5e Homebrew Setting: Malebolge, Post-Apocalyptic Fantasy

QuietBrowser

First Post
Hm... Trooper instead of Soldier might work better. Thank you.

So, what, you'd abandon the use of "integrate a suit of armor entirely" for just a natural AC bonus? Honestly, I always felt Baker's use of Integrated Armor was mostly for a sense of nostalgia over the whole "body modification" aspects of the Warforged in 3e, which tended to get rather... unnecessarily complicated.

You like the Scout? I honestly think it might be a little lackluster in terms of abilities.

The Runemarked isn't bad, but A: warforged in Malebolge were made by humans, not dwarves, and B: it doesn't really feel like a "magic user warforged model" to me. In fact... how do these look, divvying the archetype up between healer and blaster?

Warforged, Mekanik:
Ability Score Increase: +2 Intelligence
Size: Medium
Speed: 30 feet
Vision: Normal
Inscribed Wards: A Mekanik has Advantage on Constitution and Dexterity saving throws against magical spells and effects that inflict elemental damage.
Nullifier Runes: Once per short rest, when the Mekanik or a visible ally with 30 feet takes elemental damage, the Mekanik can use its reaction to grant the target Resistance against that single attack.
Restorative Touch: By touching an ally, the Mekanik can allow that ally to spend 1 hit die and regain missing hit points equal to the hit die's roll + the Mekanik's Intelligence modifier. A Mekanik can use this ability a number of times equal to its Intelligence modifier, and regains expended uses of this ability when it takes a short or long rest.


Warforged, Nexus:
Ability Score Increase: +1 Intelligence, +1 Charisma
Size: Medium
Speed: 30 Feet
Vision: Normal
Fire, Ice, Lightning: A Nexus can cast the cantrips Fire Bolt, Ray of Frost, and Shocking Grasp with this trait. At 3rd level, it can cast Burning Hands, Freezing Spray (as Burning Hands but doing Cold damage) and Lightning Splash (as Burning Hands but doing Lightning damage) as a 1st level spell once per day with this trait. It may only use a single one of these 1st level spells per long rest. At 5th level, it can cast Flaming Sphere, Blizzard Globe (Flaming Sphere but Cold damage) and Shocking Orb (Flaming Sphere but Lightning Damage) as a 2nd level spell once per day with this trait. It may only use a single one of these 2nd level spells per long rest. When casting spells using this trait, a Nexus uses the higher of Intelligence or Charisma as its casting ability score.
 

log in or register to remove this ad

Bitbrain

Lost in Dark Sun
Oh, right. Confused Forgeborn with Warforged, my bad.

Scout gets Darkvision, which is thematically perfect. They scout at night, and the others attack at dawn.

the two new sub-races look awesome. I'm getting a real Pathfinder RPG clockwork vibe.
not in terms of abilities, just in terms of the different sub-races being specialized.
 
Last edited:

QuietBrowser

First Post
Alright, it's been a long, long time and I apologise for that, but, I finally have the gazetteer complete for my expy of the Shin'hare, whom I have renamed the Slyvhars. I hope folks enjoy this look at the first, and probably last, of my "evil by default" races.


[sblock="Slyvharri Gazetteer"]
Who Are They?
The legacy of elven warmongers returned to haunt the world they almost destroyed. Once ordinary rabbits, the ancestral slyvhars were possessed by the undead spirits of powerful elven fleshcrafters. Mutated over generations into a humanoid form, their undying masters whip them on as a final, spiteful attempt at seeking revenge on the world they tried and failed to rule so many years ago.




Physiology
The slyvharri ancestry as common rabbits is writ quite plain to see for anybody with eyes. A slyvhar has a bipedal humanoid form, but is covered from head to toe in a short layer of fluffy fur; usually brown, black, gray, or patterns of two or more of these colors. White fur is a distinct rarity; patches of white are simply uncommon, but predominantly or solely white is all but unheard of, and usually signifies arcane talent. Its face is fundamentally a rabbit's muzzle, but with forward-facing eyes and sufficient articulation of lips and cheeks to produce human-like facial expressions. Long, rabbit-like ears rise from the top of its head, and a rabbit's tail grows at the base of its spine. Although its body is orientated in a bipedal fashion, with human-like hands consisting of three fingers in a prehensile thumb, the legs are slightly longer than proportional for a human, with elongated, paw-like feet and adjusted ankles that allows a slyvhar to shift between plantigrade stance for standing and walking and a digitigrade stance for leaping ands printing.


All in all, the slyvharri look like somebody took a rabbit and essentially evolved it to fit the basic humanoid template. slyvhars are short creatures, averaging between 3'8" to 4'6" in height, and slenderly built, with both sexes having powerfully built legs and the supportive wide hips to fuel their lapine-like speed and leaping abilities. It is very rare to see a non-slender slyvhar; only the most powerful members of their society tend to have that kind of luxury, and even then, the expectation that all will contribute means few grow more than slightly husky. The exception are the Lifegivers, who are universally voluptuously curved due to the combination of a life of sexual luxury and the production of countless massive litters. Amongst the slyvharri, it is normally only the Lifegivers whose secondary nipples swell into full, permanent breasts.




Personality
In truth, when talking about slyvharri personalities, there are three separate kinds of slyvhar one must discuss; Lower Class, Upper Class, and Deserters.


Lower Class slyvharri are a grim and stoic lot, almost emotionless. Brought up from cradle to grave with the unimportance of their individual lives, the need to sacrifice all for the good of the slyvharri as a whole, the sanctity of death for duty and the meaningless of the individual, they are cowed and beaten. Most are little more than blank-eyed drones, at least externally, desperately suppressing their own thoughts and feelings for fear of punishment from above. Some break, turning into soulless drudges who will march without qualm to their death because they barely even comprehend they are alive. Others absorb their master's lessons and take them to heart, becoming vicious and cruel, seeking a relief from their own misery through the pain of others. Yet more become fanatics, sincerely convinced of their indoctrinations and willing to kill and die for what they truly believe is the greater glory of their people.


Upper Class slyvharri are far more malevolent, as a general rule, than those of the lower classes. Free of the soul-crushing brutality those beneath them face, they are given free reign to drink in the power they hold and the supremacist doctrines of their culture. A high-ranked slyvhar is almost always amoral, arrogant and cruel, used to considering all other life beneath itself and consumed by a sense of manifest destiny that will place it atop the pinnacle of creation. Although true incompetents are swiftly weeded out by the cuthroat nature of their culture, many high-ranked slyvhars have a taste for indolence and indulgence unthinkable to those below them, and even the least callous of them still simply does not understand that other creatrues are themselves worthy of life.


Finally, Deserters are those rare few slyvharri who manage to flee from their twisted society and try to make a life for themselves in the lands beyond the warrens. Possessed of a powerful independent streak that helped them to survive beyond the warren, Deserters tend to be paranoid, always observing their surroundings and fiercely protective of what they have managed to claim as their own. Many are selfish and suspicious, anti-authoritarian and reluctant to stick their necks out for something so ephemeral as a "greater cause". To say nothing of those traits stemming from the cultural scars they bear.


Still, no matter the kind of slyvhar one is talking about, there are some aspects that all slyvharri have in common.


For starters, all slyvhars are a naturally sociable species. As a slyvhar is never alone, from the womb to the grave, they are naurally very accustomed to being around others, and so even the most introverted slyvhar still typically prefers to be where he or she can at least hear and see others doing their thing. In fact, this sociability can often extend into crippling monophiba - a fear of being alone that can sometimes be so intense as to cause slyvhar survivors of massacred squads to become suicidal with sheer terror. Deserters have managed to resist or at least control such fears, but even they are naturally drawn to the presence of others for comfort.


Secondly, although they try to deny this to themselves, slyvhars have not evolved that far from their lapine roots in one key area. They still have a high libido, easily aroused and naturally interested in carnal pleasures. This is not to a suicidal extent, but it has led to some rather embarrassing defeats for slyvhar forces in the past.


Finally, because of the aforementioned traits, slyvharri are both an extremely tactile race, who consider touching to be normal, and have no sense of privacy compared to most other races. A typical slyvhar has never known what it's like to be alone, and honestly enjoys being touched, which means that Deserters can have problems adjusting to people who object to being seen naked, bathing in a group, or just not liking being touched.




Courtship
In truth, slyvharri do not have any real courtship traditions. Family is not something they recognize; most slyvhars in a warren are born to one or more Lifebringers who have neither knowledge nor care in regards the sire of their ceaseless tide of progeny, and even in the upper ranks, a Slyvhar 's ability to manipulate the social order to benefit its offspring is limited.


But this does not mean that slyvharri do not couple, and certainly doesn't mean they are indifferent to breeding! It simply means that the sort of permanent, stable, family structure that other species take for granted is alien to their native culture.


Amongst the lower classes of the slyvharri, courtship is handled quite prefunctorily and is based solely on seeking sexual pleasure or emotional comfort. One slyvhar asks, the other agrees or disagrees, and the matter is dropped. One quirk of note is that lower class couplines rarely produce offspring; this is because, although breeding is not prohibited to them, neither do those above them care to protect a lower class female who falls pregnant, which means that on the battlefield, a pregnant low-rank's chances of survival fall even further. As a consequence, most lower class sexual unions are homosexual, and even if this is born of culture and convenience, it can lead to very strong emotional connections. More than one Deserter ultimately traces their origin to despair over the loss of their lover or lovers.


In the higher classes, things get slightly more conventional. In addition to Blade cadres who ultimately bind their teams together with sexual unions, the Highblades and Exalted often take both partners from their own ranks for political reasons and appoint lower ranked slyvhars to attend them as, effectively, concubines. In the former case, open relationships are usually the norm, whilst in the latter, polygamous relationships are normal. Truth be told, low ranked slyvhars will often fight for the honor to be taken as a concubine, as it is a key to a life of comfort that they normally could not dream of attaining.


As for the Lifebringers... well, these female mages may choose as many lovers as they desire, from whatever rank they desire. Some may come to find a particular appreciation for particular partners, but even then, a monogamous relationship is all but unheard of. Their lives are dedicated to mating and producing offspring.


Still, they do tend to favor higher class members of slyvharri society for their mates, if only because of the belief that such individuals will produce higher quality offspring.


Lower class slyvhars being summoned to the bed of a Lifebringer may find this to be a mixed blessing at best. More than one such unfortunate has found their life sucked from them at the pinnacle of climax, their soul consumed to empower the magics of their black widow of a lover or simply to rejuvenate her against the ravages of age and constant pregnancy.


When ordinary slyvhars breed, the gestation lasts about six months and produces an average of five to seven offspring. Although one or two of the litter may be runts who fail to flourish and end up dying before six months without dedicated care, the slyvharri have a much stronger bloodline than the rodushi, and so their infant mortality rate is not as naturally high. Such rare "selfish" births are reared in secret by the mother and any allies that she has who can be trusted when born to low-class slyvhars, and are reared by devoted nurses should they be born to higher class mothers.


However, the birthing caverns of the Lifebringers are another matter entirely. The experienced matriarchs routinely grow too pregnant to walk, and the most powerful of this caste can swell to enormous sizes, with litters numbering in the dozens incubating inside of wombs only held together by potent magical incantations. With their development accelerated once they leave the womb by more magic, the birthing caverns are awash in a sea of juvenile slyvhars in various sizes. Comparatively little individual care is given to these unfortunates, and this combined with the stresses of their magically accelerated aging means the mortality rate is much higher. For this reason, slyvhars only bother to record the warren-born who manage to survive to the age of six months, by which time they are physically young adults and ready to be given their place in society.




Culture
The root cause of the slyvharri hostility towards all other life and their deep suffering as a people, the slyvhar culture is unique in its breathtaking mixture of cruelty and arrogance, born from its combination of manifest destiny and dehumanization.


The slyvharri are taught from birth that they are the true and rightful masters of the world. It is their purpose, their reason for being, to spread out and take more living space, to conquer and dominate until the entire world has been made theirs. Other races are insignificant, and are not hated only because to say the slyvharri hate them would first require that the slyvharri recognize them as other sapient beings.


The slyvharri are taught that their fellow humanoids are absolutely nothing, that they are no more than obstacles to crush and livestock to domesticate. A slyvhar would think no more of eating a well-cooked human baby than a human would of eating veal, and would wear kobold or rodushi hides with the same casualness with which it would wear animal furs. That the slyvharri is cruel is both accurate and not; they are cruel, but it is typically motivated by a sincere failure to understand that other beings are also people, rather than a true delight in hurting others.


But it is not only the other races who are dehumanized in such a fashion. The slyvhars themselves are not exempt from this. It is their manifest destiny to rule over all, true, but it is the destiny of the race as a whole, not of any one individual. All slyvhars are but tools to the accomplishing of this great goal, and any broken tool can be replaced. Individuality is, for the most part, crushed; the warren is all, the race is all, and if that means death, then give your life gladly, for with your blood you buy the glorious future of your people!


Thus go the propaganda posters used to educate the young of a slyvharri warren.


Needless to say, the slyvhars are the only culture on Malebolge who can be truly described as warlike. All races produce their tyrants and their raiders, of course, but only the slyvharri are united around a culture rooted in the base need to dominate and subjugate all around them, a quest for "living space" that will never be sated so long as another race still breathes free.


In pursuit of this goal, slyvharri culture is a weird mixture of feudalistic and meritocratic. Although rigidly defined into castes of ascending authority and power, mobility between these castes is possible, if only a futile dream for the downtrodden majority.


In ascending order of worth, these are the castes of the slyvhar people:


Dregs: Such is the unimportance of individual lives in slyvharri culture that there is an entire caste denoting those slyvhars who are literally born to die. Those slyvhars who reach maturity in the birthing caverns but are judged unfit by the Lifebringers are dragged to blood-stained altars and slaughtered, their lives consumed to fuel blood magic rites for purposes such as prolonging the life of a Lifebringer or creating enchanted arms and armor. Additionally, in times of true war, those Fodder who are deemed particularly inept may be demoted to this rank, used for the most suicidal and hideous of combat roles should they not be required for blood magic or necromantic sacrifice. The Dregs are the slyvhars who are sent charging across boobytrapped ground to clear the way with their bodies, or sent to their deaths in the lair of some beast that it may be subdued with minimal harm once it has gorged itself into a torpor upon their flesh. In the brutal tyranny of the slyvharri, demotion to Dregdom is the most feared and common of punishments.


Fodder: This rank denotes the vast majority of all slyvharri, the teeming legions of serf-militia who build and smith, who forge and forage, and who give their lives in mighty waves to quench the hunger of their superiors for victory. When one thinks of the slyvharri, one is typically thinking of the Fodder, the oppressed masses who shuffle on through their lives, so nasty, brutish and short, because they know of nothing else.


Blooded: Those Fodder who survive long enough may, potentially, win the rank of Blooded. These are capable enough soldiers that they are actually given recognition as individuals, rather than just an interchangeable faceless mob, and so it is that they are officially considered to have names. Such individuals still form the bottom of the "true" slyvhar totem pole, but they have skills that are worthy, and so they are not sent to the slaughter as casually as the Fodder are. Blooded warriors make up the bottommost leadership ranks, commanding squads of Fodder on the battlefield or else holding the position of skilled artisans - such as that role exists amongst the slyvharri.


Blade: Elite soldiers, the Blades are those warriors whose skills and abilities have warranted merit, propelling them to a place beyond even the Blooded. Some may be the most lucky of all Fodder, veteran warriors who have attained sufficient skill to raise them above the herd. Others possess magical talent and have skipped straight to this rank, rather than struggling through the existence of the Fodder. Blades are the lowest of the "birth castes", the social ranks that a slyvhar can be born directly into.


Highblade: Elite of the elite, the Highblades are the most skilled and well-trained of the Blades. Standing in between the Blades and the Exalted, Highblades are the most powerful of slyvharri that Fodder can expect to see, and are true champions of their people.


Exalted: The highest rank any normal Draeg can hope to climb, the Exalted are the general rulers of their population, second in power only to the Eternals. These are the warlords and archmages, the master monks and the chief assassins. Their ranks are jealously guarded and although it is possible to ascend to the Exalted rank, many strive to produce direct offspring inheritors to this position.


Lifebringer: Technically part of the Exalted rank, but in practice slightly above it, the Lifebringers are an all-female order of slyvhar mages who use perverse fertility magics to produce unnaturally large and quickly-aging litters. Through this role, they serve as the backbone of the slyvharri; without them, it is doubtful that their culture could continue in its current state. Many Lifebringers are also Eternals, but not all of them.


Eternal: There is a deep, dark secret to the slyvharri, and even they are not truly aware of it. The origins of their people lie in the sins of the past, in the destruction of the Black Dawn. A cabal of aelfar necromancers and flesh-crafters found themselves overwhelmed by necromantic energies, transforming into strange, ephemeral undead. In this state, they survived the Black Dawn, and became witnesses to the destruction of their people. Driven mad with hatred, they swore revenge, and sought to reclaim a fleshly form that they could use to enact retribution. Through some twisted irony, their souls bound themselves to forms of common rabbits, and so they were reborn as the first of the slyvharri. Now, they have become trapped; each Eternal lives for a few short centuries, a pittance of an elven lifespan, as a slyvhar, only to die and reincarnate again and again. It is possible that this existence has only driven them deeper into insanity, and is to blame for the sheer vitriol their children direct both against others and against themselves. As the god-kings and -queens of the slyvharri, their word is law and so long as they exist, it is doubtful that the slyvharri will ever change from what they are.




Settlements
Slyvharri settlements, called warrens, can be found anywhere the race deems suitable for colonization. As their name suggests, the bulk of the settlement is typically underground, although they have been known to experiment - slyvhar cities built in the branches of the giant trees of the Jaderealm, for example. The surface is used for fortifications and, if possible, for agrarian pursuits, whilst the underground portions of the settlement are dedicated to living spaces and storage.


Slyvharri warrens are always heavily defended; they are not the trapmasters that kobolds are, and as a result enjoy enslaving kobolds to make them craft defenses for their warrens, but fortifications and legions of swarming bunnyfolk warriors prove quite effective deterrents to any who might be so foolish as to invade.


Because of how unconcerned they are with individual lives the slyvharri are, their settlements often include territories or features that other races would avoid as being too dangerous. Polluted water that might kill one in five Fodder to drink it is acceptable because such losses are quickly replaced, after all.




Adventurers
In their own brutally repressive society, adventuring classes represent the many subcastes of the elite Blade rank, or else the Blooded - those lucky few who survive long enough in endless combat to refine their skills to a useful level.


Amongst those slyvharri who have deserted, however, all are adventurers in some way, as it was through these skills that they managed to escape the tyranny of the Eternals and seek sanctuary in the lands beyond.


Barbarians: In the ranks of the slyvharri, where life is unimportant compared to victory, barbarians are quite common. Many slyvhar barbarians were either the result of experiments with alchemy or sorcery to produce unnatural combat frenzies that eventually became semi-permanent, or were Fodder whose deep and abiding fury at the horrible lot they had been given at birth exploded on the battlefield. The vast majority of slyvhar barbarians are Battleragers, although Berserkers follow close behind. Storm Heralds and Zealots make up the bottom echelons of their ranks. There are no native Totem Warriors or Ancestral Guardians, and even those who flee the chains of their culture never become Ancestral Guardians.


Bards: Considered unimportant but useful, bards are rare amongst the slyvharri, but far from unheard of. However, those trained in their own culture are always Lorekeepers, Skalds or Blades; the principles of the College of Satire are anathema to the ruthlessly tyrannical leaders of the slyvhar. However, those draega who flee and find freedom are often quite willing to become Jesters, now that they can freely laugh at those who hold power over them.


Fighters: Without a doubt the most common of all adventuring slyvhars, these are, in increasing order of rank and decreasing commonness, Champion, Cavalier, Scout, Battlemaster, Banneret, Eldritch Knight.


Monks: Amongst the most elite of the martial classes, the slyvharri monastic traditions actually have their roots in ancient elven fighting styles, though few remain who could realize that. Only the Shadow and Long Death styles are taught in the dojos of the slyvhar; the Sun Soul, in particular, is anathema to the Eternals.


Rangers: Though the slyvhar military's default tactic may be to drown the enemy in bodies, that does not mean they are ignorant to the potential of the ranger as forward troopers. No Conclave is particularly dominant in their ranks.


Rogues: Whilst Thieves and Masterminds only arise in draega warrens that live near enough to settlements of other species that subverting them from within is seen as a viable tactic, Assassins can be found in all warrens, serving as the much-feared secret police and as agents of political turmoil. Arcane Tricksters, however, are rooted out zealously for their potential at subverting their own kind - talents that often enable them to flee to the dubious safety of the world beyond.


Sorcerers: Prized and valued amongst the slyvharri, few are willing to leave the life of luxury that they can have there, but some do, often out of a sense of destiny stunted. Only some origins are native to Draega, though; the Shadow Sorcerers, Greenbloods and Rothearts, who tap into the ancestral elven magics of life and death, are predominant. Apart from those, only Wild Mages appear with any confirmable accounting, and they are feted for their talents, though still placed under some pressure; though wild surges can be overlooked in a culture where life is so cheap, a true inability to control magic with any reliable degree can result in... corrective measures.


Warlocks: Although somewhat distrusted by the Eternals, warlocks do have a value to the slyvhar cause and so are carefully vetted. They are always a minority amongst a warren's casters, and are amongst those most likely to leave. Undying and Dark Mother Pacts are the norm for draeg warlocks; Undying Light warlocks either flee their warren or are destroyed by the Eternals.


Wizards: Although the slyvharri are certainly willing to solve problems by throwing bodies at them, magic is very much a prized skillset in their society, and slyvhar wizards are tutored extensively. The most common and valued schools are Bladesinging, Necromancy, Conjuration, Theurgy, Elementalism, and Evocation. Transmutation and Artificering are less common, but still respected and respectable. Illusion and Enchantment, however, are strictly forbidden, and Divination is extremely uncommon, being seen as being of limited use.


Mystics: Slightly less common than wizards, but equally respectable, slyvhar mystics are seen as one of the strongest symbols of slyvhar superiority and manifest destiny. Unfortunately for the Eternals, this inner wellspring of power has a bad tendency to give slyvhar both the insight into how messed up their culture is and the power to escape it.
[/sblock]
 

QuietBrowser

First Post
So, aside from Gazetteers and the actual homebrew for races/subclasses, can anyone think of anything they'd like to have explained in more detail about the setting? I've never really world-built before, so I'm making things up as I go along with this whole process.
 

QuietBrowser

First Post
As a head's up, unless requested otherwise, lorebuilding for this project is going to go on a temporary hiatus whilst I start work on some crunchbuilding - right now, I'm focusing on adapting new spells to help with the mage subclasses, but if folks want to help me refine the Warforged & Caliban, or stat up the Slyvharri, I would really appreciate it.
 

QuietBrowser

First Post
:crickets chirping:

...You know, it's getting kind of sad in here. I know I'm not the only game in town, and I can accept that, but, really, I could use so much help with this that it's not funny. I just can't figure out what I need to do in order to bring more life here.

Does anybody at least have some questions I can answer? I know there's aspects where I need help brainstorming, but I do have a lot of other, less consequential details figured out. I can easily talk about the bestiary of Malebolge, natural hazards or how to tell the relics of one race from the other.

Honestly... I'd love to do a Q&A session on this setting. If there's anything that anyone wants to know about this world, any topic they want to discuss, please, come forth and talk to me! All I'm doing right now is working on spell adaptations from 4e, and that's not enough to keep my busy with this project, even if I do need them for to begin working on my new subclasses...
 

Lanliss

Explorer
:crickets chirping:

...You know, it's getting kind of sad in here. I know I'm not the only game in town, and I can accept that, but, really, I could use so much help with this that it's not funny. I just can't figure out what I need to do in order to bring more life here.

Does anybody at least have some questions I can answer? I know there's aspects where I need help brainstorming, but I do have a lot of other, less consequential details figured out. I can easily talk about the bestiary of Malebolge, natural hazards or how to tell the relics of one race from the other.

Honestly... I'd love to do a Q&A session on this setting. If there's anything that anyone wants to know about this world, any topic they want to discuss, please, come forth and talk to me! All I'm doing right now is working on spell adaptations from 4e, and that's not enough to keep my busy with this project, even if I do need them for to begin working on my new subclasses...

Like I mentioned before, don't feel bad if people don't respond. When I started getting help I had way less than you, but once people helped me get the ball rolling the quality of my little lore bits jumped up. This was immediately followed by people not helping as much anymore, which makes sense. Once you know the internal consistencies of your world, outside help only serves to muddy your mind, IMO, unless it is a question on a specific element, as in my Hive mind thread. Once you hit a certain quality of thought, you stop really needing help, I think, and any feeling that you do need help is more like common writer's block than an actual lack of an answer to your question. As I progress (much more slowly than you) through building my world, I find the answers to past questions, like little treasures my mind hid for me. It's quite fun, and at mystifying at times, when I hit that treasure chest, and open it to find a whole new nexus of threads in my world, connected to a few other points already, and with trailing threads that lead elsewhere if I care to follow them.

Now, to help you do this, I would recommend simply writing down your questions, either in a note pad, on your computer, or even in your thread here. Just keep them all organized, and continue following your world's threads, and you may find the answer you are looking for. I don't think I really need to explain all of this, you probably already know all of it, but it bears repeating to not get worried if no one responds. Any artist, anywhere, will tell you the same thing, that the most important thing is your own thoughts on your work (Until you actually hit the paying work, by which time I think you will be beyond these issues.)

Best of luck, and sorry if this doesn't help directly with your world.
 

QuietBrowser

First Post
Well my friends, it's been a long, long time, with Real Life(tm) getting in the way constantly, but I finally have a nice big update to report: the first "normal" racial codex, the Pureblood Dwarves, is now complete and uploaded to the GDoc. Or right here, for your ease of reference. :D

[sblock="Dwarves, Pureblood"]
Who Are They?
The last remnants of the once-mighty Sonnlinor people, the so-called "pureblood" dwarves cling to their memories of the past with iron determination, struggling to rebuild and return to their former glory.


Physiology
In truth, the Sonnlinor do not differ that greatly from humans - the most obvious difference is in their height. Though strongly built, Sonnlinor only reach heights of 4'3 to 4'9", which is the reason behind their common moniker of "dwarf", meaning "shortened".

What they lack in height, however, Sonnlinor more than make up for in girth. Even the daintiest of their kind has a powerful frame and a broad build, which means these beings can easily weigh as much as the average human. Their bodies are compact and in perfect proportion; their limbs do not look stunted or shriveled, unlike some pitiful calibans, and they move with surefooted grace and ease. Though stocky, they are not ugly, and the ample curves of female dwarves are all the explanation one needs as to the historical origins of Muls.

The natural coloration for a pureblooded dwarf is a healthy shade of ruddy pink, which quickly tans when exposed to harsh winds and bright sun, or even just the burning heat of their beloved forges, although a few cases of more earthen skin-tones, like mud brown, slate gray or sandstone red, do pop up occasionally. Their hair likewise tends to be shades of black, brown and red, contrasting brown, amber and golden eyes; the suprise appearance of blonde hair and blue or green eyes typically warrants a little sheepishness, as it indicates a human ancestor somewhere in the family tree.

However, generations of living in subterranean seclusion or other dark environments is leaving its mark on the Sonnlinor of the present day; an increasing number are born with particularly pale coloration, from marble white to hues of gray. The Sonnlinor themselves are prone to arguing about whether or not this is something to shun, especially in those few families where such coloration goes hand in hand with stranger powers.


Personality
In the days before the Black Dawn, the Sonnlinor were known as a people of pride and passion. Living by a creedo of working hard and playing hard, they were considered good neighbors by humanity; focused, diligent, determined, loyal and brave. That's not to say they didn't have their faults; avarice and arrogance bedeviled many of the ancient dwarves, and their name was practically a byword for stubbornness. The saying "to move a dwarf" is an ancient one, which means to achieve something that is extremely difficult, if not impososible. Well was it said that once a dwarf had planted his feet, nothing under the sun could move him. But still, even despite that, they were considered humanity's closest kin and welcomed for their strengths.

In the bleak days since the Malebolge rose from the ashes, the Sonnlinor have become a darker race. The loss of their former glory has left scars on their racial psyche, and though they strive to cling to who they were, it cannot be denied that they have changed, and not so much for the better. Many of their vices have grown, twisting and warping as they feed on the circumstances of the fall of the Sonnlinor empire to bedevil the dwarves with a new array of flaws.

First and foremost is xenophobia. Most pureblood dwarves feel either fear, hatred, or some blending of the two in regards the other races. They tell stories of how elves started the war, of how the orks pushed them to the edge, of how humanity betrayed their oaths, and use such tales to fill a sense of righteous indignation in their hearts. Most pureblood dwarves choose simply to withdraw from contact with the other races; whatever other reasons they may concoct, and there are many, the most simple and practical reason is that they have far bigger things to worry about than pushing for war against their neighbors. As for those who allow the tales to boil over into hate and malice... these are the clans even other Sonnlinor are aghast at; the clans who practice murder, slavery and conquest, seeking to rebuild the ruins of the old with the bones of the new.

Not all purebloods are either total shut-ins or prejudiced hatemongers, and there are still clans who continue the old ways of diplomacy and trade with outsiders, but even so, there is an instinctive wariness between a Sonnlinor and a member of other races. A Sonnlinor who has found non-dwarves she can trust will treat them as being kin-in-spirit, showing the side of herself she would normally reserve only to her fellow Sonnlinor, but only the most unusual of pureblood dwarves treats all races with open and equal respect.

It must be said that when they can bring themselves to interact with other races peacefully, the new flaw of xenophobia and the old flaw of arrogance often find a strange marriage. Sonnlinor traveling amongst other races have a pronounced tendency to flaunt the achievements of their own people, waxing rhapsodic about what the ancient dwarves achieved in order to impress others with how great they were. How pushy they are with this, and how much they openly denigrate the achievements of other races in comparison, depends on how much of a jerk the dwarf in question is.

The other flaws can be lumped together under a single defining term: melancholy. No matter how much pride they may try to take in their achievements in the present, all Sonnlinor are painfully aware of what they had and, consequently, what they lost with the Black Dawn. It is a wound that they refuse to heal, passing down their tales of grief, loss and inferiority to each new generation, keeping the pain alive. It is how a given dwarf chooses to deal with this sense of pain and sorrow that becomes its new flaw.

Many Sonnlinor become particularly gruff and surly; fueled by a sense of inferiority towards their own history, they become spiteful and cruel, venting their indignation through petty acts of aggression or malice.

Others act in similar ways, but their fuel is sorrow rather than rage. They do not wish to be hurt further, so they strive to keep others at arm's length. If you don't care for them, they can't hurt you.

Hedonism is an uncommon reaction, but far from unknown. A great many Sonnlinor seek to distract themselves from their culturally indoctrinated sense of pain and guilt by drowning it in pleasure. This is partly where the stereotypes of dwarves loving strong drink or smoking come from. Numbing one's mind through intoxicants is quite popular with those dwarves who feel their pain is overwhelming them.

Yet other dwarves turn to fatalism or nihilism, seeking to come to terms with their pain by accepting its inevitability.

These flaws do not necessarily exclude each other. Many a gruff and cantankerous dwarf hides a broken heart behind his curses, and many a dwarf uses pleasure to make the inevitability of it all more tolerable.

Truthfully, it can be said that dwarves are like diamonds. Many flaws, any one of which could potentially lead to an individual shattering utterly... but, at the same time, they have equal potential to shine so brightly instead.


Courtship
In the days before the Black Dawn, Sonnlinor took a surprisingly practical viewpoint of the topics of sexuality and romance. Oh, marriages could be political affairs, and often were, but they understood the driving power of their heart and were certainly far from afraid of the pleasures of the flesh. Although a dwarf might be expected to give up their freedoms and wed as the clan dictated should the need arise, the norm was to give the young free reign to follow their hearts, with no more than a knowing smirk or a dirty-minded wink as to what went on in the more private parts of the clanholds.

Unfortunately, those innocent days of casual dalliances and marriages of love being the norm have been lost with the Black Dawn.

In the modern era, the Sonnlinor face a crises they did not before the Black Dawn, and this has prompted a drastic change in their courtship behaviors. Prior to the Black Dawn, Sonnlinor fertility was somewhat inferior to their human kindred - females became fertile only every three or four months, and carried their offspring for a full year before delivery - but hardly to a dangerous extent. But since the Malebolge came into existence, those dwarves of pure breeding have found their fertility drastically impaired. At least 55% of all Sonnlinor pregnancies "go wrong" and fail to produce a healthy, living pureblood baby. Of such disastrous pregnancy, 70% result in stillbirths or miscarriages, and a mere 30% result in the birth of forgeborn dwarves.

With this grim reality, and the sheer amount of casualties their race took both during the Doom War and when the world burned in the Black Dawn, the Sonnlinor have been forced to acknowledge that they must prioritize breeding if their people are to have a hope of surviving.

The consequence of this are manyfold.

Firstly, arranged marriages are the norm for pureblood dwarves. Most surviving pureblood dwarf infants have spouses arranged by their parents during their first few years of life, even if the marriage does not actually take place until they have reached majority. Dwarves do take practical steps to try and ensure that the couple can at least tolerate being together, but the goal of a dwarf marriage is procreation and love, alas, is distinctly unimportant in comparison.

Secondly, marriages amongst pureblood dwarves are contractual in nature; although they may potentially serve political purposes, the primary purpose of all dwarf marriages is to produce offspring. If a union proves unsuccessful in producing children, it is expected - if not legally required - that the union will dissolve in order to find newer and hopefully more fertile partners.

Finally, all dwarves must marry. Celibacy is usually illegal in a pureblood dwarven clanhold, and both divorcees and widows/widowers are expected to remarry as soon as possible. Those who have been in one marriage are usually granted more freedom in trying to find a new partner, but if they take too long, their clan may start looking for them.

This only covers the basic laws for dwarves; how they are actually implemented is another story altogether. For example, concubinage is often accepted as a necessary evil in dwarf clanholds; a spouse for progeny and concubines for love, or so the saying goes.

This further builds on into greater convolutions. When a dwarf couple love each other, but have no success in producing children, it's far from unheard of for one or both spouses to secretly take another to their bed in hopes of producing living children. Likewise, those homosexual dwarves who choose to stay with the clanhold rather than striking out as adventurers will acceed to gritting their teeth and doing their duty, before finding love with someone more to their tastes.

So long as children are produced and raised, a dwarf clan will typically turn a blind eye to such loophole abuse.

Needless to say, this dedication to breeding gives provenly fertile females quite a bit of power in dwarf society, and although it is a difficult game to play, it's not unheard of for unmarried dwarf women willing to use their fertility as a bribe to go far without officially taking a single husband.


Culture
At its core, dwarf culture has become extremely conservative, a consequence of the drastic shakeup of the world and the falling back on tried-and-tested values and beliefs. Though this can be a strength, it can also be a weakness.

At its core, dwarfin culture cherishes the upholding of its traditional virtues. Digiligence in one's duty, courage in the face of fear, loyalty to one's kith and kin, dedication in one's labor, and respect for one's origins. A dwarf is expected to give his or her all for whatever task it is required, especially if doing so will provide for the clan. Individual strength is cherished, but aloofness is scorned; the clan respects the need of its children to make their own way, but there is no shame in turning to one's kith and kin for help.

Although this gives dwarves a justified reptuation for working hard, what few outsiders remember these days is that dwarves equally in playing hard. They acknowledge that hard work without rest soon proves more than body, mind and soul can bear, and indeed many clans reject the notion that the purpose of life is to work. Work is done well, but there is certainly more to living than just working!

So it is that dwarves have many ways to relax after a hard day's labor. Deny it though they might, most dwarves have an epicurean streak, and hearty meals washed down with strong liquors are a traditional favorite for dwarves. The race is known for producing skilled brewers, whether their liquor is distilled from mountainside fruit groves or cereal farms, or distilled from subterranean fungus, and dwarfin chefs are masters in the arts of meats, vegetables, fungus, pastries, gravies and sauces. Clans often have particular recipes unique to them, and these can be a source of great pride; to insult a dwarf's ancestral recipe for hetchil dhoar (a pie made of eel, apple & potato with venison gravy) can start a feud.

The use of drugs for pleasure or stimulation is a controversial one. More prosperous clans tend to look askance at the idea, whilst those less fortunate tend to accept their use tacitly, though rarely openly. Because their use is generally looked down upon, few dwarfin drugs are alchemically refined or enhanced, mostly consisting of herbs or fungi that can be eaten, chewed or smoked.

For more group pleasures, dwarves are fond of music and story-telling, and eagerly accept any opportunity to indulge. Most clanholds have a feasting hall, which doubles as both a cafeteria and a theatre, with storytellers, musicians or singers providing entertainment - either through the quality of their efforts or through their efforts at dodging flying drink steins and rubbish. Dwarves tend to have a rather earthy sense of humor.

Indeed, the large clanholds of the past often had dedicated theatres, and dwarves have their own unique art form they call "opera"; a blending of performance art and musical epics in which elaborately costumed performers act along to dedicated musical performances, telling stories through gestures, props and songs.

Perhaps one of the most subtle yet telling marks of how dwarfin culture has been scarred is in how modern opera performances tend to focus exclusively on tales of tragedy and drama. There are happy operas, even comedic ones, but these are rarely performed these days.

For happy tales, dwarves in the mood for such light-hearted fare turn to the so-called "lesser" performers and jesters. In some clanholds, there is a certain enmity between the two classes of artist.

As mentioned above, dwarfin culture has grown very conservative since the Black Dawn. What this means in practical terms is that most clans are staunchly traditionalist; anything new or innovative is regarded with wary distrust - at best, it must be slowly and painstakingly proven, at worst, it will be rejected out of hand for simply being "not the way our ancestors did it". As one can imagine, this makes dwarves somewhat slow to react to changes, and less than innovative, which is only hindering their efforts at retaking their former territory.

Between their cultural value of honor and their natural tendency to hold grudges, vendettas and blood-oaths are important parts of dwarfin culture. Indeed, they are so important that one of the few truly modern developments in dwarf culture are the traditions of the Grudgebearer and the Shameslayer. These are berserker warriors who fuel their battle fury with either rage over the ancestral wrongs done to their people, or shame at their own dishonor. Although some can eventually cool their fury and leave the path, most dwarves who take up these roles are regarded as walking dead by other dwarves.

The two paths do have some differences, though. Grudgebearers are given respect and honor, if often tinged with horror. They tend to wear heavier armor and fight more defensively; though not afraid to die, their goal is vengeance, and that is better serve through living on the deaths of their enemies. Shameslayers, in comparison, are discretely shunned or pitied by their people; driven by their own sense of shame, although honor commands they fight with all their skill, many would secretly welcome death. As such, Shameslayers often wear minimal (or no) armor, and tend to favor the largest weapons they can wield to maximize their damage-dealing potential.

One commonality between the paths is that both often decorate themselves to be more intimidating; lurid body modifications such as piercings, tattoos, flamboyantly styled and/or colored hair are popular, as are ornately and shockingly designed armor or other worn ornaments.

It goes without saying that dwarfin punishments tend to be harsh, but the harshest of all is considered to be exile, a fate from which few dwarves if any ever return.


Settlements
The vast majority of dwarven clanholds are built out of the ruins of those that existed before the Doomwar. The lucky ones either rode the Black Dawn out intact or were easily repaired after the devastation. The unlucky ones were reduced to absolute ruin. The vast majority of dwarf clans now squat in the ruins of their former glory; ideally their own ancestral holdings, but many clans perished to the last in the Doomwar, and so some ruins have been colonized by new up and coming families. The rebuilding of such locales goes slowly, but surely; in this, dwarfin patience is infinite, for dwarves know that they will always get it right in the end.

Most dwarves live in their ancestral homeland of Nidavellir, building their setlements simultaneously upon and inside mountains. Some dwell in fortresses carved from the slopes and the peaks, others live in the more tameable valleys, but all are adapted to live in a land wracked by earthquake, avalanche, storm and volcanic eruptions. Amongst other things.

Dwarves build their settlements to be like fortresses. The difference between defensive locations and sustainable resources is always carefully measured, for even the mightiest fortress will fall if its only wellspring runs dry. Heavy walls, traps and static defenses are used to guard against assailants; dwarves build with a seige mentality in mind, always anticipating that somebody is inevitably going to find them and to want to take what they have.

Dwarven clanholds outside of Nidavellir are very rare - the majority of such clans are found in the Underdark, having fled the chaotic reality-storms of the surface and taken refuge in the dark womb of the earth. No matter where they are found, however, dwarves stick to the tried, tested and true patterns of their ancestors. Which has been a weakness on some occasions.


Adventurers
Pureblood dwarfin adventurers are a rarity, but not unheard of. They may be exiles, striving for redemption, or to pursue a cause that exile was worth, or just trying to make a life for themselves beyond the clanhold. Or they may be emissaries from their clan, pursuing a cause or mission so important that allying with outsiders is a viable option.

To play a Pureblood Dwarf, use the stats for a Hill Dwarf from the PHB. To represent a "deep clanner", one of the mutant dwarves endemic to the Underdark clanholds, use the states for a Duergar from the SCAG; such dwarves are still, culturally, purebloods in all relevant details.

Barbarians: Dwarf barbarians follow the traditions of either the Grudgebearer, seeking vengeance upon the enemies of dwarfdom even if it costs them their lives, or the Shameslayer, a dishonored dwarf who seeks redemption through blood and battle. In terms of paths, Grudgebearers tend to favor the Battlerager, Ancestral Guardian and Ancestral Guardian paths, whilst Shameslayers tend to favor the Berserker path. Storm Heralds and Zealots are both extremely rare, but not unheard of.

Bards: Despite common presumptions amongst other races, dwarves actually produce many bards. All of the traditions are well represented in dwarfin culture, though adventuring dwarf jesters and dwarf loremasters are slightly more common than the others. The former have a tendency towards an independent streak that doesn't always rest well at home, whilst the latter are often driven on quests to seek out lost clanholds and reclaim the secrets of their ancestors.

Fighters: There are few dwarven adventurers more iconic than the trusty dwarven fighter. Naturally tough and hardy, dwarves easily take to the role of a warrior. Most of the styles of warrior can be found amongst dwarves, although knights and cavaliers are extremely rare, and eldritch knights and arcane archers are uncommon due to certain prejudices against magic.

Monks: As with bards, although some races may think otherwise, dwarves are actually quite well-suited to the monkly lifestyle, as its focus on discipline and dedication meshes naturally with their general mentality. Dwarves have multiple traditions of the Way of the Kensai and of the Four Elements, with the later favoring earth and fire powers. The other traditions are extremely rare, although the Mountain Ghosts, a school of dwarven ninjas, is growing in numbers due to its skill at stealth.

Rangers: Dwarves do need their scouts, and so they have plenty of use for rangers. The most iconic of dwarven rangers is perhaps the deepstalker, whether they hail from one of the Underdark clans or simply a cave-probing warrior, but all of the traditions have appeared.

Rogues: At once the least and most iconic of dwarven adventurers; though dwarves strictly punish those of their race who turn to thievery, those dwarves who break this law always either are exiled or flee into the wilderness to escape a death sentence, and thus they make up a disproportionate number of dwarven adventurers.

Sorcerers: Dwarven sorcerers are comparatively rare, and almost invariably draw their power from those elements close to the dwarven heart - storm, earth and fire. Though strong and valuable, in many clans they are held apart, as there is a growing belief amongst dwarves that sorcerers have an increased likelihood of fathering or giving birth to forgeborn offspring.

Warlocks: Very few dwarves make the pact and become warlocks, as modern dwarf culture considers them dangerous aberrations or otherwise outside of the acceptable norm. Those brave souls willing to defy tradition and embrace the powers usually become servitors to Fiends or Great Old Ones, succumbing to the lures of beings whispering in the dark depths of the earth. Warlocks sworn to Undying patrons are very rare, given the strong dwarven cultural antipathy to necromancy, but do exist... the tales of elven perfidy and fey treachery makes the idea of swearing allegiance to an Arch-Fey all but unthinkable even for these mavericks, however.

Wizards: Most common of the magic-wielding dwarves, those purebloods who study the arts arcane tend to focus on either elemental magic of earth, fire or metal, due to these being their traditional fields of mastery, or on the field of abjuration, for its use in countering the wild magic and mad mages that now infests the world. Of the remaining fields, artificers and bladesingers are perhaps predominant, followed by evokers and theurges calling upon powers of Life, the Forge and the Grave. Enchanters and conjurers are considered on a clan-by-clan basis; some clans bitterly reject them as being too thematically similar to the magics of the elves, whilst other clans consider it only fitting that inferior races be made to make amends for their crimes against dwarfdom. Only the field of necromancy, mastered and crafted by the elves, is culturally forbidden to dwarves on a universal level; those rare mavericks who study it are invariably outcast or executed for their crime.

Mystics: The field of mysticism is a new one, something arisen in the world born of the Black Dawn, and so most dwarf clanholds reject it as foreign, untested and potentially dangerous. Although a dwarf may find he or she has powers of the mind, it's more than likely that they went into exile to have the freedom to pursue mastering their skill.
[/sblock]
 

QuietBrowser

First Post
Okay, issues in real life are keeping me from posting anything in major detail, but the Forgeborn Dwarf codex is complete and the Gnoll codex just needs the class-based segment for Adventurers to be considered complete. Both are in the googledoc, which should be linked in the first post.

Just two things:
Firstly, with the new Artificer class out, should I keep the Artificering Wizard Tradition?

Secondly; what do folks think of the layouts of these racial codexes? Are they actually conveying useful information? Are there segments you wish I'd expand upon? Am I missing certain fields of info that would be helpful to players/DMs? I'd really appreciate any feedback on these or other such matters; I want these codexes to be useful to give a picture of the races of this setting.
 

Bitbrain

Lost in Dark Sun
The racial information is good. I think so anyway.
It helps give an idea of the race's history, and from that history, what their culture is like.
I've still no idea what a Forgeborn Dwarf is exactly, so I'm looking forward to that one.
 

Remove ads

Top