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Marquant Volker
Learned Scribe
 
Greece
273 Posts |
Posted - 18 Oct 2010 : 11:09:20
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Homebrew Alert! some viewers may be offended by the level of Homebrewness (?) contained in that scroll!
The story goes as follows: My PCs and especially the Dwarven Defender amongst them, always had a big dream about reclaiming lost Ammarindar. He played is as a side quest for some months now, you know the usual, gathering lore, asked favours from NPCs, visiting libraries etc until he found out the location of the key.
As any self-respecting evil DM would do, i placed the key at the end of a dungeon ofc.(yay original!) A Dwarven tomb where ancient traps golems and spirits of forefathers tried to stop the Dwarf and his friends. Along the dungeon crawl i presented some pieces of history of the Ammarindar
The story is semi-cannon (at best!), after the fall of Ascalhorn, the dwarves were in despair because they saw their end comming, and they asked Moradin and their Gods for Aid (with a great ceremony) but nothing came. This act is known as "The Great Betrayal".
The dwarves knew that their doom was at hand ,and some looked for desperate solutions. Some began to worship the religion of the Cult of the Unspoken Hall, a Cult that was eliminated by the same Dwarves centuries ago.
The Cult leaders harnessed the power of Devils and summoned an army to fight the deamons of Ascalhorn, as a result the two armies wiped out each other.
At the same time worshippers and Clerics of the True Dwarven Gods striked at the Cult leaders and civil war errupted inside the Halls, in the end the Cult emerged Victorius but the Dwarves with the help of Elven allies cursed the devil-worhiping dwarves and locked them inside their stronghold (actually the twin mountains swallowed the fortresses)
The Dwarves changed over the centuries, 2 long tusks erupted from their jaws and new abilities came from their new masters. However they kept the other aspects of the Dwarven tratidion, they grew Beards ( but style it different from other dwarves) they forge masterwork items and they are expert miners. I have to confess that my main inspiration for them are the Chaos Dwarves from the "Warhammer" series, i wanted a fraction of evil dwares in my campaign and Duergar just wasnt doing the trick.
They claim heritage from the ancient Ammarindaar, the kingdom that they saved, and call themselves "Diamond Dwarves" (shield dwarves is not good enough for their ego) as they are the last of a great line of Diamont crafters. One of their titles (nobility) is often "Bearer of Adamantium" and/or "Wearer of Adamantium"
The "Diamond Dwarves" are expert slavers as well, their religion calls them to enslave the lesser races (orcs, goblins , hobgoblins etc) to their causes. They often make sacrificies by tossing slaves in their lava filled cauldrons who also used in the furnaces (greater sacrifices make better/exotic weapons)
About Religion: Chaos Dwarves worship HASHUT (my players calls him Mahmut to break my nerves) IMPORTANT:all the following information about Hashut is know only to the high Clergy of the Diamond Dwarves. The faithfull knows very little, only what needs to be known. To everyone else only the word "Hashut" is known
Hashut is a complex Divine being (not a God) he exists inside the Stronghold of Ammarindar in an area called "The Unspoken Hall" in truth this area is a Cathedral/Labyrinth sacred to the Diamond Dwarves
Hashut is a Great Golden Half Dwarf / Half Bull (A Dwarven Minotaur?) and part machine (yep i want to make em a bit Tinkers those Diamond Dwarves but not like gnomes)
It needs energy to continue to operate, and it comes from many sources some unknown to the Dwarves. The two main sources is praying and sacrifices
Praying to Hashut is the opposite of the other Gods. Upon prayer a Priest will lose all spells and powers, as they are siphon away by Hashut. In excange they get wishdom and lore from the Great Bull.
They regain their spells when rested during a process named (Still thinking about it any ideas?). During that process the priest takes power from Hashut, leaving the "God" weakened (and hungry) so the greater the priest the greater the sacrifices he has to offer in order to gain spells.
Non clerics still pray, they have to do it once a Tenday. After prayer they are unable to do anything for a whole day, so they rest. Its the only type of day-off an Ammarindari can have, for Hashut believes in endless toil even for his own Children.
Its not uncommon for Hashut to channel energy in order for a greater spell to be cast, or to interfere to matters important of the Kingdom, considering him like a great living battery inside the stronghold, that it needs to be charged all the time, for the community to survive, and if charged enought prosper.
Well thats it for now, Any sugestions / idea are welcome!! (as far as they are free of charge :-D ) More coming soon
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Edited by - Marquant Volker on 18 Oct 2010 19:00:20
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Cleric Generic
Senior Scribe
  
United Kingdom
565 Posts |
Posted - 18 Oct 2010 : 11:41:09
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Love it. Do these guys have the funky hars of the Chaos Dwarves as well?
This reminds me of the Groundlings from 3e Monsters of Faerun (and presumably sources prior to that); the dwarf/badger magical hybrids created in Darkhold to serve as assassins. Also, I am now inspired to find some excuse to introduce dwarven were-boars into my next game. Nicely done, sir! |
Cedric! The Cleric Generic and Master of Disguise!
ALL HAIL LORD KARSUS!!!
Vast Realmslore Archive: Get in here and download everything! http://www.wizards.com/default.asp?x=dnd/archfr/rl
2e Realms book PDFs; grab em! - http://poleandrope.blogspot.com/2010/07/working-around-purge.html |
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Quale
Master of Realmslore
   
1757 Posts |
Posted - 18 Oct 2010 : 12:42:48
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chaos dwarves are interesting, I had them in two places, the Mesopotamian flavored ones were south of Unther, related to Nergal's and Druaga's devils
and in the north, when Karsus destroyed the Weave, a chaos rift like in WH emerged creating the Demonlands, there was one group of Delzoun dwarves that was so tough they didn't die, only changed a bit
anyway cool idea about the cult and the tusks, could make it a cult of Dispater, make them impregnable |
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Marquant Volker
Learned Scribe
 
Greece
273 Posts |
Posted - 18 Oct 2010 : 13:49:40
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Thank you for your kind comments!
More info coming soon, conserning the Religion (via edit on the first post i think)
They are work under development so any ideas are more than welcome!
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Ayrik
Great Reader
    
Canada
8035 Posts |
Posted - 18 Oct 2010 : 14:57:02
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quote: Marquant Volker: The "Diamond Dwarves" are expert slavers as well, their religion calls them to enslave the lesser races (orcs, goblins , hobgoblins etc) to their causes.
A few questions ...
- About regular dwarves (Shield/Gold/etc). Are they a "lesser race" to be enslaved and sacrificed? Is some prestige or significance attached to enslaving/sacrificing them above all other races? Or are they considered unworthy even for that and simply killed on sight? Are regular dwarves hated, loathed, held in contempt, respected, feared, venerated?
- Conversely, how do regular dwarves react to black dwarves? True, their existence may be secret or unknown. But dwarves have long memories and might have recorded the existence of this cursed offshoot. At the least, they would remember the (presumably vilified) history of the "Unspoken Hall".
- How do Moradin and the other dwarven deities feel about these "corrupted" dwarves? Do they themselves feel betrayed, or was there perhaps a special reason they ignored the dwarves who called for aid (even if this reason was interference by devil powers)? Do they teach compel their followers and champions to fight any cursed black dwarves encountered, just as they would fight other enemies like orcs, drow, and duergar?
- And the Devil powers ... who are they, where are they, how powerful are they? What plans might they have for their new race of loyal dwarves? |
[/Ayrik] |
Edited by - Ayrik on 18 Oct 2010 14:58:47 |
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Marquant Volker
Learned Scribe
 
Greece
273 Posts |
Posted - 18 Oct 2010 : 17:57:04
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Nice questions Arik.
I think i will direct the hate of the "Diamond Dwarves" to Moradin and the other Dwarven pantheon, not to their worshipers, not in the beggining at least. They believe that the True Dwarven Gods are unworthy of the Dwarven love and devotion and look with pity those who serve them. They have a complicated system of teaching the words of their God (Hashut) like a path that a Dwarf has to walk, and pass a series of challenges to become worthy of "The whole Truth" in my game the dwarven defender (who is also a lesser priest of Moradin) asked a Diamond Dwarf Herald about his God, and he replied: "You are not ready, in time brother"
"Diamond Dwarves" are not stupid they know their cousins are stuborn like all dwarves are, so will not try something hasty.
from the above is quite clear that other Dwarves are not considered a "lesser" race
About the Elves: Elves are considered tricksy and untrustworthy, a possible source of trouble, danger and evil (remember "Diamond Dwarves always justify their actions no matter what)
They are not to be trusted and if the right opportunity comes, they happily would wipe them out, since they make poor slaves and have small value as a sacrifice to Hashut.
"And so The Great Hashut saith, My True Children should suffer not the Children of Correlon, for they envy the stout Folk, and harm they are bound to make by their very nature"
Not sure about the Humans thought. Their ancestors have fought naughty Netherese Arcanists, but they are over now and the rest did not harm to the Dwarves, however they make ok slaves....
Not sure either about the other Dwarves reaction, this is about to be played on next sessions, they are after all the Ammarindari dwarves (yeah right), they know ancient dwarven crafts like the shaping of adamantine, and they are the rightfull rulers of Ammarindar, a Dwarven Dream come true!
....On the other hand its a (not only Dwarven) Nightmare, greedy evil hearted creatures they are far from the teachings of the Dwarf Father and...they have tusks :-D (oh my PCs freaked out when saw it)
Well the are new to my world, my party while looking for reclaiming Ammarindar founded the key, broke the curse and these cuties came out... still discussing it. And since my campaign it based on the North the counsil of Peers (Silverymoon) was called and the "Diamond Dwarves" was bold enought to send a Herald (say Hello) This and some other diplomatic stuff took a whole session (last session) and i see we gotta spend another one before the council finishes (a lot of RP and intrigue we loved it)
About Devil powers...I havent decided yet, im more into designing and creating (or stealing) lore for the "Diamond Dwarves" and their "God" Hashut
Im not expert in Nine Hell's Politics any idea is welcome
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Edited by - Marquant Volker on 18 Oct 2010 19:01:15 |
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Markustay
Realms Explorer extraordinaire
    
USA
15724 Posts |
Posted - 18 Oct 2010 : 20:02:49
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Nice Homebrew. 
My own 'Dark Dwarves' are a mixture of Warhammer's and the Black Iron dwarves of WoW.
I never really cared for Derro or Duergar (being against psionics in fantasy myself), although both exist in my world - I just don't use them.
I'm still hammering out a good concept for the Dwarves of my HB world - I like the two groups from WH, but I don't want chaos to be involved. In fact, I may make it a zealous devotion to law instead (I want them to be builders of steamworks, and have their skin dyed black from all the coal and smoke). There will of course be a more iconic group in the far northern mountains as well (who hate the other group for having consorted with humans and general Undwarfyness).
Also a stunted, ugly variant that hides its disfigurements, based on some Krynnish sub-type (sorry, once again not near sources so I can't look it up). Those would look and act like Jawas some what, but be deep subterranean (where they apparently got too close to some sort of radiation). Still not sure how those would interact with the Steam-dwarves.
And the Steam-dwarves build and maintain the Empire's railroads. 
Did I mention I LIKE Choo-choo's?  |
"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone
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Edited by - Markustay on 18 Oct 2010 20:07:14 |
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Ayrik
Great Reader
    
Canada
8035 Posts |
Posted - 18 Oct 2010 : 21:01:04
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Well, there's plenty of D&D canon about this (The Nine Hells is as good as place to start as any), probably best if you just do some wiki surfing with a notebook and pick up whatever interests you. Planescape offers much lore which would be of interest to you, especially in books like Planes of Conflict and Hellbound: The Blood War. Unless you really want to develop the religion, rituals, history, and purpose of the black dwarf puppet master in great detail you can probably choose pretty much any name brand Devil you like without issue. The more you know the better, but you might prefer to instead focus your creative efforts into other details.
In an oversimplified (and slightly inaccurate) nutshell: Demons and Devils are enemies who have battled eternally across the planes in the Blood War. Some of this conflict spills over into worlds like Toril ... each side does anything it can to gain a foothold, recruit allies/soldiers/pawns/agents, and gain whatever power it can. Or just take it away from their enemy. Whatever. War is hell. The Devils (aka Baatezu) are Lawful Evil, strictly regimented in a rigid hierarchy that clearly defines their ranks and powers, the top guys (Asmodeus, Mephistopheles, etc) each rule one entire layer of the Nine Hells and are as powerful as gods, at least within their own domain. Devils, being Evil, are ambitious and try promote themselves upward by any means whenever possible; the only thing holding them back is their fear of the deadly power their superiors use against all who threaten their authority. The Demons (aka Tanar'ri) are Chaotic Evil. They are infinite in number and their home, the Abyss, may have infinite layers (though most lore asserts there are 666 layers). They range wildly in power, the vast majority are utterly insignificant but a small portion (that is to say, an infinite number) of Demons are truly potent. Again, the most powerful can rival gods; in fact you may already know such names as Lolth and Orcus, though there are dozens or hundreds more with roughly comparable power. Most Demons don't really advance in power as much as they somehow rally greater numbers into whatever personal hordes and armies they control, at least for a while, through threats and demonstrations of their fearsome raw destructive power.
There's plenty of Devils who'd want to subvert an entire race in the Realms, to build power, gain worshippers, and ultimately perhaps be able to replace their immediate superior. There's an infinite number of Demons who'd do the same, though most would use the power to spread the reach of their discord, strife, suffering, and corruption. Sometimes with higher plans, just as often for sheer mindless pleasure in causing evil and chaos. I'd personally be slightly more inclined to use a Demon instead of a Devil, though both are absolutely splendid options. And either could masquerade as whatever they want, even as each other. But just think of the nasty turn of events if these black dwarves were (unknowingly?) turned by Lolth, for example ... |
[/Ayrik] |
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Quale
Master of Realmslore
   
1757 Posts |
Posted - 18 Oct 2010 : 22:22:52
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| dwarves have stories about Astaroth (Gargauth), he'd fit cause Hashut and Gargauth are both powers of corruption |
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Marquant Volker
Learned Scribe
 
Greece
273 Posts |
Posted - 18 Oct 2010 : 22:47:19
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I agree with you Markus, they are inspired by WH Chaos Dwarves but the concept of "Chaos" is ill fitting for my Realms. The "Diamond Dwarves" are lawfull, they may have have unjust laws, they may are evil in nature, but they are dwarves after all. They even held most of the traditions of their forefathers, some of the twisted and changed, some of them intact.
I'd liked to link them with Gargauth, not only because of his alligment but consider that, these Dwarves were imprisoned within their fortress for long time (1000 yrs?) the world as they knew is no more, kingdoms rose and fall, human cities and powergroups grew etc. No matter their crafting skills or power of arms and magic these Dwarves look like idiots at the time being, its too easy to trick them, they need allies, and they dont seem the kind to make friends easy. Using Gargauth fits to the background (Devil who isnt living in Baator but somewhere else) and in addition the knights of the Shield (sp?) can be used to fit the political and economical Gap.
hmmm...perhaps that was one of the goals of the Knights of the Shield? to prepare the ground for something bigger?
dunno but this got me thinking... |
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Marquant Volker
Learned Scribe
 
Greece
273 Posts |
Posted - 18 Oct 2010 : 22:50:56
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From FR wiki:
Gargauth (pronounced GAR-goth [1]), or The Lord Who Watches, is the lawful evil demigod of betrayal, cruelty, political corruption and powerbrokers. He embodies the inevitable decay and corruption that accompanies all self-serving, greedy, and power-hungry leaders and groups. Gargauth holds to the letter of any agreement, not the spirit, and relishes betraying anyone with whom he forges a pact by twisting the contract to serve his own ends.
It sounds like my little greedy dark fellows here!
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Cleric Generic
Senior Scribe
  
United Kingdom
565 Posts |
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Markustay
Realms Explorer extraordinaire
    
USA
15724 Posts |
Posted - 19 Oct 2010 : 18:35:40
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Sounds very much like my dark dwarves as well. 
The Empire is very similar to the Empire of Cheliax in Pathfinder, except that they tyrannically lawful, rather then evil, and worship a very jealous Sun God (the brutal burning nature of the sun, coupled with 'purification'). Very much a medieval RC-church derivation, including purgings and witch-hunts.
Anyhow, the empire is composed of Five Kingdoms that once allied to win a war against a great evil (like Eberron, but in reverse). Two of the Kingdoms united after a marriage, and then 'Enlightened' (conquered) two others. The dwarves (which were the 5th Kingdom) joined on their own after the first two combined, and helped them conquer their neighbors (former allies).
Part of the reason the original war was won was the Dwarven knack for constructs - they built many incredible warmachines that turned the tide of battle. This group was like the ones in Kingdom of the Dwarves - an art/story book I picked up in the 70's (and can't seem to find any reference to online ATM). They weren't evil then - just handy with steamworks. the evil came from the 'taint' inflicted upon them by their consorting with humans (the Empire, specifically).
So my Dwarven city is very much like a subterranean version of the Salt Lake City in the Deadlands: Weird West game (I borrow from EVERYWHERE). Dark, with smoke choking the streets, despite the gas lamps. Very grungy and dirty because of all the Ironworks. The trains (called Iron Dragons) are very Victorian looking, overly ornate, yet dark and threatening (Geiger meets Jules Verne?)
Thus far only one of three lines leaving the empire are complete. One is still under construction but barely making headway (local rebels keep destroying the tracks), and the third has been almost completely abandoned after something terrible happened where it passed beneath the mountains (think Moria).
The Railway does not exist to give the setting a Steampunk feel -I try to retain the (dark) high fantasy element. It is really just there because I think it is a fun way for PCs to get around quickly (alleviating many tedious overland sessions). This is part of the reason why I left it in the hands of the Dwarves - I don't want humans to be as technologically advanced as those (secretive) folk.
The other group in the far north (who don't like humans) are very similar to Ed's Great Rift Dwarves, or to the Wildhammer dwarves of Warcraft. Half subterranean, half above-ground, Griffon-riding, etc..
The elves don't like humans either. In fact, no one likes humans...excpet perhaps as lunch.... 
I may be borrowing from some of your take - I don't know if I want to bring Fiends into it, but it may be an interesting 'secret' of the Dark Dwarves (unbeknownst to their empire Allies). I think maybe the constructs may require 'dark rituals' (binding demons?) to bring them to life, which of course would generate 'taint' to those nearby.
Thanks for the ideas.  |
"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone
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Edited by - Markustay on 19 Oct 2010 18:43:52 |
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Marquant Volker
Learned Scribe
 
Greece
273 Posts |
Posted - 20 Oct 2010 : 23:17:02
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To be honest i never like steampunk settings, however your approach of the Dwarven Railway its more than interesting! any idea of how can i fit it to the Realms? perhaps connecting strongholds of old time? perhaps it was build but the ancient forefathers and now the technology is all but lost? (it sounds like WH 40k now :-D )
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Ayrik
Great Reader
    
Canada
8035 Posts |
Posted - 21 Oct 2010 : 00:50:16
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| D&D dwarves certainly have sophisticated enough engineering and metalcraft to get a rail/track system with muscle-powered carts. I'm not so sure about external combustion (steam/coal) locomotives, pretty advanced stuff, y'know ... but then again, technological engines might not be as efficient as earth elementals anyhow. |
[/Ayrik] |
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Markustay
Realms Explorer extraordinaire
    
USA
15724 Posts |
Posted - 21 Oct 2010 : 03:01:00
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Fire elementals for steam, rather then coal.
I've also adapted ghostrock from the Deadlands campaign for non-magical locomotives. Ghostrock is like coal, but it burns much hotter and screams when you burn it (which is insanely cool, IMHO). I've combined this with Necrotite (a type of mineral found only in areas where much misery & death has taken place) from the Iron Kingdoms setting. Thus my amalgam: Necrotic Coal.
If you wanted a long-forgotten system, you could have the PCs discover evidence of a dwarven subway in The North, or to the south in Shanatar.
A functional one would be tough to do without altering a lot. Once again, in The North (perhaps a project backed by Bruenor and Alustriel), or a joint-project being undertaken by Cormyr and Sembia (post Tuigan war when relations were at their highest, well before the Shades showed up).
And a subway in Waterdeep would be friggin' awesome. I picture it something like this early NYC system.
If you can deal with the tech (mostly hidden, really), it opens up a world of possibilities - train robberies, railway scouting, monster-clearing, custom cars built for nobility and Wizards, etc, army movement, and best of all - rapid travel to other placs 9to have more adventures.
There was a railway in the great Arcanum VG game, and there is another one in the WoW game - and neither interferes with the fantasy elements of the game. Eberron has a train, and my own term 'Iron Dragon' was actually borrowed from a novel of the same name, based on fantasy adaption of the old Railroad Tycoon board game. The Realms have printing presses, high-quality metalurgy, DaVinci-like contraptions, flying cities & ships, automatons, Gun(Smoke)powder, etc, etc... a train really isn't much of a stretch.
In my short-lived Anchorome campaign (set a hundred years into FR's future) the Elves of the Holly Forest built a monorail. They also had gunnes that never ran out of ammo (which is typical for Hollywood guns).  |
"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone
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Edited by - Markustay on 21 Oct 2010 03:04:26 |
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