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Players Handbook of the Kingdom of the Dwarves

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Record of the Dwarven Kingdom

Table of Contents

Introduction
Races of the Dwarven Kingdom
Bugbears
Dwarves
Elves
Gnomes
Gree
Half-Elves
Half-Orc
Halflings
Humans
Lizardfolk
Nipits
Orcs
Sakor’akai
Other Notable Races
Frost Giant
Grekku
Population
Faiths of the Dwarven Kingdom
Religions
Cults
Quasi-Deities and Lesser Cults
Dead Faiths
Kallark
Classes Found in the Dwarven Kingdom
Berserker
Bard
Cleric
Crafter
Fighter
Monk
Noble
Paladin
Psion
Psychic Warrior
Ranger
Rogue
Shaman
Sorcerer
Tinker
Wilder
Wizard
Prestige Classes
Of Particular Note
Blackbattle Warlock (Tradition-based)
Craft Master (General)
Granitebreaker Spellmason (Tradition-based)
Lightningrock Blitzcaster (Tradition-based)
Skills and Feats
Skills
Feats
Equipment
Magical Weapons
Magical Items
Cities and Towns
Cities
Port Springs
Kingmount
Vaultmur
Barconrall
Towns
Temper
Icehill
Blazur
Breakberg
Korrat
Monarchy of the Dwarven Kingdom
Military of the Dwarven Kingdom
History of the Dwarven Kingdom
Creatures of the Dwarven Kingdom
Animals
Beasts
Intelligent Monsters
Unnatural
Who’s Who of the Dwarven Kingdom
Map of the Kingdom
Appendix 1: Dwarven Clans
Appendix 2: Notable Mountains


Introduction

There are times when a Yellowian ranger is worth more than a thousand regular soldiers. Fortunately for the Yellowians it always seems to be one of those times when someone tries to invade.

Mouser, attempting to explain to Stasis Gemblade how The Kingdom of Yellowia had survived more than one thousand years with no heavy cavalry. 208 A.C.

The Dwarven Kingdom is so named because it was the first and remains the greatest of the kingdoms made up mostly of dwarves. There is no ambiguity when the term is used; everyone knows that the nation being referenced is the kingdom of the String Mountains Dwarves, the monarchy of the Highmountain clan.

The kingdom is made up of cities and towns of all sizes, from hundreds of towns with fewer than 1,000 dwarves to the massive city of Port Springs with its abundant mixture of races. Throughout, themes of crafting and magic, the primary tenets of Smofarf, pervade.


Races of the Dwarven Kingdom

Bugbears

No Bugbears have made a home in the kingdom.

Dwarves

The most populous race in the kingdom. Various clans are detailed in Appendix 1.

Elves

No significant elven population.

Gnomes

A fair number of ice gnomes and plateau gnomes live in cities and northern towns.

Gree

Few Gree live in the kingdom and are closely watched.

Half-Elves / Half-Orcs / Lizardfolk / Nipits / Sakor’akai

No significant populations.

Humans

Third most populous race, living mainly in large cities.

Orcs

Few traditional orcs reside in the kingdom.


Other Notable Races

Frost Giant

Occasional allies, occasional enemies. Trade exists but tensions remain.

Grekku

Underground “blind orcs” living beneath dwarven caverns, generally peaceful traders.


Population

Total population: ~30,000,000
Cities: ~3%

Major cities:

  • Port Springs: 445,000
  • Kingmount: 334,000
  • Vaultmur: 125,000
  • Barconrall: 82,000

Racial breakdown:

  • 88% Dwarven
  • 5% Frozensky
  • 3% Ice Gnome
  • 2% Human
  • 1% Barbarian
  • 1% Other

Faiths of the Kingdom

Major religions include Smofarf (dominant), Habastly, Treetop, Dedestroyt, and others. Some cults are banned, such as Chaos, Vishtoo, and Wandle.

Kallark

A quasi-deity born from arcane war, advocating arcane supremacy and structured magical warfare. Widely known and controversial.


Classes in the Kingdom

  • Berserker (rare)
  • Bard (oral tradition focused)
  • Cleric (common)
  • Crafter (high prestige)
  • Fighter (common militia)
  • Wizard (very common)
  • Sorcerers (banned)
  • Tinkers (banned)

Prestige Classes (Summary)

Common themes:

  • Arcane specialization
  • Crafting integration
  • Clan-based magical traditions

Notable unique classes:

  • Blackbattle Warlock
  • Craft Master
  • Granitebreaker Spellmason
  • Lightningrock Blitzcaster

Equipment (Highlights)

Spell Hurling Axe

Magic-storing weapon allowing spell release on impact.

Dead Warning Sphere

Floating alert device that signals dead magic zones.


Cities and Towns

Port Springs

Largest and most diverse city.

Kingmount

Royal seat and noble center.

Vaultmur

Underground cultural and administrative capital.

Barconrall

Craft-focused multicultural trade city.


Military

No standing army. Instead:

  • Militia-based defense system
  • Samlers (local coordinators)
  • Marshals (regional commanders)
  • Lord Marshal (kingdom-wide command)

History (Very Condensed)

Key eras:

  • Formation of clans (~2000 BC)
  • Arcane Wars
  • Tri-Wars
  • Frost Giant conflicts
  • Gnomish conflicts
  • Modern consolidation and internal political shifts

Creatures

Animals

Bears, elk, goats, wolves, mountain cats.

Beasts

Behir, rocs, worgs.

Intelligent Monsters

Beholders, illithids, trolls, etc.

Unnatural

Primarily oozes.


Notable Individuals

Includes:

  • Bruunmor Highmountain (King)
  • High clerics, clan patriarchs, and archmages
  • Legendary wizards and warriors

Travel Distances

A complex network of mountainous routes connects all major cities, with significant variation depending on terrain and tunnels.


Appendix 1: Clans

Major clans include:

  • Highmountain (royal)
  • Mountainmagic (religious)
  • Stonespell (largest)
  • Lightningrock / Blazingem (arcane rivals)
  • Granitebreaker (craft specialists)
  • Blackbattle (stealth magic users)

Expatriate/heretic clans:

  • Frozensky
  • Sledgehammer
  • Rockshot

Appendix 2: Mountains

Includes sacred and strategic peaks such as:

  • Mount Spelltop (religious center)
  • Blast Mountain (arcane testing site)
  • Mount Tear (historic battles)

If you want, I can also:

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