructors at the workshop in which they were trained. Oftentimes, these loyal artists inherit the workshop upon their maester’s death, if they are willing to wait that long. Rebels The rebels are an odd social class, for they see themselves not as a part of the system, but the antithesis of it. Rebels come from all walks of life and all manner of backgrounds. Rich or poor, old or young, they have grown disillusioned with the social structure of the cities and towns, and they desire a new beginning. The greatest philosophers of gnome culture were rebels in their time, something the wisest gnomes have never forgotten. Rebels provide a means for checks and balances within gnome culture, with a critical eye for all they see and a desire to tear down and rebuild the crumbling social structure before them. They are a thorn in the side of the merchant lords and the middle class, but their position in the society they denigrate is assured by long years of tradition. Regardless of their message, they are not persecuted. The rebels might be ignored more than they wish to be, but gnomes are a patient people who are well versed in the art of compromise. An inch today might well be a mile tomorrow. Rebels are usually willing to wait as long as needed to see their dreams become reality. Those rebels who grow too disenchanted with gnome society often become adventurers. Many fi nd that by broadening their experiences, they are able to look on the fl aws of their race with new eyes, developing new solutions to the problems they see. GNOMES AND OTHER RACES Just as many gnomes seem born to create, so do others seem born to charm. Such charm as they possess is often put to use in the creative process, but more often, it is used to bridge the gap between the gnomes and the other races— and to acquire the raw materials the gnomes need for their creations at a reasonable price. Gnomes live upon the fat of the land, as it were. They prefer rolling hills for their cities, often near water and forest. Their preference for homes puts them in close proximity to both halfl ings and the “tall races,” as well as within easy distance of dwarf settlements for those cities that sit in the foothills of mountain chains. In a way, they are the bridge between the races of stone and the surface peoples, passing goods from one to another and profi ting from the experience. Dwarves: Gnomes regard dwarves as nearly their closest cousins. The two races have a history of amicable relations, though contact between a dwarf and a gnome is likely to Illus. by F. Vohwinkel Gnomes are as serious about the defense of their homes as any dwarf 620_96567_RacesOfStone.indd 41 6/14/04, 7:56:55 AM

42CHAPTER 2 GNOMES make one or the other irritable over time. Gnomes often feel that dwarves have the solidity, the grounding in the great truth of the world, that they lack. They envy the dwarves their lifestyle, but favor change too much to chain themselves to a similar path. Elves: The elves and gnomes have much in common, given their magical prowess, but this rarely leads to more than a sort of professional respect. Many gnomes of a philosophical bent feel that the elves are too caught up in their magical talent, and should instead shun their illusory existence and look for truth. Most gnomes feel that the elves are good allies, however, and enjoy trading goods with them when the opportunity presents itself. Goliaths: Goliaths are held in nearly the same regard as dwarves. Their simplicity and wisdom appeal to the gnomes, though few attempt any overt philosophical conversation with goliaths due to the cultural gap between the races. Goliath furs, meats, and leathers are highly valued among the gnomes, who are always happy to meet with goliaths, study their ways a bit further, and trade in exchange for the metal goods and jewelry the goliaths want. Half-Elves: The gnomes are most sympathetic to the half-elves, of all the tall races. The idea of being a bridge between two very different worlds resonates with introspective gnomes, who feel that half-elves are kindred spirits. For others, half-elves are simply interesting because they are widely traveled, often able to form a detached opinion about both their human and elf counterparts. Given the premium that gnome culture places on experience and observation, it is not surprising that gnomes generally hold half-elves in high regard. Halfl ings: Many gnomes fi nd halfl ings to be the most frustrating ally they have. On one hand, gnomes respect halfl ings for their practicality and ability to adapt. On the other hand, they consider halfl ings to be fl ighty and undisciplined, content with an unexamined existence and doomed to live off the good will of others. In many ways, halfl ings are the manifestation of the “Jack the Giant-Killer” side of a gnome’s personality (see History and Folklore later in this chapter), and it both attracts and irritates them to see it personifi ed in the halfl ing race. Half-Orcs: Half-orcs are seen as similar to half-elves in many regards, resulting in an unusually warm reception in many gnome communities. Whereas many people look at a half-orc and see either an orc or a human, gnomes tend to see the individual instead, and they feel sympathy for someone in the state of being a bridge between two worlds, fi tting in neither. While some gnomes are so sympathetic in this regard that the orc side of a half-orc’s nature might see it as condescending, most half-orcs are neutral or friendly toward gnomes. Humans: To gnomes, humans represent a constant yearning for change and growth, not often present in the longerlived races. They share the gnomes’ inventive spirit in many ways, and strive to improve both themselves and others. The problem with this (and the reason human–gnome relations are not generally closer than they are) is that the short life span of humans makes them disorganized and unpredictable to the gnome mind. They continually cover old ground in their studies, toiling to reinvent the wheel in many ways. Also, their efforts at self-improvement both amuse and frustrate gnomes—their willingness is commendable, but their short life spans often make humans shortsighted in their implementations, to a gnome’s way of thinking. Roleplaying Application: These generalizations represent how an average member of gnome society is likely to view someone from a given race. Given that there are no average members of society, however, it’s up to you to decide how well these comments fi t your character’s impressions of these races. Does your character adhere to these stereotypes? If not, how does she feel about these races? Did something happen in her past that changed her view of a given race from what is typically the norm? RELIGION The primary deity of gnome religion is Garl Glittergold, the Prankster. He is considered the creator of all gnomes, as well as their patron and protector. Opposing him is his brother Gelf, as dark as Garl is light. Together they represent the duality of gnome life and form the core of the gnome pantheon. Although few gnomes worship Gelf specifi cally, nearly all view him as a necessary part of the world rather than just some evil antithesis of Garl Glittergold. Religion holds an odd place in gnome life. While most races are deeply devoted to their deities, having daily proof of their existence through the miracles performed by the priests, the gnomes remain strangely apathetic, if not skeptical, about their patron deity. Indeed, some factions among the gnomes insist that Garl Glittergold is a fi gurative expression of the gnome mind and soul rather than a mystical, otherworldly being responsible for the creation of existence. If questioned, however, most gnomes profess belief in Garl—or at least what he represents to them. However, their unceasing examination of the nature of divinity, reality, and thought make many gnomes unwilling to fully commit, leading them to posture and give disclaimers about Garl’s nature. Some do believe wholeheartedly, but the rebels and merchant lords are the least likely to espouse any sort of strong belief, followed closely by inventor and wordsmith artisans. Every moderate-sized town has at least one chapel to Garl with a small shrine. Only cities have full temples, however, and the clergy is much smaller in number than most other religious organizations boast. Regular religious services are rare, usually occurring only on high festival days, at weddings, and at funerals. Clerics are still an important part of daily life for most gnomes, however, acting as councilors, mediators, and judges in noncriminal matters. Roleplaying Application: Does your gnome character believe in deities as physical creatures, or see them as a powerful, existential extension (or allegorical representation) of the gnome mind? How does she view religious belief in others? Does she have respect for those who devote themselves to the deities, or does she fi nd herself in awe at the gullibility of others and attempt to educate them? 620_96567_RacesOfStone.indd 42 6/14/04, 7:57:04 AM

43CHAPTER 2 GNOMES GARL GLITTERGOLD Greater Deity (Neutral Good) Garl Glittergold is also described on page 107 of the Player’s Handbook. Portfolio: Gnomes, humor, wit, illusion, gemcutting, jewelrymaking. Domains: Good, Protection, Trickery. Cleric Training: Most of Garl Glittergold’s rituals involve the whole community, so his clerics have plenty of opportunities to recruit those who show a particular combination of duty to community and mischievous humor. An older cleric typically teaches three or four students by example, explaining Garl Glittergold’s ways as she attends to the needs of the gnomes in her care. Quests: Followers of Garl Glittergold fi nd themselves guarding the welfare of gnome communities, delving deep for gems, and fighting the gnome race’s goblinoid enemies. Typical quests include battling a tribe of kobold raiders, pulling a good-natured prank on an arrogant human king, or seeking the long-lost Ebondark Gem Mine on the Elemental Plane of Earth. Prayers: Many of Garl Glittergold’s prayers are performed in calland-response style, with the leader posing a riddle and everyone answering in unison. “Glittergold asks: ‘What’s our joy?’/‘To delve for treasures and guard our hearth.’ ” Temples: Garl Glittergold’s temples take the form of unassuming, often magically hidden shrines and chapels. Many are underground. The temple clergy and staff are usually eager to help a traveling gnome any way they can. Rites: The ceremonies of Garl Glittergold are fl ashy affairs full of illusion and mystery, often attracting curious gnomes from miles around. Most rites extol the gnome virtues of cleverness and craftsmanship—blessing a masterwork item, a new gem mine, or the top students in a school are common activities. Herald and Allies: The herald of Garl Glittergold is a 20th-level celestial gnome bard. Allies are bralani eladrins, leonal guardinals, and elder xorns. (See the Deity Description Format sidebar in Chapter 1 for further information about heralds and allies.) Favored Weapon: Battleaxe. CALLARDURAN SMOOTHHANDS Intermediate Deity (Neutral) The patron deity of the svirfneblin (described on page 131–132 of the Monster Manual), Callarduran teaches his followers that the best way to be safe is to dig deep into the earth and tell no one what you’ve found. Because larger communities of drow, mind fl ayers, and goblinoids often threaten svirfneblin communities, such secrecy is an effective survival strategy. Portfolio: Svirfneblin, secrecy. Domains: Earth, Good, Healing, Protection. Cleric Training: Callarduran Smoothhands is as important to the svirfneblins as Garl Glittergold is to the other subraces of the gnome race. Accordingly, most adolescent svirfneblins with an interest in religious matters wind up in Callarduran’s priesthood. Quests: Callarduran’s quests almost always involve an element of subterfuge. He often sends adventurers in magical disguise to infi ltrate societies inimical to the svirfneblin, such as drow cities or mind fl ayer temples. Prayers: Callarduran has an extensive liturgy of prayers, but they all share one common element: They’re whispered, not spoken aloud. Temples: Callarduran’s temples often feature echo chambers and other acoustical tricks that magnify the sound of whispered prayers to him. In the larger temples, the whispered chants of an entire congregation can be as deafening as a shout. Rites: Callarduran has a number of protective rites that promise protection against the svirfneblin’s many enemies. In svirfneblin communities, his clerics also handle birth, marriage, and funeral rites. Herald and Allies: Callarduran’s herald is a 20th-level svirfneblin illusionist. His allies are Medium, Large, and Huge earth elementals. Favored Weapon: Battleaxe. GELF DARKHEARTH Intermediate Deity (Chaotic Neutral) Gelf is Garl Glittergold’s brother, and rarely have two brothers been more bitter rivals. Gelf, depicted as a grayskinned dwarf with a black beard, takes obsessive delight in opposing everything his brother attempts. This compulsion puts Gelf in the tragic position of tearing down the gnome society he loves, just to thwart Garl Glittergold. Gelf isn’t evil, but he feels compelled to destroy everything Garl holds Illus. by D. Crabapple Holy symbol of Callarduran Smoothhands 620_96567_RacesOfStone.indd 43 6/14/04, 7:57:06 AM

44CHAPTER 2 GNOMES dear. Gelf is an angry, sorrowful deity, and he attracts followers of similar temperament. Portfolio: Entropy, revenge. Domains: Chaos, Destruction, War. Cleric Training: Would-be clerics of Gelf are individually recruited by senior clerics who sense kindred spirits. Those who follow Gelf are rebels so committed to their cause that they would do anything to defeat the authorities they despise. Quests: If someone has hatched a plot against one of Garl Glittergold’s temples—or against a thriving gnome community— Gelf Darkhearth is probably behind it. He takes particular glee in using Garl’s faithful against him, duping adventurers into doing his bidding. Prayers: Gelf’s prayers are often wordless ululations—long strings of vowel sounds. To nonbelievers, they sound like gibberish, but the exact order of sounds has meaning to the faithful. Temples: Gelf’s temples aren’t hidden, but they are out of the way and placed so that Gelf’s worshipers aren’t seen coming and going. Most gnomes know where to fi nd a temple to Gelf (assuming one is nearby), but few can think of a reason to go there. Rites: Many of Gelf’s rites seek to bestow a curse or ill will on a nonbeliever. Few are known outside the fairly insular circle of Gelf’s worshipers—with one exception: Almost every gnome warrior knows the Rite of the Adroit, a brief group ceremony that steels the minds of gnomes to the chaos of war. Herald and Allies: The herald of Gelf is a 20th-level fi endish gnome rogue. His allies are succubus demons, green slaadi, and death slaadi. Favored Weapon: Warhammer. THE GLUTTON Lesser Deity (Chaotic Evil) Usually depicted as a massive, ravenous badger or wolverine, The Glutton fi gures prominently in the bedtime stories gnomes tell naughty children—“Go to sleep or The Glutton will get you!” The Glutton is blamed whenever a burrow collapses or another misfortune befalls the gnomes. It is said that The Glutton was once a gnome who was cursed with a hideous form and a desire to consume the gnomes and all they hold dear. Portfolio: Disaster, greed. Domains: Chaos, Destruction, Evil, Strength. Cleric Training: The Glutton’s few clerics are all secretive cult leaders, for no gnomes would willingly allow worshipers of The Glutton into their burrows. They recruit new clerics from among the mad and the hopeless. Quests: The Glutton’s goals are straightforward enough that he doesn’t send followers on quests. But the cults that act in his name might send adventurers on quests to acquire more evil power. Prayers: Cultists of The Glutton take his name literally when they pray, stuffi ng themselves with food as they make profane utterances to their evil deity. Temples: The Glutton has no temples. His cultists meet wherever they can fi nd a measure of secrecy. Rites: Rites require a level of organization that The Glutton is uninterested in. If his cultists want a ceremony to perform, they have to create it themselves. Herald and Allies: The herald of The Glutton is a balor with 20 Hit Dice. Allies are howlers, greater barghests, and nalfeshnee demons. Favored Weapon: Heavy mace. Illus. by D. Crabapple Holy symbol of The Glutton Holy symbol of Gelf Darkhearth 620_96567_RacesOfStone.indd 44 6/14/04, 7:57:15 AM

45CHAPTER 2 GNOMES RILL CLEVERTHRUSH Lesser Deity (Lawful Neutral) Rill is the epitome of the absent-minded gnome artisan, always busy in his workshop polishing a newly cut gem or putting the fi nishing touches on a “living statue” to be given to a worthy mortal. Appearing as an elderly, bespectacled gnome, Rill is always shown holding Rill’s Ruby, a gem that has a facet for each living gnome. Portfolio: Invention, creation, sky. Domains: Air, Knowledge, Magic, Travel. Cleric Training: “One part praying, two parts thinking,” says Rill. That’s a mandate his clerics have taken to heart, training their charges in a variety of Knowledge, Profession, and Craft skills. Quests: If it’s a rare gem, Rill wants it, and he’ll order his clerics to procure it. Rill is also fascinated with the strange devices of bygone ages, and he sends adventurers across the world to fi nd the missing parts of ancient clockwork machines. Prayers: Much of the wisdom of Rill is contained in a sacred book titled Rill’s Instructions to the Faithful. Many of his beliefs are worded as natural laws or step-by-step instructions. A cleric might say, “The fourth law of Rill is that gnomes make decisions with harmonious minds.” Temples: Rill rarely has temples to call his own, but many a gnome workshop has a small shrine to Rill in the corner. Rites: Rill has few organized rites, but sometimes his followers gather to bless a newly cut gem of prodigious size or a newly made invention or magic item. Herald and Allies: The herald of Rill is an intelligent greater stone golem with 42 Hit Dice. His allies are formian taskmasters, formian myrmarchs, and Huge air elementals. Favored Weapon: Longsword. SHEYANNA FLAXENSTRAND Intermediate Deity (Chaotic Good) It is said that Sheyanna is the source of the rivalry between Garl and Gelf, for both woo her in many gnome legends. Sheyanna doesn’t commit to either brother, however, choosing instead to encourage matchmaking and passionate affairs among the mortal gnomes in her care. Thus a romantic triangle is formed—a triangle that has launched a thousand folk tales. Sheyanna is said to be the ideal of gnome beauty, a delicate blonde princess with a smile that melts even Gelf’s icy heart. Sheyanna is often depicted with Hearthlight, a golden torch that can spew a fountain of fl ame wherever she aims it. Portfolio: Love, beauty, passion. Domains: Chaos, Fire, Good, Healing. Cleric Training: Gnomes joke that clerics of Sheyanna are trained extensively in the amorous arts—and thus they make great spouses. While that isn’t quite true, her clergy does indeed recruit the most attractive gnomes in a given community. Quests: Sheyanna’s quests are often to reunite lovers separated by the tides of fortune. Characters might have to rescue an imprisoned gnome wife, guard a bridegroom on his journey to the wedding, or act as an emissary between two noble gnomes during a marital dispute. Prayers: Many of Shey anna’s prayers are sung as ballads that “court” Shey anna, praising her beauty and other romantic qualities, and then asking for a reciprocal token of her esteem. Temples: Sheyanna’s temples are often small additions built onto Garl Glittergold’s temples. Many a nervous bride awaits her wedding ceremony in a cloistered Illus. by D. Crabapple Holy symbol of Rill Cleverthrush Holy symbol of Sheyanna Flaxenstrand 620_96567_RacesOfStone.indd 45 6/14/04, 7:57:19 AM

46CHAPTER 2 GNOMES chamber within Sheyanna’s temple and then walks to Garl’s temple for the actual ceremony. Rites: The marriage rite is central to Sheyanna’s faith. She also blesses healthy babies and has a number of fertility rites. Herald and Allies: The herald of Sheyanna is a 20thlevel ghaele eladrin cleric. Her allies are bralani eladrins, ghaele eladrins, and Huge fi re elementals. Favored Weapon: Heavy fl ail. HISTORY AND FOLKLORE The gnomes have a parable about history that is often repeated among their wise men (especially when outsiders ask about the age of their cities or customs): “If a pebble drops into a bucket of water, a splash marks its entry, making ripples that extend in all directions. The pebble itself is gone, but the waves created by its passing remain. Once the ripples are gone, though, what evidence is there that the pebble ever came?” The expected answer is “None but the pebble itself, invisible and forgotten in the dark water.” Aside from the enjoyable (for a gnome) experience of confusing the questioner, the parable sums up the gnome view of history. Just because something is no longer remembered does not mean it never existed. The notion of historical record and preserving memories for posterity is an amusing concept for gnome scholars and inventors, for they are taught from a young age that nothing is permanent but the passing of time—and some gnome mages are working on that one. Gnomes are studious record-keepers, but they keep written records as a reference when needed rather than from a desire to preserve their deeds for glory in posterity. Instead of looking back, they focus on the present with an eye to the future. Gnomes plan rather than record, experience rather than remember. As such, their racial history is considered a matter beyond their ken and experience—worthwhile, but hardly something that can be known in any meaningful way. While their recorded history goes back to ancient times, few gnomes doubt that it extends far beyond what anyone deigned to write down. No gnome is surprised when gnome artifacts are discovered; instead, they are surprised that anyone would need to know exactly how old they are in the fi rst place. MYTHIC ORIGINS The gnomes are unusual in that they have almost no creation myths relating to their emergence as a race, which is consistent with their view of existence as an infi nite thing with no beginning and no end. Queries on the matter to Garl have been inconclusive, though the Prankster is hardly known for his straightforward answers in any case. The closest thing the gnomes have to a creation myth can be seen in the following story of the beginning of Garl’s battle with his dark twin, Gelf. This is an unusual legend concerning Garl, since most of the others portray him as a lighthearted, mischievous prankster. The War of the Twins The shining deity, Garl Glittergold, had just sat down to eat his breakfast one pure, perfect morning. The song of the wind among the leaves of the trees was sweet to his ears, and the golden nectar upon which he supped caught the light perfectly, each golden drop a perfect culmination of all that will be or ever was. The morning was all it should be and nothing it shouldn’t, and Garl felt a deep sense of peace. Although each morning for him, each moment, was perfect in his sight, the mornings were all unique, each one never to be replicated. As he sat, contemplating the perfection of the honeyed nectar on his tongue, he heard a noise—an odd, dissonant sound that ruined the music of the wind and made the taste of the nectar turn bitter. It was an angry, buzzing, whining sound—the sound of someone in confl ict with all existence. Garl rose and went to see what the source of the sound was, to discover what new thing had come into being that could sunder the world from its perfection. He walked for days, but in only a few steps. He walked for miles in an instant. At last he came to the source of the terrible sound. Befoee him stood a dark fi gure with black hair, gray skin, shining eyes, and a grim, unsmiling mouth. The fi gure was the same height as Garl, the same shape, and even wore the same clothing; everything else about it, though, was Garl’s opposite in every way. There was nothing that could be compared between the two, and yet everything was the same. The fi gure was his dark twin, Gelf. Garl knew his twin upon sight, even though they had never before met. His knowledge of Gelf was perfect, as was Gelf’s of him. They were shadows of one another, opposite points on the same sphere. In his hands, Gelf held the source of the sound. It was a strange item, not wholly one thing or another. It was part sword, part wand, part scepter, part staff, and part lyre—all of it shifting from one form to the next so that any one part of it could be anything at any time. It hurt the eyes to look upon, and yet for all its dizzying changes, it remained steady in Gelf’s hands. Gelf looked at Garl, smiled, and waved the thing through the air. The sound increased, and apparitions of beauty fell from it like rain, obscuring the true perfection of the world beyond them. Anger and sorrow rose in Garl’s heart. “Gelf,” he said, “why do you carry such a thing? Put it aside, and come join me in the wholeness of the morning. Do not spoil it by dancing with shadows.” “What are shadows to you, dear brother, are perfection to me. I cannot abide the dreary world you cling to so desperately, and thus I will build one more to my liking.” Gelf sneered, and cities of smoke and light rose up behind him, blocking the wind and putting an end to the music of the leaves. Garl knew then that things could never be peaceful between him and his brother. The truth of one brother was anathema to the other, and so it would ever be. With a heavy heart he took up his axe, Goldthane, and raised it to point at his twin. 620_96567_RacesOfStone.indd 46 6/14/04, 7:57:32 AM

47CHAPTER 2 GNOMES “We can never live as one, my brother, and so war it must be. Our ways are too different to be reconciled.” Gelf nodded, raising his weapon as well. “And I will not allow you to put an end to my quest for change. Raise axes, then, and call me brother no longer.” The two ran at one another, and the great battle was joined. They fought forever and for no time at all, with shadows dying and being born with each movement the pair made. Their battle was a dance of pure truth, deadly as it was, and this truth filled the universe with power and meaning, though the record of it is lost. It continues even today, although there are pauses between blows for life to continue. Their bodies turn as the world stands between them, and thus we, in the center of the battle, see the night and the day and are torn between the two. Adventure Hook: Although the preceding story is as much an allegory of gnome nature as it is a story of how night and day came to be, DMs looking to take their campaigns in a mythic direction could easily assume the battle is raging at any given time, and that the characters are either attempting to put a stop to it or trying to make sure it continues so that the balance of life is not disrupted. The battle between Garl and Gelf is ongoing, but could conceivably be stopped if a way were found to negotiate between the two. Roleplaying Application: As the player of a gnome character, you can use the themes of contentment versus change as a means of expressing your character’s personality. Is your character more like Garl or Gelf? Does she believe a balance between the two states is possible, or even desirable? What sort of change does she seek? With what is she content? LEGENDS Gnome legends are renowned for their humor and wit. Whereas other cultures focus on tales of strength or tragedy in their favorite legends, gnome heroes typically win by wits or strategy. The exception to this would be the series of “Giant-Killer” stories, but even most of these treat cleverness as equal in importance to martial prowess. Very few gnome legends have a sad ending, and even fewer involve the death of a hero. Many gnome legends feature an object or artifact as the center of the story instead of a person. Gnome legends are often used as a means of subtly teaching a lesson or provoking thought on a certain topic. They are told and retold in gnome plays, stories, and songs; the most well known have dozens of versions, if not hundreds. Jack the Giant-Killer Jakobean Tillsplitter Philonius Cashion Fireheart Musskit, often called Jack, was a gnome of some renown in his local town. He had a ready wit, a twinkling eye, a springing step, and hair like pale red fi re. He could make a stone laugh and a sunbeam cry. He could pluck a coin right out of your pocket with seemingly nothing more than a grin, and send you off with a song in your heart for the favor. Jack’s one fl aw was his laziness, and this was a terrible trait indeed for a gnome. Although he had been successful at everything he’d tried, he had tried very few things. He simply fl itted from task to task, never settling down to do any one thing. His parents called him Lazybones, and his clan leader called him Ficklefi nger, but Jack just laughed at them all and did what he pleased. Finally, after Jack had spent the day dawdling with a comely female gnome shepherd instead of delivering a message, his village leader threw a fi t. “Jack!” he said. “You cannot stay here if you aren’t willing to work. Go out into the wide world beyond for a time, and see if it is any more to your liking!” Jack just nodded, smiled, hugged his parents, kissed a maid or three, and headed out into the wide world to see if he liked it any better after all. Jack wandered for some time, carrying a pack on his back, armed with a sharp, sharp knife, and whistling as he walked. He wandered here and there, but found nothing much that was more to his liking than his home. He felt sad about this, but resolved to wander further. His sack of provisions grew slim, however, and Jack was far too lazy to work for long enough to refi ll it. He began to be concerned, wondering if he would be forced to return home a beggar. Just then, Jack came to the top of a hill. The sun was setting and clothing the land in darkness, and he had no place to sleep. Lights fl ickered below him, however, and he could see a large castle, all lit and merry. He decided that it was the place for him, and went to the door. As he looked in the doorway, he saw that the castle belonged to a giant—a nasty, smelly, brute with arms like tree trunks and breath that smelled like a dead skunk. Inside, the giant sat at a table, sharpening a long knife and singing to himself, “A magic song to bake my bread, to split elf bones and roll dwarf heads, with human cries and gnomeskin clothes, and orc blood squishing ’tween my toes.” “So, this is how you think of it, do you?” Jack thought to himself. “Well, we shall see.” Jack then tiptoed away from the house and made a plan. Later, armed with only his wits and his sharp, sharp knife, Jack walked up to the door and knocked three times with his walking stick. The giant opened the door and grinned—a horrible, evil, gaping grin, with dark holes where teeth were missing. “I need shelter for the night. May I stay here?” Jack smiled, his face the image of innocence. The giant grinned in return. “Of course! Come right in.” He showed Jack to a small, dark room containing a bed and piles of fi rewood stacked against the wall. “Once you’ve stayed the night under my roof, you’ll never want for a bed again.” The giant chuckled, amused by his own joke. Jack laughed right along as well, pretending not to know what the giant meant. “Good night, little gnome.” The giant closed the door and left. Jack surveyed the room. The fl oor was dark and stained in places, as were the bedclothes. Though Jack couldn’t tell what the stains were, he had a suspicion they were more than just paint. He looked around the room for a likely piece of fi rewood almost his size, then laid it in the bed in his place. With a twist of Jack’s hand and a wrinkle of his nose, he laid a glamour on that wood. Suddenly, it looked just like 620_96567_RacesOfStone.indd 47 6/14/04, 7:57:35 AM

48CHAPTER 2 GNOMES Jack, sleeping as sound as could be. The real Jack climbed up to the top of a pile of fi rewood behind the door, pulled out his sharp, sharp knife, and waited there for the giant to come. Sure enough, only a few hours had passed when the door slowly opened. A thin line of moonlight poured through the crack, widening as the giant eased the door open. When the door was open far enough, the giant crept in, carrying with him a club as big as a tree. He closed the door behind him and crept over to the bed. Without warning, he raised the club and smashed it down on the piece of fi rewood again and again and again. Jack saw his chance and leapt from the woodpile, landing square on the giant’s back. The giant was so confused that he stopped raining blows upon the bed, but he didn’t have time to try to swat Jack off. In a trice, Jack grabbed the giant by the hair and whisked his sharp, sharp knife back and forth—snicker-snack!—and the giant fell dead, his throat cut from ear to ear. Jack leapt off the giant then and walked through the castle. In a high tower room he found a princess, whom he freed by cutting the lock on her chains with his sharp, sharp knife. She was ever so happy to be free again, and she kissed Jack on the cheek for thanks. She fi lled his sack with provisions, gave him another sack full of gold, and asked him to stay and fi ght off any other giants that might come along, but Jack refused. For all that it was a fi ne castle, Jack liked it no better than his own home, and the princess no better than the gnome maid whom he’d last kissed. The princess sighed and bade him farewell and called him Jack the Giant-Killer, a title that amused him greatly. When he returned home, his family and village leader were amazed to see him. He showed them his sharp, sharp knife, and his bag of gold, and told them he was home to stay. When they asked him whether he’d learned anything, he said, “You need not do everything, so long as you are good at everything you do. I have found the thing that suits me best, and Jack the Giant-Killer is my name.” And his sharp, sharp knife, which went on to kill many giants, was kept even after his death and used by centuries of giant-killers after him. Adventure Hook: Jack the Giant-Killer’s sharp, sharp knife is especially suitable as an inherited magic item for a character or as the focus of a quest for an entire party. The fi rst giant whom Jack slew had many other treasures in his castle, but no one except Jack knows where the castle lies. The characters might have to inquire of Jack’s spirit (whether through speak with dead or divination magic) as to the location of the castle, and then travel there and deal with its new occupants. Roleplaying Application: Almost any gnome that is charming but lazy is called a “giant-killer,” though some do take up giant-killing as a profession and spend time doing just that. The former are often fondly ridiculed, but the latter are sung about as heroes, and lack for nothing during their lives. Many young gnomes decide early on to be giant-killers, but few pursue the vocation through to adulthood. LANGUAGE Built using an adapted version of the Dwarven alphabet, Gnome is structurally a very simple language, with fl uid tones and a great range of consonantal use. Still, it is rare to fi nd it in everyday use outside the gnome people, since it has an expansive and specialized vocabulary that is daunting to anyone not raised in the language. The gnomes believe in very fi ne degrees of distinction, and thus their language aids them in expressing this attention to detail. An idea such as “love” might be represented by seven or eight words that each refer to a specifi c kind of love. The same applies to “water,” “green,” “wind,” or nearly any force or idea the gnomes have encountered that has more than one specifi c occurrence or application. Gnome’s extensive vocabulary makes it difficult to learn, but also means that the language is ideal for academic pursuits. It is comprehensive enough to use for discussions on anything from gear sizes to daily shopping lists, and from dream analysis to philosophical debates. The Gnome language can accommodate mathematics, scientific or alchemical dialogues, magical theory, and nearly every other subject one can name. Because of this versatility, it has seen widespread adoption in academic circles throughout the world (and beyond). Treatises, plays, diplomatic documents, magical tomes, and untold academic works have been either written in Gnome or translated into Gnome afterward. Many sages consider it “the scholar’s language,” something the gnomes feel rather pleased about. Gnome literature is considerable, covering most of the arts and sciences practiced in the known world. Any major library has at least a few such works in any given area of specialization, while a truly signifi cant collection might hold fi fty, one hundred, or even more. GNOME PHRASEBOOK Gnomes in burrows everywhere know the following phrases. Depending on your style of play, you can use the actual Gnome words or the English translations provided. Ni te pharkalu, quo lun verra lu. A word-for-word translation of this phrase is “If you see it, it’s not the right ‘it.’ ” Gnomes often use this phrase to remind themselves that good things are often hidden, and that fi rst appearances can be deceiving. A suspicious gnome often assumes that a fi rst impression has been deliberately concocted. Melchaen baruk bar kolen. This old hunters’ adage literally translates as “Lure the badger from her burrow.” Gnomes use this to broadly describe the advantage gained when you take a foe out of her comfort zone. Vel Karsh! Literally, this phrase means “Ruin them!” It is a common gnome battle cry. Ti feeralu! “I tricked you!” One of the most common Gnome exclamations, you’ll hear cries of ti feeralu everywhere from a gnome magic show to a card game to a deadly duel. Shael vuk. “Empty box.” A long line of gnome riddles involves what might be in an imaginary box. Inevitably, 620_96567_RacesOfStone.indd 48 6/14/04, 7:57:37 AM

49CHAPTER 2 GNOMES the last riddle in the sequence is one about an empty box. It’s frustrating to guess and guess what might be in a box, only to learn that it’s empty. Accordingly, “empty box” has become a gnome insult. Someone who is frustrating, wastes others’ time, or doesn’t have anything of value is referred to as shael vuk. GNOME NAMES Gnomes believe in the power of names. A name should speak directly to some aspect of the individual or object that bears it. Upon hearing someone’s full name, the listener should have a very good idea of who that person is and what she has accomplished. Similarly, an object’s name should describe the thing minutely, so that there can be no question as to its function or position, nor can it be easily confused with something else. An individual gnome has many names. His mother gives him one, his father gives him another. When he is placed in a school of maestery, he receives yet another name. A fourth name is given upon adulthood, and in between (or afterward) each gnome chooses a name for himself as well. The family name always comes last in the sequence, but any number of nicknames, personal names, or honorary names might precede it. Truly prestigious gnomes might have more than twenty names, each one directly related to that person and her deeds. Still, even gnomes dislike calling someone by all their names in informal conversations, so each individual usually has one name by which he is commonly known, or a short name that his friends or relations use in private. A traditional gnome name consists of one or more name fragments, from Table 2–2: Gnome Name Fragments, and possibly one or more nicknames, from Table 2–3: Gnome Nicknames. Defi nitions have been included in Table 2–2, to help determine what a name means once it has been generated. When combining two name fragments, an a or e is frequently added between them. Female names usually end in -a or -ae, which is added to the last name fragment. Most item and place names are also feminine in form. A name formed from a single fragment often has -l or -el added to the end for males, and -al, -a, or -anna for females. You can randomly generate a gnome name by rolling on Table 2–1: Gnome Naming, which will indicate which other table(s) to use and how many times you should roll. If you prefer, it is also possible to pick a set of defi nitions you like and assemble a name that matches them. If you want your character’s name to refl ect that he is a bold illusionist, you might decide his name means “Heroic Illusionist.” This can result in the name “Arumawann,” “Wannarum,” “Wannearum,” or “Arumewann.” If your character is a female gnome, you might use “Wannearuma.” If you don’t like a particular combination, try some other name fragment for part of the name, or add an i, k, r, s, or v. Although not every combination of name fragments will sound right, usually only a minor change is called for. If you can’t make a particular name work, try one with a similar meaning. If you didn’t like “Wannearuma,” try a name that means “Powerful Master” instead. If you have randomly generated a name and don’t like its defi nition, try altering the order of the words in each part of the defi nition. It is also possible to use the defi nition as just a starting place for a name’s meaning. Often the defi nitions can be combined in a poetic way for better results. In the case of a name with three or more syllables, try dropping one or more of the defi nitions. Thus, “Pallabar” could mean “The Hidden Softness,” “Cloak of Disguise,” “Supple Falsehood,” or just “Cloth Shadow.” Don’t worry about two names sharing the same meaning or having two defi nitions for one name. Gnome has many different dialects, and name defi nitions vary from village to village. Table 2–1: Gnome Naming d10 Result 1–4 Roll once on Table 2–2 5–7 Roll twice on Table 2–2 8–9 Roll twice on Table 2–2 and once on Table 2–3 10 Roll three times on Table 2–2 Table 2–2: Gnome Name Fragments d% Name Defi nition 01–02 Add Axe, Sharp, Sword 03–05 Arum Great, Hero, Heroic, Mighty 06–08 Baer Living, Open, Tree, Woodland 09–11 Bar Disguised, False, Hidden, Shadow 12–14 Callad Cousin, Friendly, Kin, Related 15–16 Chik Beautiful, Fair, Haven, Home 17–19 Dal Master/Mistress, Skill, Skilled, Useful 20–22 Din Tool, Useful, Valued, Weapon 23–25 Eaus Giant, Powerful 26–27 Enn Companion, Vital, Husband/Wife 28–29 Erf Friend, Friendly, Kind 30–31 Faer Blue, Cool, Ice, Sapphire 32–34 Fen Earthen, Firm, Hill, Hills, Sturdy 35–36 Flan Earth, Hard, Rocky, Stone 37–39 Gaer Defense, Protective, Shield, Strong 40–42 Gar Father/Mother, First, Honored 43–44 Hed Confusing, Mystery, Riddle, Secret 45–46 Herl Noble, Ruler, Virtue, Virtuous 47–48 Ien Enemy, Evil, Pain, Wounded 49–51 Jan Blessed, Divine, God/Goddess 52–53 Kaer Fire, Hot, Red, Ruby 54–56 Len Good, Jewel, Treasure, Trusted 57–59 Lun Complex, Device, Mechanical, Tinkerer 60–61 Mikk Desert, Harsh, Severe, Void 62–64 Neb Child, Innocent, New, Young 65–66 Oaen Flexible, Knot, Maze, Twisted 67–68 Ow Beloved, Loving, Warm, Welcome 69–70 Pall Cloak, Cloth, Soft, Supple 71–72 Pin Air, Free, Swift, Wind 73–74 Raer Holiday, Joy, Joyful, Ritual 75–76 Ras Emerald, Green, Homeland 77–78 Seg Deep, Distance, Far, Long 79–81 Skor Art, Craft, Knowledge, Wise 82–84 Tikk Animal, Furry, Hairy, Pet 85–87 Uran Armored, Guardian, Keeper, Supportive 88–90 Urd Black, Blind, Mole 91–93 Van Allied, Dedicated, Friend, Servant 94–96 Var Funny, Humorous, Jester, Joke 97–98 Wann False, Illusionist, Sly, Thief 99–100 Wed Diamond, Hard, Powerful, White 620_96567_RacesOfStone.indd 49 6/14/04, 7:57:39 AM

50CHAPTER 2 GNOMES Nicknames The gnome culture has a tradition of giving nicknames, sometimes also called earned names. These are descriptive names or titles given to individuals after some important or heroic event (or, sometimes, after ignoble or humorous events). Although these names were once given in the native tongue of gnomes, they are now usually in the Common tongue due to the infl uence of human culture. A character might acquire a nickname during game play, or she can start the game with a nickname. An earned name can be randomly determined by rolling once or twice on Table 2–3: Gnome Nicknames, or one can be chosen to match a character’s personality. This table is only a starting point for such names; DMs and players should feel free to let their imaginations run wild when coming up with new earned names. Table 2–3: Gnome Nicknames Roleplaying Application: Does your gnome character have a nickname? What does it mean? What event led to the nickname? How does she feel about her nickname? CITIES AND SETTLEMENTS Gnome settlements are an odd mix of underground burrows, chambers, and passages leading to hidden exits on the surface. Living as they do in the hilly regions of the land, the gnomes build much shallower cities than the dwarves, staying close to the surface and using illusions and camoufl age to hide their homes from unwanted visitors. Gnomes prefer areas with arable land, upon which they can build small gardens or have pasturage for small fl ocks of sheep or goats. Gnome towns might thrive in more forbidding areas, but they will be far more reliant on trade for their daily needs. Water is a necessity, though wells can be relied upon if no other suitable source can be found nearby. A typical gnome town is made up of large extendedfamily dwellings, two or three maesteries (maester’s workshops/schools), and a central gathering hall and amphitheater. Cities or urban communities also often include guildhalls and the homes of various merchant lords, all extending much farther underground. Gnome cities are rare, since gnomes prefer to travel and have an active communications network through magic and invention. They simply have less need to live clustered together in most places, and large cities are also very diffi cult to hide. Those gnome cities that do exist were founded generations ago, typically by merchant lords, and are largely devoted to supporting trade. Gnome towns are largely independent of one another. The code of laws they hold to is fairly uniform, in terms of basic legal rights and responsibilities. However, it is not uncommon to fi nd some local legal quirk that sets a place apart from other gnome towns of its size. Gnomes rarely have a monarchy of any sort, and those that do are largely constitutional monarchies. Most communities rule by committee (see Society and Culture earlier in this chapter). Larger cities are typically run by a council that handles all city business—usually functioning with a great amount of unoffi cial input from the merchant lords. On the Outer Planes, most gnomes gravitate toward settlements on Bytopia or Arborea. These planes are most representative of the gnome mind-set and beliefs, and celestial gnomes can commonly be found living in either place. GNOME ECONOMY The gnome economic system is one of the most advanced in the world, second only to certain human cultures. While barter occurs between individuals, gnomes are versatile and fl uent participants in the economic systems of any nations around them willing to engage in trade. They have mastered the art of currency exchange, and the most skilled among them are capable of growing wealthy off trade money alone, much less goods. In addition to selling their own handiwork, gnomes often make a tidy living acting as merchants for the goods of others. A gnome merchant’s cart is likely to include elf-, dwarf-, and human-made goods as well as items of gnome workmanship. Gnome merchants can buy and sell with unsurpassed skill, and their customers generally feel as if they are getting a good deal (though they’re rarely getting as good a deal as the gnomes are). EXAMPLE SETTLEMENT: KIBOSH Kibosh is a gnome town of moderate size; roughly three to four hundred gnomes live there at any one time. It is located in a large area of rolling hills, just east of a large pristine forest. A road that runs a few miles to the south brings trade nearby, and the gnomes welcome visitors to the weekly market day held just down the river. Between thirty-five and fifty extended families live within Kibosh, each in their own large dwelling. In addition, the town features an underground amphitheater, four maesteries, a community hall, a public hall, and a large storage/granary facility where extra dry goods and supplies are stored for the town in case of emergency. d% Nickname 01–02 Ale 03–04 Ash 05–07 Badger 08–09 Bones 10–11 Caller 12–14 Cloak 15–16 Drinker 17–19 Earth 20–21 Eye 22–24 Fast 25–26 Foot 27–28 Fox 29–31 Gem 32–34 Glitter 35–37 Gold 38–39 Hand 40–42 Heart 43–44 Hill 45–46 Honor 47–48 Iron 49–50 Laughing d% Nickname 51–53 Lightning 54–55 Little 56–57 Lock 58–59 Man/Lady 60–61 Moon 62–64 Phantom 65–67 Shadow 68–70 Silver 71–72 Skin 73–74 Slosh 75–76 Sly 77–78 Sparkle 79–80 Steel 81–82 Stone 83–85 Strider 86–87 Stumble 88–89 Sun 90–92 Swift 93–95 Wanderer 96–98 Whisper 99–100 Wild 620_96567_RacesOfStone.indd 50 6/14/04, 7:57:41 AM


(ENG) D&D 3.5 Ed. - Races of Stone - Raiders of The High Citadel - Flip eBook Pages 1-50 (2024)
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