GM Ridge's "Throne of Night" (Inactive)

Game Master Ridge

It has been over two centuries since the dwarves had a proper kingdom of their own, but what was lost can be reclaimed, what was broken can be reforged.

If the sons and daughters of stone are brave, cunning, and strong enough, they may yet craft a new kingdom over the old. They may yet claim a Throne of Night.


Two hundred years ago, the greatest dwarven city in the world detonated without warning. For three days, eye-witnesses watched in horror as Dammerhall burned with black flame. All six of the great bridges that connected the mountain stronghold to the outside collapsed. The great gates were shut. No one escaped. Not a single survivor emerged from the doomed city.

Ever since that fateful day, the dwarves have tried to retake Dammerhall time and time again with no success. Most expeditions failed to find entry. A few perhaps managed and have never been seen again. The fate of Dammerhall remains a mystery.

What is no mystery is that for the last two hundred years, dwarven fortune has been in steep decline. With their capital destroyed the dwarven city-states fell to squabbling over who was the true heir of the high king. A dozen lesser dwarven kings declared their right to rule. The dwarven nation was split. So fractured, they became easy prey for enemies. Half of the surviving city-states would be destroyed within a century of the fall. Some were overrun by orcs. One was destroyed by a dragon. And most disgracefully, a few were destroyed by other dwarves in brutal civil war.

The surviving city-states turned in desperation to the kingdoms of men. These lesser dwarven rulers signed treaties of mutual defense and, in all but name, were annexed by the human realms. The kings of men were glad to have them. Dwarven craftsmanship, battle prowess and tenacity were legendary. Over the last century the human kingdoms have overrun the dwarves, not through might of arms, but through numbers. These days, men and dwarves live alongside one another. The dwarven city-states are all but gone. The dwarven tongue is rarely spoken. Dwarves are often regarded as another kind of man.

There may come a time in the very near future, where dwarves simply cease to exist as a separate people and are completely integrated into human society. Perhaps this is for the best. Perhaps dwarven glory is a thing best relegated to the past. Perhaps the future of the dwarven people is alongside the tribes of men.

There are a tiny handful of dwarves who cry nay! They see this integration as yet another defeat. There must be a new dwarven high king! But how can there be? The secret of forging true mithral has been forgotten. The regalia of the high king is lost. Dammerhall is destroyed. There is only one answer. Dammerhall must be reclaimed!

Another dwarven expedition has formed. They are not trying to enter the city from above. Instead, they have heard rumors of a seventh way into the city – a secret way. Dammerhall did not just trade with the surface. It also traded with the realms below. Find the dark road into Dammerhall and the dwarves may yet reclaim what has been lost. They may yet find a worthy
high king who can reunite the scattered dwarven people and build a new kingdom.

The old Dammerhall is lost. The kingdom the dwarves build will be a new sort of realm. For the dwarves to succeed, they must build a kingdom below. Only then can they retake the lost capital and become once more a strong and independent people. The PCs are this last hope. If they fail, another expedition is unlikely. Upon this quest, the fate of all dwarves turns. The campaign begins with the PCs having discovered a cave that leads into the underworld. It is miles away from Dammerhall, but it is the only known entrance. Nothing is known of the underworld
save rumors and hear-say. The PCs are truly venturing into a mysterious new realm.

THE PATRONS

Ardwal:

Ardwal
Prince Beneath the Mountain, The Unbreakable Crown, Shadow's Warden
God of Honor, Rightful Kingship, and Secrets Beneath the Mountain
Alignment LG
Domains Darkness, Glory, Good, Knowledge, Law, Nobility
Favored Weapon Dwarven Waraxe
Symbol A Crown of Light imposed over an axe rising out of the darkness
The Tale
In the age of Legends Lost, when the mountains still had voices and the caverns still whispered as if alive, the great creator god Yavan lay with Layshala, mother of mysteries. From this rightful union (For they were bound by heart and destiny and were wed), three sons were born.
The firstborn of these was named Ardwal which means "He Shines For Us". Even gods have childhoods, and Ardwal spent his delving into the darkest parts of the world with a quiet courage that startled many a being. He was his mother's son then, fascinated by the mysteries she had hidden in the earth's deepest domains.

Then Ardwal found something that was not his mother's work, but his father's: The Black Gate, the Prison of Sorrows Deferred, where Ulamahaz lay. Yavan had not told his sons the tale of Ulamahaz, for names had more power then, and the father creator feared telling the tale would strengthen the great serpent of shadows so that it might free itself and wreck havoc upon the world. Ulamahaz heard the boy, and spoke as a friend might, tempting the young godling to free him "You wish to learn, I see it in your eyes. I can teach you something you have never known" the shadow serpent promised.

Already Ardwal had spoken too freely, and Ulamahaz knew that his old foes had begat not one, but three sons during the time of his punishment. The snake of shadows resolved in its black heart to kill each of the three as soon as it could and make the world weep, but first it would have to get out.

Three locks were laid upon that dread seal, and Ardwal, curious and unaware of the crimes of Ulamahaz, opened the first. So eager was the demon serpent for freedom, that it hissed angrily at Ardwal to hurry! This irked the godling, for it seemed ungrateful, and further, he was the son of the creator king, not to be ordered about.

"No," said Ardwal, "I think I shall talk to my father about you instead. For he is the creator of the world that matters, and would surely know of you. If not he, my mother, for she is the maker of mysteries, would know. You offer me things, but now I wonder if it is proper to take them."

But Ulamahaz was sly, and knew that should Yavan or Layshalla hear of this, they would seal the gate stronger than before, and instead he apologized, and wheedled, "Trouble not your great parents about me, for theirs is the work of all that is and they are busy. Surely, your brothers might suggest things instead? Are you not gods in your own right?"

Troubled by these words, Ardwal, a child still, did confide in his younger brothers, Drugar and Zuth. And where Ardwal did not give into temptation, Drugar did. The second born fell for the honeyed words and offers of Ulamahaz, and opened the second and third seal. The demon serpent poured out, reveling in his new found freedom, and bit Drugar! Thus were the rewards of knowledge they had never known granted to both. For on that day, Drugar, his mind forever twisted by the venom of the elder evil, knew madness, and Ardwal, who had told his greedy brother of the horror which lead to his doom, now knew something he had never known before: regret and shame.

Such are the lessons that Ulamahaz has to bestow.

But Ardwal was still a god. He saved his brother's life (Some would later wish he had not) and went to his father and mother to warn them. When his parents told him they would put Ulahamaz down, Ardwal tried to obey, but he also knew that the burden for every life taken by Ulahamaz was now on his shoulders. Turning to Drugar, who even in his madness knew much of cunning and trickery, he gathered wisdom for a plan.

Turning to Zuth (Who had learned many secrets of metal), Ardwal had his father's old armor re-crafted to fit him and went down to battle Ulamahaz while his parents were still discussing how best to handle it.

When Ulahamaz ravaged the world, he turned to see Ardwal wearing the creator god's armor, and mistook him for Yavan himself and gave chase, eager for revenge. Yet Ardwal knew the underways, and lead the scaled demon below. The world had changed since Ulahamaz had last been freed, and he did not realize, until too late, that Ardwal had guided them both back to the great prison.

Then Ardwal called out for his brother Zuth to seal it anew. And Ulahamaz realized that the boy god had a lesson for him as well. The demon serpent would never have thought that the Prince Beneath the Mountain would sacrifice his own freedom and life to capture the demon his brother had let out. Ulahamaz, foul as he was, could not understand honor.

Trapped now again, at least this time, Ulahamaz could turn his fury upon the captor. While the worst of his venom was spent upon Drugar, the demon god's fangs still pierced even the armor here and there. Ardwal's youthful blood spilled upon the stone, and Ardwal cried out in pain. This was a battle a young godling could not win.

And yet, despite his willingness to die, Ardwal was not alone. His parents heard his cry, and the forces of mystery and creation conspired to save their first born with a great miracle. Every bit of stone that knew the blood of the noble Ardwal broke free from the floor as a warrior fully grown. Thus was the first generation of dwarves born, of stone, and sacrifice, and battle for the right!

While they were mortal, the first generation was like no mortals that had existed before or since, and they rallied to Ardwal's side and helped him overwhelm Ulahamaz. Down went the axe of Ardwal, and severed the dread snake's head from its thrashing body. Staggering out, bleeding, Ardwal fell to his knees before his parents at the gate, willing to take whatever punishment they bestowed for his part what had lead to their old enemy being freed even for such a short time.

"But I pray you, do not punish my brothers for this, for it was I who lead them to this. And these fine mortals you birthed from my blood, do not send them back to nothing. I owe them my life."

"They have served their purpose," Yavan said calmly, "should they not go back to nothingness?"

Layshalla agreed, "Born of your blood, they know much as mortals already of my mysteries, perhaps too much."

And Ardwal stood between his parents and the first dwarves and declared, "Just as you could not abandon me to die, nor can I, for they are my children as much as I am yours now. Forever and always I will shield them. Their fate is my own, if you must slay them, then you must cut me down first."

And Yavan, maker of the world, gazed into Layshala, mother of mysteries, and both knew their son's nobility had defeated not just their old enemy that day. They placed upon Ardwal's head a crown of light and declared him divine ruler and protector of the dwarves, the keeper of secrets beneath the mountain, forever, and always.

Zuth would simply chuckle, took a drink, and go back to the forge he so loved.

And Drugar? Drugar's madness, which even his parents could not cure, settled deep as he saw all glory go to his eldest brother, and he knew something even stronger than greed: envy.

Priests, Temples, and the Church
Ardwal’s priesthood consist primarily of clerics, warpriests, and paladins but it certainly has its share of oracles and inquisitors. No class is out right forbidden, however, particularly in modern times where all dwarven culture is in danger of floundering as the priesthood needs all the help it can get to furfill its duties. The Clergy sees themselves as the keepers of Dwarven heritage, teachers of its virtues, and guardians of the people and the treasures they have unearthed.

As befits a race that honors ancestors so, there are several orders within the church, each founded by a different dwarf, with a different focus of the god's interest. Some of these orders now number less than a handful, and the time when each could raise hundreds to this or that task is, sadly, long gone.

Ardwal's temples , even on the surface, tend to be grand designs of dark and light marble. At one time, gold trim and flaking was used liberally in the very walls of such, but in the lands above, the threat of thieves is too great to risk such extravagances. Not that any thief trying would have an easy time. The temple layouts often contain both labyrinths and mazes (meant to aid in contemplation of the secrets that await us in life) and military style defenses. Some temples are essentially fortresses with grand dungeons right beneath or around them!

Holy Days and Celebrations
At one time, numerous celebrations honoring this or that heroic ancestor were the norm, but now, even at the holy places of Ardwal himself, it seems only a handful of holy days truly have the strength to gather the followers together in mass.

Dark Delve is celebrated once a year on the longest night of the year. It is a time when dwarves relish the gift of darkvision they were graced with and use no light. The youngest use this as a time of thrill seeking, and even mischief as they explore a normally lit world with new appreciation. The older dwarves tell stories of grim sacrifice, of standing against the evil that would use the darkness.

Sadly, some dwarves use this night, particularly if it is moonless, to commit thefts, shaming the holiday, their race, and themselves.

High Glory A three day celebration where dwarves try to show off their finest and relive the glory of yesteryear. Yet every year, it seems the 'finest' clothes and armor become more tattered, more worn. The High Clans always make themselves available to the public at this time, and are under great pressure to show generosity to the middle and low clans. Unfortunately, some members of the High Clans resent having to bestow food and drink on 'lower famlies that are barely Dwarves anymore'. Such attitudes rile the priesthood of Ardwal greatly. Overall though, it is a good time, where even the lowest dwarf can try to recapture some of the old pride.
There are others, and in addition to those, rituals exist for birthdays of certain ages, celebrations for acts of heroism (rarer and rarer it seems), and this or that fallen martyr's memory.

Aphorisms/Sayings
"Be true to the best part of yourself and even in darkness you will find light"
"I would give homage to a pig in a dress before I would bend knee to a crown on a tyrant's head."
"The higher the chair, the greater the obligations."
"Darkness is a grasping thief of knowledge, do not hesitate to seize back that which it has taken from the people."
"The king and his people are one and both should seek the prosperity of the other."
"Evil hearts hide in the darkness because they know fear, good souls wander the darkness because they have not forgotten duty...and wonder."

Why is he acting now?
Ardwal is no longer a young child god, those ages are long gone. However, the dwarven race, while it worships more than he, ARE his children, and he would have an easier time cutting off one of his own limbs than abandoning them entirely. He sees his children have lost their way, but knows that it is better to light a candle than curse the darkness, and better to light the path for dwarves than kick them down it. Perhaps only now that Dammerhall is a secret beneath the mountain itself can he bring his full power to bear in guiding a select few dwarves to reclaim it. Perhaps some foe forces his hand.

Whatever the cause, he knows he asks much of those he would make living symbols of. They will risk their very lives before this is done. No doubt he is proud of them for that. Win or lose, he will reward their efforts in the here after if they strive with honor.
But in the world as it is? He cannot guarantee anything.

Zuth:

Zuth
Chainfoe, The Golden Handed God, The Most Hammered Hammer
God of Brewing and Distilling, smithy and metal working, and the liberation of the enslaved
Alignment NG
Domains Artifice, Earth (Metal Subdomain), Fire, Good, Liberation, Strength
Favored Weapon warhammer
Symbol A smith's hammer wreathed in fire
The Tale
In the age of Legends Lost, when the mountains still had voices and the caverns still whispered as if alive, the great creator god Yavan lay with Layshala, mother of mysteries. From this rightful union (For they were bound by heart and destiny and were wed), three sons were born.
The youngest of these was named Zuth, the meaning of that name lost to all but the members of his priesthood.

While his brothers spent their time exploring for mysteries or gems, Zuth spent his divine childhood making use of what they found. In many ways, his father's son, Zuth loved to tinker and create. Metals were most dear to him, for he loved their luster, strength, and how a strong arm and vision could shape them to almost any purpose. Even the gems that his brother, Drugar, so coveted didn't mean as much to him as the metal that Zuth could use to display them.

One time, his father, perhaps in an attempt to broaden his son's interest in creation, brought his son many living things. Zuth found them un interesting, and put them to the side... until one day he remembered them, peeked in the barrels he'd stored them in, and discovered fermentation! A godly constitution served him well as Zuth proceeded to learn how to make liquors of all types, much to his mother's dismay and his brothers' admiration.

Back then, Zuth was something of a selfish god, not as kindhearted as he is now. He cared only for his craft and saw the world only as a source of supplies. When Ardwal came to him about the mysterious gate and seal, Zuth cared only for its design, not WHY it had been placed for, and soon returned to his smithy figuring his brothers could deal with whatever it was. Only when the eldest returned to him and appealed to his vanity for his help in reshaping father's armor and helping him reseal the gate Drugar had opened did Zuth truly take action.

Thus, was Ulhamaz defeated.

Where Ardwal felt shame for the fate that had befallen their now mad brother and blamed himself, Zuth refused to be his brother's keeper and declared Drugar's mistakes his own, and his fate none of his concern.
"My brother!" Ardwal protested Zuth's indifference, "Drugar needs us."
"Perhaps, but I do not need him, and I see nothing more important than enjoying myself and engaging in my passions. I hurt no one in doing so."

"I fear you will bring more harm to yourself than you know in this," His brother warned, but left as asked.

And mad Drugar, who had been plagued by greed even in his sanest moments, began to act on his envy as well. Ardwal now had the dwarves as charges and children, but Drugar only saw them as worshipers. His brother had some, so he wanted them too.

Over a thousand years had passed since the first generation of dwarves had been created, and their children, and their children's children had been thriving.

And so, Drugar waited until Ardwal was busy, and then kidnapped and enslaved dwarves by the score. Parents found sons and daughters missing, husband would wake to empty beds where their wives had been and vice versa. Drugar used trickery when he could to seize them, but he did not hesitate to use force. Soon he had thousands of his own.

Ardwal heard the crying of his tortured children but Drugar would not release them.

And so the first born and second born prepared for war.

Ardwal came to Zuth and asked for his aid. Zuth, seeing no gain in this, shrugged and said he'd take no side. What mattered to him which brother won?

Drugar also came, and when Zuth refused his request to make armor for the mad god's slave warriors, Drugar pretended to accept the rebuff as Ardwal had.

Instead, he requested, and paid, for a small commission, a strong chain that could hold a beast in place. As much to be rid of his middle brother, Zuth crafted it on the spot, only to find it looped about his own neck and wrists!

Zuth woke to find himself trapped in his own creation, and hitched to a forge in Drugar's fastness. For weeks, he knew the sting of his brother's whip, the aching of chains tearing at the flesh of his wrists and ankle.

One morning, he heard the whip snap, and realized he was not the target. No, for the first time, he TRULY looked beyond the smithy to living beings, and he saw that he was not alone. For he was sharing the same fate as the mortal dwarves. He watched one brave dwarf woman shield her son from a lash. He saw another dwarven man glare defiance at an overseer.

And Zuth, who once cared for naught but booze and craft, realized something.

He had to free them all.

Zuth would have melted the chains he wore, but his brother made sure there was not enough heat in the fire to do that. Instead, he tricked the trickster. He feigned defeat, and picked many slaves to train in his ways. He built arms and armor for Drugar's army. All he asked was for drink to ease the pain, to ease the pain, and forget.

And Drugar laughed, and said he would allow his smithing brother his vice "what's one more chain on you, brother? Even if it be a chain of desire for your brew and whiskey."

And so Zuth played the drunkard, the fool... until the time was ripe. His mouth full of whiskey, he spewed the liquid onto the flames of the forge causing them to rise white hot! Alarms were called, but it was too late, Zuth and his followers had fanned the flames hot enough to allow them to free themselves from their chains and turn on their captors with the very weapons they had made.

Drugar cursed and screamed as he realized what had happened. In the distance, he could hear the horns of Ardwal's army. Those most loyal to the mad god joined him in retreat before they could be wiped out by those within and those at the walls. The cruel, the greedy, and the insane who ran with Drugar would later take his name as their own, at least a little. They would be the first duergar.

Zuth opened the gates and embraced a very surprised Ardwal, saying with a liquor fueled smile, "About time you got here! You missed all the fun!"

Flippant, yes, but Zuth's heart had changed. He now saw metal not just for the pleasure it brought him to work, but for how it could defend the mortal dwarves of good character in battle and lay their foes low. He saw liquors not as selfish distraction but rather a way to share celebration and lift the spirit of others! And to his bones, he would allow no slavery to exist under his gaze.

And when many dwarves turned to him to worship him, his brother Ardwal, nodded approvingly, for he admired the man his youngest brother had become. Even if he could still be a bit irreverent now and then.

Priests, Temples, and the Church
In someways, Zuth's priesthood has propsered better than Ardwal’s, for surface races desire the metal goods dwarven smiths can make. Most all in the priesthood have at least an interest in smithing, brewing, distilling, or the like. While clerics predominate, a surprising number of alchemists have positions in the church and no few amount of bards and skalds make their presence known as well. There are a few paladins of the god, but they're rare.

At this stage in dwarven history, the churches of Zuth are rather unorganized affairs. Each temple is autonomous (if friendly) to the others, and while the chain of command can be firm, it is mostly only in areas of Master to Journeyman to Apprentice. One member of the priesthood is not likely to interfere with another priest's pupil, it's just not done. Beyond that, however, there's a lot of debate, often quite lively, on how things should be done or not done. The god's hatred of slavery has passed onto his clergy and they don't much care for getting bossed around without so much as a please.

Of course, the followers of Zuth work againsst slavery period. Legally, when they can, and covertly when they can't. This has some slaving organizations on guard against ALL dwarves, and a few flesh peddling merchants seem to delight in selling of dwarf flesh as a form of payback for interference. Of course, said merchants might also be found dead at the bottom of stairs smelling of spirits.

Zuth's temples are not so much works of art in themselves, as merely the places where fine work is done. They maybe built around smithies and forges, or a brewery, or both! (Which can make some folks nervous about what liquids are getting near what heat sources). Walls often display some samples of the temple's crafts. Bottles of ale might shine from one wall across from another that has a masterpiece shield. Theft can be a problem here too, but an angry Zuth congregation is less likely to go to the authorities if robbed, and instead just find the thief themselves and play a game of hammer toss with said thief strapped to a spinning target!

Some of the temples have hidden chambers with tunnels, allowing any slaves they take in to hide safely from their former masters.

While the chief purpose of many temples is to make sure the crafts and ways are not lost to the next generation of dwarves, some Zuthians grumble at the pressure they feel from human governments that want to treat them as merchants with products to sell instead of priests. Human nobles demand fine vintages or insist on weapon commissions not aware that profit is not what the clerics seek. Human guilds push for taxes on dwarven goods. It would be enough to drive a Zuth worhsiper to drink, and this time for anger's sake.

The enemies they've made among slavers are also growing increasingly dangerous.

Holy Days and Celebrations
For the temple of Zuth, almost any good news is a welcome cause for a celebration. It's not as mindless as some would accuse. Zuth clergy, more than most in fact, are aware of the dangers of excess. They have no problem kicking someone out if he or she can't handle their spirits or they think they've had enough. There are fewer official holidays than Ardwal's temples have, but more overall when you count the unofficial.

Still, traditions do occur

Drik-zanhet - to an outsider, Drik-zanhet (From an old Dwarven phrase about truth in drink) would look like groups of dwarves getting utterly smashed for the entertainment of their fellows. In truth, it is a time of year where divination spells seem to work at their best, at least for the clerics of Zuth, as long as they're inebriated. On this day, the priests drink deeper even than normal, and in their stupors sputter portents and omens to those who seek knowledge. Some say, of late, the omens are more accurate and forthcoming than they've been in almost a century.

The Festival of Skilled Hands – One week out of the year, the temples of Zuth arrange a chance for young journeymen on the cusp of becoming masters to show their skill to the world. For many journeymen, this is the first time they've had support for their work beyond their place of work. Some find themselves declared masters of their craft and free to make their own living at their chosen profession. Furthermore, this is a time for old masters to seek out new apprentices by seeing which candidates are the most promising.

Aphorisms/Sayings
"Freedom is the right of all sober beings, drunk ones too"
"In drink there lays truth, or at least far more entertaining lies."
"True beauty flows not from the face but the hands."
"Steel used in slavery shows the weakness of the user, gold gained from slavery shows a tarnished soul"
"The least of your clients deserves the best of your craft, for the gods do not measure as mortals do and one cannot always know the blessed."
"Here's to a long life and a merry one
A quick death and an easy one
A pretty girl and an honest one
A cold beer and another one! "

Why is he acting now?
Zuth maybe somewhat unruly to his brother, but when push comes to shove, he recognizes Ardwal is rightful heir to the domain their sire and dam made. Zuth is not so much a god of freedom, as a divine who hates slavery, a subtle but distinct difference which means he recognizes his place in the hierarchy. When his brother commands, Zuth may snark, but he obeys.

Further, Zuth remembers the glorious treasures of Dammerhall, many were made under his inspiring flame. There are methods of smithing that have been lost and should be used again. There are great forges that have grown cold, and should be heated again.
And, perhaps, Zuth hears the clinking of chains down below, and feels his gorge rise.

THE HIGH CLANS
Tarnhammer- The Royal Line of the Dwarves, the heirs to Dammerhall. Though their fortunes have crumbled, they are still the High Clan all other clans bend knee to.
Diamondheart- An ancient clan, one of the oldest, that has sought and found glory even when it was on the losing side. They are said to be unrelenting.
Dragonbone- The youngest of the High Clans, and considered quite progressive, much to the dismay of traditionalist types.
Clan Goldrune- Rare among dwarven clans in that it, almost as a whole, embraces Arcane magics. While they serve with distinction the cause of their race, they are cliquish and trust their own first and foremost.
Clan Stonegate- A quiet clan of doers rather than talkers, the Stonegates may not stand out compared to more flamboyant clans, but they hold the line and get the job done.
...........
Some NPCs
(The Elders)
Eoin Diamondheart- Eion is the patriarch of Clan Diamondheart, and rather than growing more patient with age, he has grown more frustrated. He finds the conditions dwarves live in, and the loss of culture they face disgusting and firmly believes the race will lose all worth if they don't do something SOON.
Torel Dragonbone-Acting Patriarch of the Clan, often shares his authority with his wife, Nalbera (as is a Dragonbone custom). Torel has a brown beard shot with gray steaks. A firebrand in his younger days, Torel is now a voice of reason but indulgent of the exploits of the youth. He is friendliest to the idea of accepting aid from other goodly races but understands such help must be carefully scrutinized for strings.
Mysta Goldrune- Current Matriarch of Clan Goldrune, Mysta's age is hard to determine as she often keeps her features concealed under a dark hood embroidered with bright thread that is stitched skillfully in arcane patterns. She tends to keep her own counsel, much to the frustration of elders of other clans. She is more open to those of her own clan, and is known for sending them on side tasks that may make little rhyme or reason to those not initiated in the arcane.
Mygroth Stonegate- The modest patriarch of the Stonefort clan often only speaks when asked for his opinion, yet the heads of other clans would be surprised if they knew how many expeditions, ventures, and even intrigues he's been a part of. Mygroth knows some of his own clan frown on the latter, but he fears that soon, one way or another, the dwarves will need to be ready for the worse, possibly even the humans fully turning on them.
Varkal Tarnhammer- Ancient and withered, Varkal speaks with a raspy wheezing voice, yet that voice still has power. His royal blood means he could make claim to sit on the great throne of Dammerhall, if it should ever be found, but his age means he would not rule long and he knows this. Rather, he hopes some Tarnhammer of the younger generation might yet reclaim it so that Varkal could at least die knowing the dwarven people had hope and glory again.
(Other Dwarves Surface Side)

Dari Dragonbone- A 'tomboy' of a she-dwarf, Dari works as a weaponsmith, but she loves using them even more. Previously an adventurer, she's been spending time at the forge both to make a living, and stay close to her sickly father. She's known for enjoying a good spar with just about anyone, and boasts that each of the weapons she sells has been "personally tested". Most suspect that when her poor father finally expires, she'll leave and seek trouble out adventuring again.
Korum "Penny Pincher"- It's something of an open secret that Korum the Penny Pincher is up to his neck in shady dealings and doings. Smuggling, Theft, Protection, and Prostitution are just his mainstays. Considered an embarrassment to 'respectable dwarves' but he's also wealthy, connected, and very dangerous to cross.
Lok- A young dwarf boy, Lok is half starved, and is covered in rags. No Clan, and no hope, he has tried his hand at pickpocketing, with mixed results.
Niram Shadesteel- Of a lesser clan, Niram is a truly decent fellow and one of the few dwarves on the city watch. He's earned the respect of even most of his human peers, and many dwarves see him as a 'good fellow', but often his hands are tied and he is expected to enact human law over dwarven justice. As the two conflict more and more, Niram grows more visibly frustrated.
Relnar "Old Rel" Sweetore-The owner and bartender of the Lost Pick tavern. Gray haired (Where he still HAS hair) and missing an eye, Relnar is known for never watering down the drinks, and knowing just about everybody in Dwarftown.
Steola Stonegate- Though born of a high clan, and thus greatly desired as a wife, Steola has dedicated her life to offering what healing she can to the clanless and lost who can rarely afford it. While no cleric, she is said to have a near miraculous way with the sick and wounded. Much to her frustration, she is under increasing pressure from the clan elders to wed and she fears she can only defy them for so long.
Thoda the Silver voiced- The star attraction at the Lost Pick Tavern, Thoda's smokey voice and flirtations have many a dwarf lad sighing as he drowns his sorrows and watches her move across the stage. Even human men have been known to be taken with her. However, some slander her and call her strumpet, and she is savvy enough to know that her 'bad blood' will forever bar her from polite dwarven society.

(The Svirfneblin of Fasturvalt)
Iverna Already-Has-Your-Knife aka “Knivy Ivy”- While Ivy claims to have little love for the town, and indeed, is something of a pariah there, the rogue has latched onto the dwarves from above as a possible way to save it anyway. Bitter and jaded, she may yet become a better person for the new company she's keeping.
Gunther As-Certain-As-The-Stone- The late sheriff of Fasturvalt, Gunther was much loved by his men. He was slain by two mercenaries, but they were slain return and thus he is avenged.
Lord Geirni Geirison of House Geidne, He-Speaks-the-Truth-But-
Slowly
-The former leader of the local deep gnomes. He wasn't highly respected by those that knew him as he fell short of his father. That changed for many when he gave his life at the battle against the drow.
Miatha Always-A-Song-Follows- The owner of the Blue Bat, Miatha is one of the most beloved women in the town. A spell caster, bard, match maker and so much more, she is often consulted.
Harvald Held-the-Wall- Former Senior Deputy to the late Gunther and now sheriff. He's considered an honest and honorable fellow
Tammar Even-the-Stones-Listen- Master Stonemason and respected elder among the town. Tammar is proud, but he has much right to be.
Xath-Doesn't-Need-to-Look-Good-To-Get-The-Job-Done- A Deep gnome guard and deputy who has a truly huge wart on his nose.
Tisha-Turns-Her-Back-Not truly OF the village, if you ask her, Tisha is a druid cares not for people at all. She cares for the great caverns, the under nature, first and only.
Frelin-sits-in-back - Young male apprentice to Modnar, hopes to learn the secrets of the arcane...as long as he doesn't get called on too much.
Rigini-nose-to-the-stone- Young female apprentice to Modnar, always working hard to learn magic, but sometimes forgets to look up from her studies for little things like eating, sleeping, drow attacks, etc.
Luwida and Greip- Apprentice smiths and Acolytes to Zuth

(The Xan of the city of Xan)
Miku[B]- Miku, sometimes called Miku the hunter (though Xan don't eat fresh game) is a rarity among his people, far more interested in the world beyond their fungal city than he is within it. Recently saved by the goodly dwarves, he considers himself indebted to them and would gladly call them friends.
[B]The Alchemist-
Powerful regent for the city of Xan, but regent on whose behalf? While his telepathic tone is detached, he clearly does care for his people.
The Sage- The main source of knowledge at the college of dreams, this Xan is as almost as full of answers as he is questions.

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Rules of Conduct
1) Please post at least once a day, two if you can. If you go 24 hours without posting, I will bot your character, and while no malice is intended, I probably won't be as good at as you.
2) RL happens, and comes first. If you won't be able to access the internet for a few days, just let me know as soon as possible and it's good.
3) A lot on this is on the trust system. Many of you know the rules better than I do and I plan to utilize that. Thank you.
4) Please remember Paizo's guidelines on profanity and content.

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Hex Maps Here are some hex maps to look at thanks to Dolgrin