| Leafar the Lost |
Introduction: I am creating a new D&D campaign in order to destroy it. This campaign will be built using the old, 3.5 rules. When 4.0 comes around, I will convert it, and that is when the fun will begin. Because it is not fun now.
By the way, this so called "campaign" is just notes that I have jotted down when I am bored at work. Don't look for a lot of order here. I would love to have feedback, however, and ideas. Feel free to give constructive critism...or just be critically constructive...
How will I explain the sudden change of the town's gnomish bartender?
Remember, gnomes are great with alchemy, and this guy makes a very good mug of ale. Emo (thats his nickname) loves making drinks and telling stories at his tavern, which is simply called the Towan Tavern. His family was one of the originally settlers.
The Tiefling and the Gnome: in 4th Edition, the Tiefling is becoming a PC, and the Gnome is becoming a monster. I suppose a Tiefling will take over the Towan Tavern. How appropriate...I do like the cartoon on the D&D web site.
Current year: 334 N.A. (New Age)
World name: Raeth (has someone all ready made this up?)
Sun: just one (the sun god is named Ralos)
Moon: one great moon (the moon goddess is named Lunra), it orbits the world 13 times in a year, and three lesser moons.
Calender: it has 13 months; each month is 28 days long. I haven't given names to the months yet, but just use the "Earth" ones for now. Do the math...364 days in a year...
Days of the Week: here is the transation from Earth to Raeth...
Monday......Moonsday
Tuesday.....Landsday
Wednesday...Windsday
Thursday....Seasday
Friday......Firesday
Saturday....Starsday
Sunday......Ralosday
Map: none for now. Towan is located by the banks of a raging river, which flows from north to south. It runs into a grand sea (a few hundred leagues away) and the magical city of Sortilege is located at the river's mouth. The town has less than 1,000 souls, and a few soulless folks live there too.
More later...how will I kill all the gnomes?
| Kobold Catgirl |
I suggest making gnomes go out with a bang (not literally). make all the players remember it. Perhaps even make it into an adventure in which the gnomes learn something another guy wants to keep hidden. So he sabotages something the gnomes are creating, and the PCs arrive too late to save the gnomes, and can only watch a well-known race obliterated off the face of the world by one man. Sure, there are a few gnomes left, but they won't last long.
| Leafar the Lost |
A curse or a plague. First, only a few gnomes in a small area drop dead, but soon it gets widespread enough that it threatens to wipe the entire race out.
I liked all of the ideas of how the gnomes get killed and become monsters. I will also need to figure out a good way to make Tieflings PC's, but that is an easy fix. I like the plague idea, but I also want to include something that makes most of them blow up. Imagine Emo making you an ale, and he suddenly explodes. YES! Or a gnomish, female bard on stage somewhere singing, and she bursts into flames! YES! Good times...
By the way, I got the current game year (334 N.A.) by dividing 6/2008. That is the date of D&D 4.0. If you want to be an a-hole, then the exact number is 334.666 to infinity...interesting...on the sixth month, of the sixth day, of the sixth hour, all gnomes on the world of Raeth exploded...AHHHHHHHHHHHHHHHHHH!!!
Too much fun...more later...
| Barrow Wight |
Monte Cook's book (When the Sky Falls) about meteors hitting the game world was really cool. They give you three types of "heavenly bodies" to impact your world with (natural, magical, and this other one that has the essence of a destroyed race in it with feats and prestige classes) that I can't wait to bomb my PCs with. You can get a PDF really cheap, or just buy the book - it's a softcover as it is.
http://www.montecook.com/mpress_Sky.html
| Leafar the Lost |
Monte Cook's book (When the Sky Falls) about meteors hitting the game world was really cool. They give you three types of "heavenly bodies" to impact your world with (natural, magical, and this other one that has the essence of a destroyed race in it with feats and prestige classes) that I can't wait to bomb my PCs with. You can get a PDF really cheap, or just buy the book - it's a softcover as it is.
http://www.montecook.com/mpress_Sky.html
In the Town of Towan, Monte the Cook works in the Towan Tavern. He has worked there since the tavern opened, which is about 300 years. He looks human (see picture of Monte Cook) but obviously he is not. No one questions him about it, for two reasons:
a) he will not answer any questions about himself.
b) his cooking is so good that no one cares.
Monte is never seen out of the kitchen. He cooks all day, and he prepares the next day's meals all night. Emo, the bartender, knows his secret, but he will not talk about it either. Also, Emo is set to explode in about 4 months...
Larry Lichman
Owner - Johnny Scott Comics and Games
|
How about this:
Gnomes are great alchemists and inventors for a very good reason: They themselves are the product of an alchemical reaction millenia ago that created their race.
Garl Glittergold, a young dwarf at the time, decided to take a different tack at smithing mithral. This process included the use of alchemist's fire as a reagent, to help make the fires burn hotter for short periods of time, which, in theory, would heat the mithral quicker, and produce a finer edge on weapons made from it.
The process was a success! Garl became the most prolific mithralsmith among the dwarves. To keep up with demand, Garl brought in a plethora of assistants to assist him in using this process. Over the centuries, however, Garl and his helpers began to change. The chemical reaction of alchmist's fire combined with raw mithral did something to their genetic structure, stunting the growth of the dwarves and changing their appearance to something...else.
In addition to physical changes, the chemical reaction also affected their minds, enhancing their curiosity and desire, while suppressing the cautious nature typical of dwarves.
As the differences in personality and appearance manifested themselves, dwarven society began to look at Garl and his clan differently. Almost to the point of shunning them.
Forced to rely on themselves, Garl's clan began to invent their own mechanisms to create their own society. Calling themselves Gnomes after the ignominious way they were treated by their brethren. Over time, the gnomish traits were passed on to each subsequent generation of Garl's clan of gnomes, resulting in the race we know as gnomes today.
Such has it been for recorded memory.
Now, something has happened. A sorceror, wronged years ago by a clan of gnomes, has discovered a secret of gnomish anatomy. A tie to the alchemist's fire and mithral that created the race so many years ago. This sorceror's life's mission has been to find a way to eliminate the gnomish race by finding a reagent or spell that will cause the alchemist's fire within each gnome to erupt, causing gnomish genocide across the face of the world. Rumor has it, this sorceror is very close to success...
| Leafar the Lost |
How about this:
Gnomes are great alchemists and inventors for a very good reason: They themselves are the product of an alchemical reaction millenia ago that created their race.
Garl Glittergold, a young dwarf at the time, decided to take a different tack at smithing mithral. This process included the use of alchemist's fire as a reagent, to help make the fires burn hotter for short periods of time, which, in theory, would heat the mithral quicker, and produce a finer edge on weapons made from it.
The process was a success! Garl became the most prolific mithralsmith among the dwarves. To keep up with demand, Garl brought in a plethora of assistants to assist him in using this process. Over the centuries, however, Garl and his helpers began to change. The chemical reaction of alchmist's fire combined with raw mithral did something to their genetic structure, stunting the growth of the dwarves and changing their appearance to something...else.
In addition to physical changes, the chemical reaction also affected their minds, enhancing their curiosity and desire, while suppressing the cautious nature typical of dwarves.
As the differences in personality and appearance manifested themselves, dwarven society began to look at Garl and his clan differently. Almost to the point of shunning them.
Forced to rely on themselves, Garl's clan began to invent their own mechanisms to create their own society. Calling themselves Gnomes after the ignominious way they were treated by their brethren. Over time, the gnomish traits were passed on to each subsequent generation of Garl's clan of gnomes, resulting in the race we know as gnomes today.
Such has it been for recorded memory.
Now, something has happened. A sorceror, wronged years ago by a clan of gnomes, has discovered a secret of gnomish anatomy. A tie to the alchemist's fire and mithral that created the race so many years ago. This sorceror's life's mission has been to find a way to eliminate the gnomish race by finding a reagent or...
First, I liked this response about Gnomes. It is very well written and interesting. It explains their future explosions very well.
Second, here is the calendar I am using. There is a brief explanation. I still have questions. What was the Breaking? Who was Egasa? Who were the Angean traders? More later...maybe I will write up some gods, because a few of them will die (explode) too...
The Common Calendar
It was written by the sage Egasa after the Breaking and the beginning of the New Age. She based it on the trials that every mortal faces in their lives. It uses the Gray Moon (Lunra). The year is 364 days. Each month is 28 days long, each week is 7 days long, and each month has 4 weeks. The full moon of Lunra is on the 14th and 15th. The first day of spring is the beginning of the New Year.
The 13 Months of the Year
# Name, Days, Seasons (every 91 days) Portfolio
1) Dawning, 28, Spring, Beginnings
2) Lore, 56, Spring, Knowledge
3) Scour, 84, Spring, Travel
4) Craft, 112, Summer 7th (91), Work
5) Ardor, 140, Summer, Love
6) Union, 168, Summer, Autumn 14th(182),Marriage
7) Haven, 196, Autumn, Home
8) Scion, 224, Autumn, Children
9) Docent, 252, Autumn,Winter 21st (273),Teaching
10) Kindred, 280, Winter, Family
11) Repose, 308, Winter, Retirement
12) Fate, 336, Winter, Judgment
13) Passing, 364, Winter, (364) Death/Change
| Leafar the Lost |
Here are some of the deities of T&T. Remember, when the D&D 4.0 (or the Apocolypse) all of this will change. This list will grow, I assure you of that...and it will be in alphabetical order...one day...
Dogon: God of Destruction
Domains: evil, destruction, war
AL: any evil
Symbol: broken sword
Favored Weapon: none
He was a god who was imprisoned by the other gods until the end of time for trying to destroy all things. He is imprisoned in his own plane of existence (Domain of Dogon). He has been trying to break free since the Dawn of Time. He can communicate to his followers through dreams, and they say that one day he will be freed. On that day all life, as we know it, will be destroyed...
Dwaros-god of the dwarves and weaponry
Domains: law, war, protection, creation
AL: LN, N
Symbol: gray sword
Favored Weapon: any sword
On Raeth he appears as a grim, muscular, gray haired and bearded dwarf. He is always seen wearing dull-gray chainmail with helmet, and a very large sword and scabbard straped to this back. The name of the sword is Grimweld.
His followers are Dwarves and anyone who loves to make weapons.
According to myth Dwaros craved Dwarves out of stone, and breathed life into him. In other stories, Dwaros altered an early tribe of Men into his own image. Dwaros taught the Dwarves the art of making weapons, which they used in the First War. After the Tearing, the surving Dwarves built craved a mountain into the image of Dwaros, which they named after him. It can be considered the largest temple in the known world.
Gnosa: goddess of song
AL: NG, N
Domains: good, travel, song, gnome
Symbol: a golden harp
Favored Weapon: none
On Raeth she appears as a plump, Gnomish woman with white hair and blue eyes. She wears very colorful robes and carries her golden harp at all times. Her followers are Gnomes and bards.
She is the twin sister of Dwaros. Their father is the earth-god Hetar. She once considered herself a dwarf, but she grew distant to her brother's constant obession with weapons and fighting. She wanted sing, play, tell stories, and make magic.
She left her brother, and a clan of dwarves followed her. They soon named themselves Gnomes, after her, and they became very different from Dwarves. Gnosa placed a part of her own magic into them, and the gnomes passed down that magic to their children.
| Leafar the Lost |
A few more gods...I am about to teleport out of here...
Ralos: god of the sun
Domains: good, sun, law
AL: LG,NG, N
Symbol: radiating sun
Favored Weapon: spear
On Raeth he appears as a handsome, middle-aged man with long, gray hair, golden skin. He wears gold colored robes. He carries the Sun-Spear, which he sometimes loans out to deserving mortals.
Ralos is one of the most widely worshipped deities on Raeth. In the southern regions he is a major deity, but in the north he is less known. The warmer the better for Ralos. His clerics hate the undead, and they enjoy burning them "alive" with the Fire of Ralos.
He is either the wife or brother of Lunra. Maybe both (yuck).
Lunra: goddess of the Great Moon
Domains: moon, time, balance
AL: N
Symbol: gray circle
Favored Weapon: mace
On Raeth she appears as a beautiful, middle-aged woman with long, silver hair, pale skin and gray robes. She always carries her "Moon-Mace" and she enjoys using it. She will loan it out to deserving women.
Lunra is primarily worshipped by women, lycantropes (long story there) and lunatics. The Lunatics are an actual organization that go crazy during the full moon. There is a story about why the lycantropes turn during the full moon, but you will have to wait for it...because I haven't really thought about it until now...
According to myth the three lesser moons are her children, and Ralos is the father (they will be named later). In ancient times she was secondary to Ralos, but in our "modern" times she is considered his equal. In many regions she is the major deity, and Ralos a minor one.
Gnomes continued:
Here is a clue to the eventual demise of 90% (or more) of the Gnomes on Raeth in June 2008. Remember, when that clan of Dwarves followed Gnosa and renamed themselves "Gnomes", she personally put a part of her magic into them, which explains their spell-like abilities (you can add the Magic domain to her portfolio).
Therefore, the Gnomes of Raeth are very much linked to Gnosa, more than the Dwarves are linked to Dwaros. Ponder that for four (or less) months...until the Apocolypse...
| Leafar the Lost |
Continents:
The name of the continent that Towan is located on is Denalon. It is very large, and Towan is near the center of it. If I had to make a rough comparison, it is a little largest than Asia and Europe put together. Maybe.
The Romaran Empire: 1,000 years before the Breaking, a blacksmith named Romar was approached by twelve people (six men and six women) who claimed to be gods. They didn't look like gods to Romar; in fact, they looked more like ghosts, because he could see through him. However, he listened to what they had to say.
With their help, Romar created armor that could not be damaged. He created a sword that could cut through anything. He became stronger, faster, healthier, and smarter than any other human on Raeth. With these gifts he was able to raise the largest army known to Men, and he created an empire.
He was the first emperor of Romara, and it lasted for over a thousand years. The Breaking of the world was so named because of what happened at the imperial capital of Romareth. The Temple of the Twelve had broken. The twelve statues of their gods had their heads broken off. Something greater than the twelve Romaran gods had destroyed them.
The Romaran Empire fell, and that event started the Breaking of Raeth. 334 years later something worse is coming...in June 2008!
“ A great civilization is not conquered from without until it is destroyed from within. ”
—W. Durant
| Leafar the Lost |
The Latrommi:
They are a group of mysterious individuals who share several characteristics. First, they are immortal. Some of the have lived in the same communities for centuries; most of them travel across Raeth
Second, they are experts in something. They devote themselves to doing one thing better than anyone else. You could say they are all high level Experts. Third, they do not appear to ever sleep. Here are just a few of them:
Monte the Cook: he has all ready been described in previuos posts.
Gygax the Grey: He appears as a old man with gray hair, beard, and robes. Gygax uses an old, walking stick for support, and a dog (looks like a greyhound) travels with them. He calls the male dog "Dog".
Gygax's obsession is playing games. He travels to gamehalls all across the world. He will play any type of game, but his favorite is called "Wizards & Warriors". It uses dice and miniatures. So far, only one man has ever beaten him, another Latrommi named Arneson the Black.
Richard the Baker: He looks like a heavy set middle aged human with short, dark, graying hair and beard, and glasses. He has his own bake shop in Towan called "The Bloody Baker". Baker bakes the best pies and muffins in the world. He never leaves his shop. He sells the food all day, and he bakes all night. He seems like a nice person.
Arneson the Black: he appears as a middle-aged human with short, black hair and beard, glasses, and he wears black robes. Like Gygax, he enjoys playing games, but he is fair more serious about it. Gygax is angry at Arneson for something that happened in ancient times, but they never speak about it.
Leafar the Lost: he appears as a middle-aged human in blue, hooded robes. His eyes are always covered. He is perpetually lost; he seems unable to follow directions of any kind. However, he is very intelligent and knowledgable on a variety of subjects. He speaks every known language, and a few unknown ones too.
Mohan the Mad: he appears as a pale, middle aged man with short, white hair. His only speciality is that he is completely, utterly mad. In other words, his cheese has fallen off his cracker. He babbles about a world called "Earth" and a game called "Dungeons and Dragons". Mohan also talks about things like television, computers, and other Earth subjects that the inhabitants of Raeth have no idea about. He can usually be found screaming in an asylum, prison, or street corner. corner. "It's a cookbook!"
All of the Latrommi come from the same place, but they have sworn an oath to never talk about it. A few of them have forgotten where they originally came from. A few, like Mohan, are not to be believed.
| Leafar the Lost |
Here is one of the the nations of Raeth...more later...
The Slave-State of Slavicsek
Ruler: Tsar William Slavicsek VIII
Capital: Libhol (LI-BALL)
Gov't: Tyranny
Location: northern Denalon
Shortly after the Breaking, Senator Slavicsek took his family, soldiers, and slaves to a bleak land north of the Romaran Empire. There he created his own harsh, bleak nation than he named after himself. He declared himself the Tsar of Slavicsek.
Currently, Tsar William Slavicsek VIII rules the land, and he is the harshest ruler ever. He does not think he is cruel at all. The Tsar tells his people that he is just doing his job, and they should just relax. One of his favorite punishments is impalement, and he has been known to impale thousands of people just to prove a point.
Slavery is legal there, and the majority of the citizens are slaves. 85% of the people (mostly human) are slaves; 10% belong in the military; 5% are either slave owners and/or royalty. If you own a business there, then you own at least one slave. There are few "slaveless" people allowed; either you own a slave, or you are a slave, or you are a member of the military...or you are a traveling, player character.
In appearance Tsar Slavicsek VIII is a middle-aged human with balding red hair and goetee. He likes wearing flashing clothing, with red being his favorite color. He often tells jokes that are not funny, but his subjects are too afraid not to laugh.
The Kingdom of Kestrel
Ruler: Queen Gwendolyn Kestrel XI
Capital: Cordell
Gov't: monarchy
Location: eastern Denalon
It is a beautiful, sparkling kingdom on the eastern coast of Denalon. It has one of the largest fleets in the world, and they have become very wealthy...
Queen Kestrel is very intelligent and beautiful, but she has a bad temper. So far she is on her 8th husband...the pervious seven died mysteriously...more later...
| Leafar the Lost |
Brennen the Betrayer:
During the Romaran Empire, every citizen had to worship the Twelve Gods. It was more of a formality, because the emperor said you could also worship your own gods. However, Palas refused, because he believed that people should have the right to worship or not worship the gods. He also believe that the Twelve were false gods.
Palas wrote a letter to the emperor stating that, and he was immeaditely given a death sentence. He hid in the imperial capital of Romareth, and he hoped that he spread his messege to all of the citizens before he was executed. His god, Ralos, told him in a dream that it was his destiny to die for his beliefs.
Brennen was one of the Twelve Paladins who followed the prophet Palas 1,000 years ago. He betrayed Palas to the High Priest of the Twelve Gods for 30 pieces of gold. In exchange, he had to led them to his hiding place.
The High Priest asked Brennen, "How will we know if this man truly is Palas?"
"I will knock on the door and call out his name. When he comes outside you will know it is him. He trusts me."
Brennen waited until midnight, and then he led the soldiers to the house where Palas was staying. He knocked on the door and called out for Palas.
"Palas, please come outside. I need you." Brennen said.
When Palas came outside, the soldiers grabbed him. He did not resist them. Before they took him away, Palas kissed Brennen on his cheek and said, "You have betrayed my trust for 30 pieces gold. I pray that you may find peace, my friend."
Those words drove Brennen insane, and he hung himself that night. However, he did not die. The kiss from Palas gave Brennen immorality, and he would not die until he finds peace. For a thousand years he has wandered looking for it.
Will he find it on June 2008, when the world of Raeth ends? Stay tuned!!! How cheesy...
| Leafar the Lost |
I suggest making gnomes go out with a bang (not literally). make all the players remember it. Perhaps even make it into an adventure in which the gnomes learn something another guy wants to keep hidden. So he sabotages something the gnomes are creating, and the PCs arrive too late to save the gnomes, and can only watch a well-known race obliterated off the face of the world by one man. Sure, there are a few gnomes left, but they won't last long.
The gnomes will go out with a bang...literally. I also want to do something with Kobolds. I have always liked them, and I felt that they were not used properly. Afterall, they are related to dragons. Just because they are small doesn't mean they can't be powerful. In my campaign, Kobolds kick a$$! They are all at least 1st level Sorcerers. Do not underestimate them. I did once and it took forever for my hair to grow back...
Dragonborn: I know in the 4th edition there will be Dragonborn PC's, but they do exist 3.5 too. In my current campaign, they are around, but it is rare in the west. In the east, they are more common.
A quick note on continents...Towan is located on Denalon, which is a large continent in the west. In the far east, Dragonborn come from a large continent called Nogarda; their nation is called Radagon. Over there they are very common, and humans are very rare. They have an oriental feel to them.
When everything goes to hell in June 2008 (I should be paid for plugging it so much) there will be a reason why more of them go to the west. Probably a war or something...
Planetouched: Aasimars and Tieflings...
I have read the files, and Aasimars are going away in 4th edition. The two races are very rare in my 3.5 campaign. They mostly live in large cities (like Cordell or Sortilege). However, ever since the Breaking Aasimar have been leaving Raeth for other worlds. Tieflings, however, have been growing in number.
One theory is that the world of Raeth has been growing more chaotic since the Breaking, and Aasimar cannot stand disorder for long. Another reason is that Aasimar have lost the ability to reproduce, and as they die out they are not being replaced.
Whatever the cause, they are leaving Raeth, and they will be replaced by something else...by the way, Death to the Gnomes!
| Leafar the Lost |
Half-Orcs: I am being told by my producer that 1/2 Orcs will not be in the new, D&D 4.0. They will be presented later in DDI, FOR AN ADDITIONAL FEE???
No.
Therefore, when my T&T campaign changes from 3.5 to 4.0, how will I explain the sudden disappearance of the Half-Orcs?
Currently, they are called Horcans. Throughout history Orcs have been sold into slavery by other Orcs. The Empire of Romara used them, as did pervious empires, to build their cities. These Orcs were given human women to mate with, and the natural result were Half-Orcs. Centuries passed, and the Half-Orcs were a unique class. They were higher in status than Orcs, but still considered less than human by the Imperium. They called themselve Horcans.
Finally, there was a great Orcish revolt, led by the Horcans. They escaped into the Grand Plains west of Towan. The Orcs, due to their light sensitivity, went to live underground, while the Horcans remained above ground. Today they live a wild, nomadic life hunting Bison on the grassy plains.
Now, what will destroy them?
I would have to go with a plague for this one. I do not want all of the Horcans wiped out, but a plague will greatly reduce their numbers. It would explain why the Horcans have suddenly disappeared. I like 1/2 Orcs, so I don't want them to explode like the much hated Gnomes (I can't wait for June 2008).
I am hoping that someone with DDI, since I refuse to pay for it, will send me the information for 1/2 Orc player characters. I officially call for a boycott of DDI, expect for that one person.
| Leafar the Lost |
Hear hear!
I agree. I call on all of my gamer brothers and sisters to boycott the abomination that they call "DDI", which should stand for the...
Death
Dungeon
Inquisition
...or something like that.
BOYCOTT DDI! Okay...next...
Halflings:
In my campaign, they are an interesting and underestimatated race. I call them Midlings, and one of their largest communities is called Midwood. It is about 50 leagues south of Towan.
One of their traditions is called the Wandering. Every young Midling must leave their home and travel the world. Because they must survive on their own, most of them become thieves (Rogues) in order to stay alive. According to their culture, it is not wrong to steal from non-Halflings.
They also do other Rogue-like jobs/classes, like Scouts, Bards, Sneaks, Pirates, Spies, etc.
After about 20 years, the Midling returns to their home to retire, and begin their second profession. That is when they settle down, get married, have children, and take it easy.
In game terms, a Midling community is small (only a few hundred) but most of them are at least 20th level (or more) Rogues. You also have to add in all of the magical items they have taken over the centuries, which includes several very powerful artifacts. The Romaran Empire once sent in a legion of 10,000 men to take over Midwood; they all disappeared.
Midlings are very friendly, but if they are threatened they can become unfriendly very quickly
I don't expect 4.0 to change them too much, but you never know.
| Leafar the Lost |
The Town of Towan (T&T) is copyrighted material...
Dwarves: a few thoughts on them...
According to myth, Dwaros was the son of the Earth God Hetar. His sister was Gnosa. He created Dwarves out of stone, and he commanded them to build stone temples in his honor. The Dwarves became very good at building things, like cities; they turned a mountain into a city (Mt. Hetar).
Dwarves and Goblins are related in some way. Their feud goes back a long way. Orcs want to take over the territory from the Dwarves. Giants have hated the Dwarves since the Dawn of Time, when Dwaros slew their goddess Gia. Giants were born from her blood.
One of the largest Dwarven nations is Myrriden, which is located in northern Denalon. It is built within the Norian Mountains. They are constantly on guard from attack. Giants attack them from the north; Goblins attack them from the south; and Orcs attack them from underground. The Orcs and the Undra (more on them later) have nations underground. They hate each other, but they hate the Dwarves even more.
Dwaros is their main god, but they also like Remmah (a god that blacksmiths and weapon makers worship) and Linva (a goddess of Dwarven marriage and love). They hate Giants, Goblins, and Orcs. They dislike Horcans, Gnomes, and Elves. They tend to be indifferent to the other races. They really like dragons and their kin, especially the Metallic kind.
I don’t expect too many changes with the Dwarves in 4th edition.