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Sabrak-Olar Player's Guide

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1: The Cracked World

……….. 1

The Known Lands………... 3

Races of the Sabrak-Olar……… 3

Map of the World………... 5

Regions……….. 7

Cosmology………. 17

Languages of the Sabrak-Olar ………... 21

Dwarven Words………. 22 Dwarven Lore………. 26 Dwarven Faiths………... 27 Morndinsamman……….... 27 Muamman……….. 31 Laduguer……… 31 Flandal Steelskin……….... 32 Archomentals………. 32

Pantheon of the Skuld ………... 34

Aura-Olara……….. 36 Recorded History………... 37

2: Dwarven Races

……… 43 Azer……….... 45 Badlands Dwarf……….. 47 Desert Dwarf……….. 49 Duergar……….. 51 Gully Dwarf………. 53 High Dwarf………. 55 Hill Dwarf………... 57 Magma Dwarf………. 59 Mul………. 61

3: Character Options

………. 63 Character Feats……….. 65

Channel Divinity Options………... 69

Fire Domain……….... 76

Backgrounds……….. 77

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Sabrak-Olar

, the Cracked World… Welcome to a land of death and

struggle, a world once filled with glory and wonder, that has now reached the slow decay of the end of days.

In the ages gone by the dwarves once built a mighty empire upon this world. A seat of power that rivaled that of any across the planes, but those days of majesty have now vanished, for the elemental chaos itself now seeks to devour this once bountiful land…

This is the campaign setting of Sabrak-Olar. It is a harsh setting. One where hardship comes readily, and death is often not far behind. Evil forces from within the elemental chaos and beyond vie for control of this doomed world, eager to stake their individual claims upon the land before it is torn asunder and fragmented into the elemental chaos’s churning maelstrom.

However, as the sun sets upon the Sabrak-Olar, heroes may still rise. The dwarves are a stubborn and fierce race, and they will not go quietly into the night.

Ancient legend tells that the dwarves were not native to this world, and instead migrated here from another. Many believe the time has come to make such a journey again… and that a road to salvation has already been mapped, though the heart of the great mountain, the Rrin-Morndin!

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For thousands of years the dwarves have ranged across the vast landscape of the Sabrak-Olar. Their monuments and cities stand in nearly every corner of this dying world. Kingdoms have risen and fallen, and great wars of renowned legend have been waged over control of the known world’s many rich territories.

As the Sabrak-Olar’s end

approaches, the Dwarves have arranged themselves into what very well may be the land’s last great Dwarven powers. The dwarves are not the only races within the Sabrak-Olar, however. Beings of all sorts, often few in number, are present none-the-less. Some have joined the dwarves in their common cause of furthering civilization, while others hide in the shadows, cursing the dwarves and their allies, envious of what their hammers and forges have built.

Races in the

Sabrak-Olar

Deva

Legend tells that deva appear in the Sabrak-Olar during times of great strife. Many believe they are the harbingers of civil war, though having a deva on one’s side is considered good luck.

Dragonborn

The “dragonmen” as they are often referred to are a rare occurrence in the Sabrak-Olar. Dwarven lore mentions brief encounters with them in the

deepest woods and most remote valleys. The few who make their way to the

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civilized regions of the world are looked upon with suspicion and fear.

Drow

Deep dwarven miners often encounter these vile, dark-skinned elves. They are considered a curse upon those who driven by greed, dig too deep into the earth.

Dwarves

As the most numerous race of people in the Sabrak-Olar, the dwarves present a unified force that none of the other races can match. Many have a sense of entitlement over the world, feeling that in the ages gone by Moradin himself led the dwarves here, granting them this world as their own.

Eladrin & Elves

Most of the Sabrak-Olar’s vast woods contain small, dispersed populations of eladrin and elves, especially in the northern regions. The dwarves have a cold respect for the elves, due to their love of history.

Halflings

Small numbers of halflings are known to exist along the Glorinorem peninsula. Most of them are primitive and nomadic in nature, working only with stone tools are surviving in small clans of hunters and gatherers.

Humans

As the second most populous race in the Sabrak-Olar, humans occupy almost all the same regions as the dwarves, though most humans are concentrated in the regions around the great Skuld desert, an area where an ancient human empire once stood.

Tieflings

A very small number of tieflings exist within the kingdom of Amenthok, usually serving as advisors to the Magma Dwarves and Azers that dominate the region.

Gnomes

Plentiful gnome populations range across the forests of Millusvudd,

Gwenifen, and Tiamtyn. Their skill with alchemy and simple craftsmanship has made them into strong trading partners with the Dwarves.

Giants

The ruins of numerous giant kingdoms litter the mountains of Donnarent and Kuldar-Sonn, crushed and destroyed ages ago by the conquering dwarven masses. The few giant tribes that still remain stay hidden, striking out only when they believe the advantage is clearly theirs.

Goblins

Savage and brutal goblin tribes live like vermin in most of the Sabrak-Olar’s many mountain ranges and foothills. Occasionally they form into larger raiding parties, striking out at weaker dwarven towns and villages, but generally their numbers are kept in check.

Orcs

Marauding orc tribes range across the northern reaches of The Skuld, often preying upon the many caravans criss-crossing the scorched land. In especially dry times they have been known to push much farther beyond their normal territories.

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Regions

Amenthok

Located on Sabrak-Olar’s north-eastern continent, the region of Amenthok is a rich, powerful, industrialized area. Several extended clans of magma dwarves and azers rule over the entire region. Their cities here may not be as old as many of the other dwarven strongholds, but their adept skill with craftsmanship and

construction has given them one of the strongest bastions of economic might across the Sabrak-Olar.

The western half of Amenthok is covered by a dense, volcanic mountain range, providing a perfect home for the magma dwarves and azers. Many of their deepest forges and smelters are fueled by the raw heat of active lava flows, allowing for the production of a wide variety of highly tempered

alloys. Amenthok steel is known across the Sabrak-Olar as the best steel one can acquire.

The slowly dying nature of the world, however, has not been kind to Amenthok. Several elemental rifts have opened deep within the mountains, triggering earthquakes and unexpected volcanic eruptions. Rumors of vile demons and other elemental evils slipping through these rifts are also rampant.

The magma dwarves and azers, who’s ancestors came from the

elemental chaos, are less fearful of the coming cataclysm than many other dwarfs. They are saddened by the chaos that is being wrought upon the cities and strongholds, but they believe that their history has proven that their people have it within themselves to overcome any elemental obstacle, and as such, a sense of hope and determination is prevalent throughout much of the region.

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Alna: This port city serves as one of Amenthok’s chief export center. Processed ores and metals from numerous mines find their way to Alna before being shipped to other dwarven cities throughout the Sabrak-Olar.

Bazsonn-Krak: The capital of Amenthok, this vast magma dwarf stronghold stretches deep beneath the surrounding mountain range. Some say the passages below lead all the way down to the elemental chaos itself, though it has been many generations since any magma dwarf or azer made such a journey.

Caurakis: Located at the base of an active volcano, this large industrial city produces much of Amenthok’s fabled alloys, as well as some of the regions most highly prized weapons and armor.

Donnarent

One of the oldest regions in the Sabrak-Olar’s, Donnarent is believed to be the first place within this world that dwarves set foot. Dead mines and abandoned earthworks litter the mountainous countryside, a testament to the region’s extensive history of dwarven

occupation.

As of late, a rash of orc invasions have plagued the eastern half of

Donnarent, stifling trade with the other dwarven kingdoms. The impact of the elemental chaos upon Donnarent has also been harsh. Several hoards of demon armies are rumored to be lurking in remote valleys, protected by near constant elemental storms.

Elak-Gyth: As the last great mine in the region, the Donnarent leadership has made Elak-Gyth’s protection one of their chief priorities. Numerous

dwarven garrisons surround the mine, ever vigilant against outside enemies. Hirg: The church of Muamman has established a strong presence in this city, making it stand apart from the rest of Donnarent as one of the few places where hope can still be found.

Khordal-Duum: No longer the city of splendor it once was, the mighty capital of Donnarent has been reduced to an impoverished city of displaced miners, aging soldiers, and starving beggars.

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Glorinorem

A long, mountainous peninsula,

Glorinorem is only sparsely populated. Virtually all of the dwarves that live in this region make their homes in one of the several coastal cities.

The interior mountains are treacherous to even the most hearty of dwarves, due to the many tropical storms that blow across the peninsula throughout much of the year. As the impact of the elemental chaos upon the Sabrak-Olar has grown more intense, so has the frequency and strength of these storms.

Several gully dwarf clans have however braved the interior mountains, using their arcanist skills to protect themselves from the pummeling storms. Badlands dwarves from the north have also been known to seek out riches here, seeing the known dangers are merely a challenge to be overcome.

Lur-Bek: A seedy, and bustling port city, this coastal dwarven town is the stopping point for those attempting to run the nearby straights. Navigating the straights is no easy task, but the several hundred miles of travel distance that is saved by short-circuiting the peninsula has tempted many a captain.

Ras-Norem: Another port city, this hill dwarf outpost is the largest city on the peninsula. Numerous ships from Amenthok and Millusvudd make port here before setting out for The Skuld and Donnarent, and vice-versa.

Gwenifen

The densely forested region of

Gwenifenn is home to the gully dwarves, as well as many small pockets of

gnomes, elves, and eladrin. Roving bands of cyclops and other evil fey creatures are also known to occupy the region.

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The trees of the Gwenifen forests are said to be the oldest in all of the Sabrak-Olar, allowing the gully dwarves to provide some of the finest and strongest wood for the many dwarf workshops across world. Even then, however, the gully dwarves make a point of charging exorbitant prices for their wood, ensuring that any tree they cut down is put to the most esteemed of uses.

Flanlodel: Ancient coal mines extend deep beneath this city, which the gully dwarves mine extensively. Much of the mining is overseen by the church of Flandal Steelskin, ensuring that only the best coal is prepared for shipment to distant dwarven forges.

Gully-Vudd: Build amongst the trees themselves, the largest city in Gwenifen is home to nearly an equal number of both gnomes and gully dwarves. Recently an elemental rift expelled a pair of twin demons of fire and ash into the heart of the city. The Gully-Vudd army took heavy losses in driving the intruders from the city,

leaving a path of destruction in the process. If will be many generations, if ever, before the trees of the city fully recover.

Kuldar-Sonn

Known as the land of the axe, the harsh region of Kuldar-Sonn is home to the fearless and primal badlands dwarves. The towering, snow-capped mountains along Kuldar-Sonn’s eastern shore are considered to be the least-tamed mountains in all of the Sabrak-Olar, but that has not kept the badlands dwarves from staking their claim to them.

The thick pine forests of Kuldar-Sonn serve as the winter home for many of the dwarves in this region, however come spring, as the mountain passes begin to open, many of the badlands dwarves head east, seeking adventure and fortune in the towering coastal mountains.

Ori-Runedar: The largest city in the mountains of Kuldar-Sonn, Ori-Runedar is one of the few stronghold peaks that remains heavily occupied all

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year round. Some of the Sabrak-Olar’s most fabulous gems have been found in the mines deep below this nearly frozen city.

Qu-Far: Built upon the ruins of an ancient giant citadel, the capital city of Qu-Far has become a bustling,

rambunctious city, rife with ale, women, and duals. Many experienced dwarven

warriors have flocked to Qu-Far, eager to prove their worth by doing battle against the every growing population of elemental creatures that have steadily been flooding into the vast Kuldar-Sonn woods.

Nal-Oak: This ancient badlands dwarf necropolis is now only visited by the bravest of souls. Rumors persist that

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some form of vile undeath has laid claim to the decrepit city, and is intent on maintaining its grip over the many tombs and barrows that make up Nal-Oak.

Nora-Norem: Mithril mined in the Kuldar-Sonn mountains is brought down to this city before being shipped off to the forges and workshops of neighboring Amenthok.

Millusvudd

This sprawling, dense forest region stretches along the eastern edge of the Sabrak-Olar’s north-eastern continent. Known as the thousand-mile wood, it is home to several hill dwarf and gully

dwarf clans, as well as a few wild bands of primitive elves and eladrin.

The region is broken up by several large bays that provide excellent fishing, though there have been reports of strange and dangerous elemental beings being sighted within the bays’ deep, cool waters. Many ships in the region have taken up the practice of hiring dwarven marines in order to provide added protection against such threats.

Most of the wood that is harvested in Millusvudd is shipped overland to Amenthok for use in many a dwarven workshop. The thick, untamed forest is also often used as a hunting

ground by wealthy magma dwarves and azers who seek a change from the hot, volcanic mountains of Amenthok.

Aelinal: This hill dwarf settlement is technically the largest city in Millusvudd, but most consider it more aligned with Amenthok than the thousand mile wood. As of late, several magma dwarf clans have established a presence in the city, bringing along their adept metalworking and craftsmanship knowledge.

Lonek-Bek: This heavy fortified city overlooks the naval passage to the

Millusvudd’s southern most bay. The many

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ramparts were enlarged during the Sabrak-Olar’s last great dwarven civil war, and stand as an imposing reminder to any raiders that dare try to prey upon the Millusvudd’s shipping.

Lurmurkent: Founded at the mouth of a mighty river, this city serves as the gateway for most travelers coming to the Millusvudd. Extensive trade takes place alongside the many sages and primal mystics who frequent the city. River barge service is available for those who wish to travel deeper into the continent.

Qu-Thudul

The harsh, frozen north of the Sabrak-Olar is a sparsely populated region of icy mountains and glaciers. A small number of badlands dwarves have made the western portion of the region their home, however most the area is simply vast stretches of desolate ice flows.

The influence of the elemental chaos upon the region has resulted in many powerful earthquakes. Avalanches and rockslides are a common

occurrence, and rumors hold that several of the most violent earthquakes have shattered ancient ice sheets, exposing ancient dangerous and evils that have been buried away in the ice for eons.

Qudol-Dun: The largest city in Qu-Thudul, this badlands dwarf fortress offers the only real comfort and

civilization in the frozen north. Ice breakers keep access to the cities ports open during all but the coldest of months, while coal mined in the nearby mountains provide the city with an industrial warmth that is unique for this region.

Qulomerg: This small settlement rarely makes contact with the rest of the Sabrak-Olar, due to its remote location.

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Rrin-Morndin

Towering beyond all other mountains around it, the massive Rrin-Morndin is the most commanding feature of the Sabrak-Olar. Many believe that it was the sole reason that Moradin first led the dwarves to this world. The height of the peak is unimaginable, rising to a height unheard of across the many planes. In fact, the top of the peak has never been seen, for it has always been shrouded in a thick layer of dense clouds, and there are some who believe that the Rrin-Morndin reaches all the way to the heavens itself.

Not long after arriving in the Sabrak-Olar, the dwarves set their eyes upon the Rrin-Morndin and made conquering it their ultimate goal. Attempts to scale the mountain all proved fruitless, however, over time a vast network or fortifications, mansions, mines, and forges were constructed within the massive heart of the

mountain. The high dwarves that lived within this impressive abode soon become the most powerful dwarven force across all of the Sabrak-Olar. Those days are now long gone, however.

When the ravages of the

elemental chaos first began to strike out at the Sabrak-Olar, the learned high dwarves knew that the days of their mighty empire were numbered, so they sealed shut the gates of the

Rrin-Morndin, cutting themselves off completely from the outside world. Many centuries later, when other dwarves broke the gates open from the outside, they found the vast mountain citadel abandoned. What little evidence could be found indicated that the high dwarves had dug upwards, climbing the mountain from the inside, ascending to

what they believed were the heavens beyond. Unfortunately many of the maze like passages within the Rrin-Morndin have collapsed upon

themselves. Numerous explorers have set out in the mountain in search of the fabled pathway to the heavens, but as of yet, no route to the mountains upper regions have been found.

Rrin-Morndin: Most of the accessible portions of the mountain are still uninhabited. Numerous goblinoid bands roam the Rrin-Morndin’s foothills, making attempts at settlement in the area difficult. Despite this, several small clans of hill dwarves and high dwarves have attempted to reclaim the

mountain.

Glor-Vaut: The large lake-city contains the largest population of high dwarves in the region. The cities many libraries are considered the greatest repository of high dwarf knowledge left in the Sabrak-Olar.

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The Skuld

When the dwarves first arrived in the Sabrak-Olar, they found a large human empire occupying the desert between Donnarent and the Rrin-Morndin. Though large, this empire was quite primitive compared to the dwarves; stone tools and bronze weapons were the norm. With the introduction of iron,

steel, and their advanced mining techniques, the dwarves were able to quickly gain dominance over the region.

This human civilization was not wiped out, however. The dwarves that settled in The Skuld adopted many of

the practices of the native humans, blending it with their own culture.

Despite the heavy dwarf

presence in the area, The Skuld is still a dangerous place to travel. The northern reaches of The Skuld, between the cities of Ahktum and Baz is home to many marauding orc tribes that routinely prey upon unlucky desert caravans. As of late it is rumored that several demonic beings have crossed over from the elemental chaos and begun to organize the orcs into a more formidable, unified force.

Ahktum: This large city near the northern end of The Skuld serves as the regions chief mining locations. The heart of the city still contains many of the original stone temples and palaces build by the regions original human inhabitants. The desert dwarves that now rule the city maintain a large militia in order to protect the numerous

departing caravans from the threat of orc raiders.

Baz: Built around a lush oasis, Baz is a resting spot for many trying to cross The Skuld. Recently, however, the city has come under repeated attack by organized orc forces. Many fear that unless Ahktum or Re-Tybur establishes a garrison in the city, the orcs may

eventually prevail in their attempts to sack the city.

Re-Tybur: The largest city in the Skuld, Re-Tybur serves as the desert dwarves seat of power. A massive temple pyramid to the sun god Ra-Horakhty sits at the heart of the city, making it quite possibly the most ancient structure in the Sabrak-Olar still in use.

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Thorvyn

Located between The Skuld and Kuldar-Sonn, the temperate region of Thorvyn is home to a mix of hill dwarves and badlands dwarves. Like the rest of the Sabrak-Olar, Thorvyn has found itself subject to the ever increasing threat of the elemental chaos’s destructive power. Intense flooding of Thorvyn’s lowland regions has displaced many clans, and a renewed threat of giants in the eastern mountains has begun to tax the Thorvyn army’s reserve.

Iashiggin: While technically the largest city in Thorvyn, this impressive coastal city has more in common with Amenthok than with the hill dwarves and badlands dwarves on the far side of the adjacent mountain range.

Numerous shops, factories, and trade houses line the city’s many streets.

Keld-Gyth: The largest mine in Thorvyn, Keld-Gyth also serves and the home city for many of Thorvyn’s most

powerful clans. The deep mines are well fortified against the threat of giant attacks, however many fear that the slowly dwindling output of the mines many soon lead many of the clans into moving their forces elsewhere. If this were to happen, the mine’s defense against the ever growing giant threat would be greatly compromised.

Sunnim-Tyn: This large coastal city has been ravaged by excessive flooding. Several entire districts within the city have been completely

abandoned, with rumors that the fleeing dwarf population has been replaced by an insidious kobold infestation.

Tiamtyn

This wide, marshy plain stretches between the woods of Gwenifen, containing a mixed population of gully dwarves, hill dwarves, and humans. Navigating the many swamps is

considered quite dangerous, both from the mazelike nature of the many canals, and from the numerous bands of Gnolls and goblins.

A small number of Duergar have also established themselves in the region, constructing an impressive

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citadel in a series of limestone caverns in Tiamtyn’s eastern edge.

Bolerg: A remote island city, Bolerg is known mainly as a city of pirates and brigands. Many a disgraced and criminal dwarf eventually find their way to this cut-throat, dangerous, and lawless city.

Dwe-Lur: This impressive city is built upon the juncture of several large rivers, and serves as a staging point for those who wish to start an expedition into one of Tiamtyn’s many swamps. Heavy trade with Gwenifen also passes through Dwe-Lur.

Izila: This massive limestone city is home to one of the few populations of Duergar living upon the Sabrak-Olar’s surface. The juncture of two rivers has created a massive waterfall, that over the years has hollowed out a twisting maze of passages throughout the surrounding limestone. Some believe the Duergar have enlarged and expanded the passageway enough to connect all the

way back to the distant underdark. Weather or not this is true is unknown, but there are many dwarves in Tiamtyn and Gwenifen who are fearful of what the Duergar’s ultimate plans for the region might be.

Cosmology

To understand the effects of the elemental chaos upon the Sabrak-Olar, one must first understand the

cosmology in which the Sabrak-Olar exists.

The nature of the universe can be divided into three realms. At the top sits the astral sea, home of the heavens and the birthplace of creation. At the bottom rests the elemental chaos, a swirling maelstrom of energy and destruction, driven to fury by the ever consuming force of the abyss.

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Between these two realms is the mortal lands. All worlds, when they are new and young begin closer to the astral sea, but nothing in the mortal lands is

eternal. Though the distance may initially be great, the ever-pulling force of the abyss eventually draws all into the swirling destruction of the elemental chaos.

So is the fate of the Sabrak-Olar… to end its days broken up and scattered through the primal energies of the elemental chaos. This ultimate demise may still be many years away, but the many signs have already begun

to show. At night, when the sun’s concealing light has been hidden, the fierce churning energies of the elemental chaos are visible all along the horizon, and each year this visible reminder of the Sabrak-Olar’s sinking place within the universe grows taller. One day, in the not too distant future, this visible manifestation of the elemental chaos will consume the sky entirely, blocking out any last glimpse of the starry, astral sea.

The effects of the Sabrak-Olar’s slow decay have not been kind to the world. The extreme age of the world, coupled with the extensive mining by the dwarves over the many thousands of years of their occupation has left much of the world picked-over and barren. Abandoned, dry mines dot the hillside, while the numerous dwarven cities watch their once mighty fortresses and strongholds slowly slip into disrepair.

Violent elemental threats have also been unleashed upon the Sabrak-Olar. With the world now in such close proximity to the elemental chaos, many vile elemental beings and demons have crossed over, intent on staking a claim to various fragments of the world, prior to it being physically carved up by the elemental chaos’s churning engine of destruction. These beings are aided in their nefarious endeavors by ever

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increasing storms, earthquakes, and volcanic eruptions. Many of the dwarves that still remain upon the Sabrak-Olar see only a bleak existence in their future.

There is hope, however. Many believe that the great mountain Rrin-Morndin will provide the dwarves with their salvation, for surely its incredible height still links it to the astral sea, providing the dwarves a towering stone bridge through which they can escape the fury and damnation of the elemental chaos.

Elemental Storms

As the Sabrak-Olar has moved closer towards the elemental chaos, strange and violent storms known as elemental storms have begun to occur in greater and greater frequency. These storms can vary greatly in their nature, including everything from blisteringly high winds, to boiling rain, to spewing clouds of ash. Ground shattering bolts of lightning mixed with searing flashes of intense flame are also quite common.

The dwarves that live in

subterranean structures have been able to weather these storms with only moderate difficulty, however many smaller dwarven surface villages have been wiped from the world completely by a single, violent storm.

It is rumored that the magma dwarves and their azer allies have found limited ways to tame these storms, and steer their destructive might away from dwarven settlements, however as the storms continue to grow in ferocity, it is feared that not even the magma dwarves and azers, with their extensive

elemental backgrounds, will be able to stem the tide of destruction.

Earthquakes

Severe, mountain shattering

earthquakes are another consequence of the elemental chaos’s impact upon the Sabrak-Olar. The dwarves have been forced to undertake massive reinforcing projects at many of those most

vulnerable strongholds in order to ensure that the caverns do not collapse in around them should they be struck by one of these massive quakes. Despite these efforts, many lesser mines and fortifications have been decimated by these intense quakes.

The Rrin-Morndin itself has been subject to several of these intense geological shifts, resulting in the collapse of many of the interior passageways. There are some who believe that any passage that may have once led up to the peak of the mountain has been choked shut by debris, but many believe that not all hope is yet lost, and that at least one path to salvation still exists through the mountain’s many winding passageways.

Earthquakes that happen near or under the sea have been known to cause towering waves to race across the Sabrak-Olar’s oceans, wrecking havoc upon any coastal town that happens to fall in their path.

Volcanoes

The elemental chaos has also caused many once dormant volcanoes to return to life. Thick clouds of rolling ash and belching plumes of super-heated magma have become a common sight among almost all of the Sabrak-Olar’s mountain ranges.

The magma dwarves have thus far proven to be the most adept at dealing with the volcanic threat,

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however even they can be overwhelmed by the most massive of eruptions. In such a case, early detection and relocation is the only hope.

In the last great dwarven civil war, the magma dwarves were able to use their extensive elemental

knowledge to trigger volcanic eruptions within the mountain ranges of their enemies. Tales of this destruction are still remembered by many dwarves, even generations later, and as such many look at the magma dwarves with suspicion, wondering if they might not in some way be connected to the volcanic activity that plagues the Sabrak-Olar in the present day.

Elemental Rifts

The single most devastating effect of the elemental chaos upon the Sabrak-Olar are elemental rifts. These are rips in the

very fabric of reality itself, where the normal barrier between the mortal world and the elemental chaos has been completely torn away. The size of these rifts can vary, with some being nothing more than a small plume of every-flowing elemental energy, while others spread across vast stretches, allowing incursion into the Sabrak-Olar of entire elemental and demonic armies.

Most of these rifts appear to be random in nature, but others seem to be the work of nefarious beings. In such cases, entire swaths of land have been completely replaced by a section of the elemental chaos, often a region

containing the iron stronghold of some minor demon-lord. The arrival of such an aggressor often leads to the quick conquering and enslavement of nearby dwarves as the demon-lord’s forces fan out from his elemental base of

operations.

These rifts also do not always appear on the surface. Many dwarven miner have stumbled across pockets of the elemental chaos deep beneath the earth, unleashing vile horrors into the world below.

The Underdark

Those who delve deep enough into the underdark have always been able to find passages that lead to the elemental chaos, however those passages are now far less deeper than they were in ages gone by. The duergar and magma dwarves that routinely venture to these depths have been forced to steadily backfill their tunnels due to the risked posed by such connections, though both are certain that their efforts are only a stop-gap solution at best.

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Many different languages are spoken across the varied lands of the Sabrak-Olar. Due to the high number of dwarves living upon the world, the dwarven language has become the most prevalent, however there are still many other tongues that are used in every day communication.

Unlike many other worlds, however, the language often known as “common” is not present in the Sabrak-Olar. The ancient humans that originally lived here spoke their own, uniquely developed language, and when the dwarves arrived, it was their own language that they spread throughout the world. Many of the primitive races that were present during this initial dwarf expansion adopted the dwarven tongue as a means to trade and

communicate with the ever growing dwarven empire.

The dwarves themselves, despite being spread over such a large area, maintained a uniform consistency to their own language. This was mainly due to the large value the dwarves place upon tradition, history, and the

recording of clannish lore. The only exception to this was the high dwarves, who in their mighty mountain fortress of Rrin-Morndin developed their own variant of dwarven, known as Rrinther.

The return of the magma

dwarves along with the azer allies to the Sabrak-Olar brought the primordial tongue to the world, however the every growing cataclysm caused by the Sabrak-Olar’s decent into the elemental chaos has caused many dwarves to look with suspicion upon any that speak this elemental language. Within Amethok,

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primordial is still spoken openly, and has become the primary language of legal and business matters. A few dwarves in other regions have also taken up

primordial, mainly in order to better understand the many elemental and demonic enemies that they have been forced to face in growing and growing numbers.

Dwarven Words

The following list of dwarven words and their meaning can be used for naming dwarven people, places, and things, such as characters, strongholds, cities, clans, and weapons. Acka Bridge Aed Hearth Aelin Goldwork Agland Sword Aimand Slayer/Killer Ai Yes Ain Fist Al Forge Alahel Bless Alna Tower Alsia Wife Ammor Future Ana Eye Ar Being Ara Blood Arn Strike Arda Guard/Guardian Astra Ring/Jewelry Auk Clansman Aura Great/Huge/Gigantic Auraglor Sea/Ocean Az Rock Bal Anger/Wrath Barak Shield Bari Crushing/Mighty Baz Fire/Of the Flame Bazsonn Magma Bedorn Lies/Distortion Bek Pass/Ford Bel First Bela Sister Beldarak Treachery Benam Faith Ber Gauntlet/Hand Bera Will Birin Keeper/Warden Bo Hair/Braid Bof Ancient Bol Hidden/Secret Burakin Passage Bryn Wise Woman Calass Thief Caurak Cavern Clang Conquer Coral Killer Cume East LANGUAGES

Language Spoken by… Script

Abyssal Demons, gnolls Barazhad Deep Speech Drow, duergar Daelkyr Draconic Dragons,

dragonborn, kobolds

Iokharic

Dwarven Dwarves Davek Elven Elves, eladrin,

gnomes, gully dwarves

Rellanic

Giant Giants, ogres Davek Goblin Goblins, orcs Skuld Primordial Azers,

elementals, magma dwarves

Barazhad

Rrinther High dwarves Davek Skuldian Desert dwarves,

humans

Skuld Supernal Angels, devils Supernal

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Daern Familiar/Known Dale Ale/Drink Dalum Stout/Heavy Dare Burned/Burning Dauble Valuable Item Deladar Descend Delvar Dig Dinlar Smith/Blacksmith Dis Riches Dol Weapon/Sword Don Ten Donnar Ore Dora Red Dredim Maiden Drid Weaver

Dris Romantic Love Dwel Warrior Dwe Three Dwo Fierce Duer Dark/Darkness Dukr Wall Dun Underground Duri Wolf Duum Home/Manor Eft Castle El Goblin/Foe Ender Small Cave Ent Mountain Erg Town Eri Elder/Old Erl Father Esli Skill Est Cave Faern Home Fall Strong/Strength Far Stronghold Fikim Temple Findar Luck Fut Four Gal Shield Ganon Mason Gar Bear Gath Lurker Genis Monolith Gil Fire/Fiery Gilwhur Steel Gim Glad Cheerful Girn Mountainhold Glan Forgotten/Lost Glander Uncut Precious Stones Glor Lake Glori Silver Gordul Shock/Surprise Gret Daughter Grim Eternal/Lasting Guk Steed Gully Gnome Gunn Warrioress Gur Boar Gyth Mine Har Hearty/Stalwart Hel God's/Of the Gods Heldul Amazement

Hia Priestess/Holy Woman Higgin Garrison Hild Voice Hurnden Payment Ias Anvil Ida Air Iess Mother Ifdim Mistress Ifful Beautiful Ifra Cook Ikuak Brother/Ally Ila Joy Ili Beard/Pride Ilith Deal/Agreement Inadrem Art Init Give/Giver Ippa Pledge/Promise

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Isi Treasure Iz Fox Jak Hold Jar Orc Jargh Jokester/Idiot Jet Seven Kam Hamlet Kantus One Hundred Kara Heal/Healer Kasum Scout/Seeker Kil Proud/Powerful Krak Fortress Kral Hall Kuld Axe

Kuldar Badlands Dwarf Lagg Lair

Lin Twin

Llarge Poor Stone

Lodel Citadel Lom Song Lond Friend Lonak Raid/Raider Lur River Lurgh Marsh/Swamp Lurmurk Concealed Bog Lyddok Revenge Malk Village Mar Gold/Golden Maren Knowledge Marth Hope/Hopeful Mekum Outpost Millus One Thousand Mora Seer/Prophet Morgak Homeland Mori Brave/Bold

Morndin Peak/Large Mountain Mrin Climb

Mul Half-Dwarf Half-Human Mur Disagree Murmelings Arguments/Criticism Nai No Nal Honored Nora Mithril Norem Point

Norogh Monsters/Evil Beings Noror Enemy/Enemies

Noroth Dangerous Land

Nuk Nine

Nura Steady/Sure Oak Barrow/Tomb Odro Eight

Ol Large/Fat Olara Primal Magic Olar World Ona White/Pure

Ong One

Ora Protector

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Oricil Judge/Lawgiver Ov Cunning/Wise Parlyn Clothing Qu Cold Quan Elf Qulom North Quwurn Ice Ra Sun Rak Hammer Ral Heart/Spirit Ras South Raugh Death Rei Vermin Ren Life Ric Chest/Belly Riddim Craftsman Rim King

Rimrak Spear/Thrown Weapon Ring Armor/Hide/Skin Ror Riddle Rorn Destruction Rrin High/Above Runedar Heaven/Mansion Rurrin Master Sabrak Crack/Flaw Sak Five

Samman Battle Companion Sargh Disgusting Thing/Vile Serd Virtue

Set Storm

Shar Moon

Siz Six

Skuld Desert Sonn Good Stone Splendarr Bright/Shining

Ster Kin

Stili Cousin Sunnum Rider Taern Brotherly Love Ten Child/Son Thal Mattock/Crusher Tharn Lust Then Earthen/Soil Ther Oath Thic Champion/Victor Thor Noble/Loyal Thord Bone Thudul Fate/Doom/Misfortune Thurom Hunter/Wayfinder Thra Black Tiam Stream Tor Hill Tore Soul Torst Adventure Tryd Heroine Tuk Two

Tyn Field/Flat Land Ultok Meeting-Place Undivver Plan/Strategy Urni Skull Urtker Berserk/Berserker/Rage Valara Dragon/Magic/Magical Valka Destiny Vallahir Mountain-Meadow Vaut Valley

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Veltel Chivalry Vemis West Verga Party/Feast Verhan Messenger Villi Outcast/Exile Virvin Barrier Von Tunnel Vudd Wood/Forest Wera Battle/War Whur Iron Wurgym Ugly/Ugliness Wurlar Fast Moving Water Wurn Water Wynn Grace Xor Dream Xoth Lore/History Yag Guest Yaughadar Stairs Ydrim Queen Yur Run Zak Metal

Zandar Adventurous Youth

Dwarven Lore

The dwarves place great value upon remember the past and recording the great deeds of dwarves over the ages. All clans maintain an extensive lore book, that is guarded and protected with the fiercest of determination. Within the pages of these lore books, each clan records the genealogy, history, accomplishments, and battle valor of their clan.

It is generally the responsibility of the eldest member of a clan to oversee the clan’s lore book, however if

an elder member believes he or she has become too overcome with age to adequately oversee the book, it will be passed down to another trusted member in the clan. In times of strife and danger, the lore book will often be given to one who is seen to have the battle acumen necessary to protect the book, regardless of his or her age.

Loss or destruction of a clan’s lore book is considered a devastating event, and many clans have been know to collapse and disband after the loss of their sacred lore book. As such,

members of a clan will often enter battles where death is all but assured in the pursuit of protecting their lore book.

A dwarven lore book is usually bound in steel coverings with heavy, reinforced hinges and a sturdy locking mechanism. The pages are usually made of arcane enchanted paper, designed to withstand centuries of wear and

exposure to the elements. The text upon the pages is meticulously written in compact, detailed lettering. Great effort is made to ensure that the book is free of embellishments and that space within the lore book is not wasted upon frivolous material or tales of personal vanity.

With the destruction caused by the elemental chaos, many dwarven clans have been scattered, and the safety and dedication to their lore books has equally suffered. Many dwarves have sunken into a malaise of hopelessness, feeling that the ages of wonder and great deeds have now passed, and that soon all the histories of the dwarves of the Sabrak-Olar will be wiped from the pages of time.

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Traditionally, the dwarves have always held religion in very high regard.

Becoming a holy warrior of one’s church is a calling than many a dwarf have followed. However, as the Sabrak-Oral enters into these final days, the religious landscape amongst the many dwarves has been thrown into great upheaval. New religions have sprung up, drawing followers away from the old faiths, while at the same time the old faiths

themselves have gone through

transformations, in an effort to better reflect the rapidly changing world around them.

Morndinsamman

Good

When the dwarves first came to the Sabrak-Olar, the Morndinsamman was the pantheon they brought with them. In fact, according to traditional

Morndinsamman teachings, the gods themselves physically led the dwarves to the Sabrak-Olar, and actively

participated in the exploration,

conquering, and exploitation of the then new world.

Modern followers of the Morndinsamman generally worship all of the gods in the pantheon, offering prayers up to the individual gods for specific actions. For example, a miner might offer a sacrifice to Dumathoin in hopes of finding the ore or gems he seeks, while a dwarf about to enter battle will often announce his loyalty to Clanggedin or Hanseath as a call for divine power to be with him in combat.

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Worship of the Morndinsamman is popular amongst high dwarves and hill dwarves, though the faith has followers all across the Sabrak-Olar.

Moradin

Lawful Good

In the Sabrak-Olar’s ancient days, Moradin was seen as being the all-powerful head of the Morndinsamman pantheon, however ever since the high dwarves of the Rrin-Morndin sealed their mountain fortress shut and

disappeared, the faithfuls’ view of Moradin has changed. Many believe that he led the high dwarves out of the Sabrak-Olar, and that he is no longer present in the world in the way that he once was. He is now seen as a distant god who quietly calls for the faithful to follow him to another world, but does not actively participate in the world’s affairs.

Berronar

Lawful Good

Moradin’s wife and consort, Berronar is also viewed to have left the world at the time of the high dwarves’ departure, however many believe that unlike

Moradin, Berronar’s unyielding love for the dwarves compels her to return and grant aid when called upon. The Sabrak-Olar’s largest moon is seen as a personification of her, and many

dwarves believe that a night bathed in the soft, silvery light of the full moon is a good omen. Many silver miners also worship Berronar, out of the belief that silver was originally her gift to the dwarves.

Clanggedin

Lawful Good

Amongst most worshippers of the Morndinsamman, Clanggedin has taken the role as the new head of the

pantheon. According to the ancient tales, when the

dwarves first arrived in the Sabrak-Olar, it was Clanggedin who marshaled the dwarven armies and led them to victory

after victory across the entire face of the known world. It is believed that he still has a great respect for the current dwarven empire, and that even as is slowly falls into ruin, he will be there to answers the prayers of his faithful.

Dugmaren

Good

Many high dwarves, especially those who seek a greater unstanding of arcana and the nature of the world revere Dugmaren. They believe that all knowledge

can be found through him, even the most obscure and

hidden secrets in the universe.

According to legend, it was Dugmaren who engineered the vast stronghold

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built within the Rrin-Morndin. Those who believe that the Rrin-Morndin offers a means for the dwarves to escape the Sabrak-Olar often pray to Dugmaren for guidance in unlocking the

Rrin-Morndin’s many secrets.

Dumathoin

Unaligned

With the destruction being wrought upon the world by the elemental chaos, the dwarven view of Dumathoin has

changed significantly. Where he was once seen as a god of mining and gifts from the earth, he

has instead now taken on a role of duality. There are many who feel that the drying up of mines and the

decay and destruction of the once great dwarven cities is Dumathoin collecting payment for the generations of

THE PANTHEONS AND DEITIES OF THE DWARVES OF THE SABRAK-OLAR Faith, Pantheon, or Deity Alignment Domains

Morndinsamman Good

Moradin (Dwarffather, The Distant One) Lawful good Creation, earth

Berronar (The Revered Mother, True Silver) Lawful good Life, moon, protection

Clanggedin (The Rock of Battle, The Conqueror) Lawful good Justice, strength, war

Dugmaren (The Engineer, The Mantle of Knowing) Good Arcana, creation, knowledge

Dumathoin (The Miner, The Reclaimer) Unaligned Change, earth, destruction

Hanseath (The Bearded One, The Warrior) Unaligned Strength, strife, freedom

Tharmekhul (Tender of the Forge) Unaligned Fire, skill, war

Valkauna (The Runecarver, Destiny) Unaligned Death, fate, justice

Vergadain (The Merchant King, The Unsatisfied One) Unaligned Life, love, luck

Muamman (Marthammor, The Future) Good Civilization, hope, protection

Laduguer (The Gray Protector) Unaligned Arcana, freedom, protection

Flandal Steelskin (The Pyromancer) Good Earth, fire, skill

Archomentals Good

Entemoch (Primordial of Earth) Good Arcana, change, earth

Sunnis (Primordial of Stone) Good Earth, freedom, protection

Zaaman Rul (Primordial of Heat) Good Creation, destruction, fire

Chlimbia (Primordial of Magma) Unaligned Earth, fire, strength Pantheon of the Skuld Good

Ra-Horakhty (Horus-Re) Lawful good Protection, sun, war

Yinepu (Anubis) Unaligned Darkness, death, fate

Aset (Isis) Good Arcana, life, luck

Setekh (Set) Unaligned Change, storm, war

Djehuty (Thoth) Unaligned Arcana, civilization, knowledge

Mayet (Ma’at) Good Justice, love, vengeance

Aura-Olara (The Great Natural Magic) Unaligned

Runedar-Sonn (Haven Stone, The Eternal Paradise) Good Freedom, life, love

Rrin-Morndin (The High Mountain, Salvation) Unaligned Hope, luck, protection

Thudul-Llargh (Doomed Stone, The Dying Land) Evil Earth, poison, wilderness

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prosperity that he granted to the

dwarves when the world was still young. As such, most followers believe that one can only receive Dumathoin’s blessing if a sacrifice of some sort is made first.

Hanseath

Unaligned

Hanseath is the eternal warrior, who relishes battle simply for combat’s sake. Those who follow him believe that a dwarf can achieve the greatest deeds in life by vanquishing all of his foes, or by dying during such an attempt. Hanseath

is also the god of travel, as the stories tell that he was never happy to stay long in one place, and always scoured the land in search of new adventures and new foes to test his battle acumen against. Of the badlands dwarves that worship the Morndinsamman, most find Hanseath to be the god the most to their liking. Even badands dwarves who do not worship the Morndinsamman have a strong respect for followers of Hanseath.

Tharmekhul

Unaligned

In the legends of the Morndinsamman’s ancient deeds, it was Tharmekhul’s forge, along with Dumathoin’s ore, Dugmaren’s engineering, and Moradin’s creative mind that led to the

construction of the many fabled artifacts and relics. Dwarves who strive to

perfect their skill with the hammer and forge, specifically when it comes to the use of fire and heat in creation, often

turn to Tharmekhul for guidance. However, beyond the craftsman, Tharmekhul has other followers who believe that Tharmekhul extols the faithful to

seek perfection in all their skilled endeavors. Magma dwarves and azers that have chosen to worship the

Mordinsamman often select Tharmekhul as their favored member of the

pantheon.

Valkauna

Unaligned

Worship of Valkauna has grown sharply in number during these end times. She is seen as the personification of destiny itself, and as such, many dwarves have flocked to her church in an effort to understand their place in the Sabrak-Olar’s waning days. Many of her followers believe that thoughts of

escape through the Rrin-Morndin or other attempts to avoid the coming fury of the

elemental chaos are mere fools’ quests, and that the

eventual destruction of the Sabrak-Olar is a destiny written by Valkauna herself. Her most ardent followers believe that the ever growing suffering in the world is merely the natural order of things, and that it is their duty to accept this fate until such times and their own spirits may be set free from the mortal world.

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Vergadain

Unaligned

Vergadain is seen as the most jolly and most mischievous member of the Mondisamman. He is said to be the master of all merchants, and that during his time amongst the dwarves he helped

to spread trade and business across the lands. Legend also holds that he believed in using his wealth to live life to the fullest, through love, life, and drink, however the same legends tell that Vergadain was never satisfied in these endeavors, and that he always sought new ways to celebrate his lust for life. It was during one of these many quests for satisfaction that Vergadain is said to have sired the first gully dwarf. As such, gully dwarves that lean more towards the dwarven side of their heritage often give Vergadain a special standing within the Morndinsamman.

Muamman

Good

The church of Muamman is a new faith within the Sabrak-Olar that has grown rapidly in the last several decades. The church is extremely popular amongst urban dwarves, the young, and those who have become disillusioned with the older, more traditional religions. Whereas many followers of the Morndinsamman have ostensively resigned themselves to the fate of the Sabrak-Olar, followers of Muamman believe that the future is not yet written, and that the dwarves, through their

fighting spirit have the ability to create their own destiny. This message of hope has resounded with many dwarves, helping to spread the message of Muamman far and wide. Ancient historians know that in some of the dwarves’ oldest writings, the persona of Muamman was sometimes referenced as being a part of the Morndinsamman itself, however both followers of the Morndinsamman and followers of Muamman reject that idea. The young age of the church of Muamman, though, means that its dogma is still often going through extensive modification and revision. Many

followers believe that the old gods of the

Morndinsamman are an energy from the past, that is fading

along with the Sabrak-Olar, whereas Muamman is something new, an eternal singular god, with no equal. This proto-monotheistic vision is a new occurrence among the dwarves of the Sabrak-Olar, and many believe that it is a wave of revolution that cannot be stopped.

Laduguer

Unaligned

Ladaguer is another god who’s roots can be traced back to the ancient times. At one time, like Muamman, Laduguer was considered a member of the

Morndinsamman, however all but religious scholars would now treat such a view as heresy. Followers of the Morndinsamman view Ladaguer as some manner of non-deific deceiver, who led

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the duergar away from the true dwarven pantheon. The duergar instead view Ladaguer as their savior and protector,

who delivered them from slavery by the high dwarves and now gives them guidance and protection against the machinations and schemes of the surface dwarves. Worship of Laduguer is almost exclusive to the duergar, however some surface dwarf miners, who spend many long months toiling beneath the earth have been known to take up Laduguer’s banner.

Flandal Steelskin

Good

The gnomes of the Sabrak-Olar have many gods, however only one has found a following amongst the dwarves, especially the gully dwarves, and that is Flandal Steelskin. According to the ancient tales of the Morndinsamman,

Flandal Steelskin was a gnomish ally of the dwarves who provided them with a magical flame with which to power their forges. As such, followers of Flandal Steelskin often take a strong interest in flame, priding themselves in knowing how to work and control it. Flandal Steelskin is also viewed as one of the more disciplined of the gnomish gods, placing a high value on skill and

perfection, as opposed to mirth and trickery, which is more common amongst the other gnomish deities. In addition to heavy worship amongst the gully dwarves, some magma dwarves and azers, intrigued by tales of Flandal Steelskin’s mystical flame, have taken to revering the pyromancer as well.

Archomentals

Good

When the magma dwarves lived in the elemental chaos, they encountered several powerful beings known as the Archomentals. These ancient

primordials became strong allies of the magma dwarves, giving the wayward dwarves the powers and abilities they needed to survive in the harsh elemental chaos. In time, the magma dwarves developed a religion around these primordials. When the magma dwarves, along with their new-found azer allies, returned to the Sabrak-Olar, they brought the worship of the Archomentals with them.

Entemoch

Good

As the primordial of earth, Entemoch is seen to have mastery over all things within and upon the ground. He is considered to have a massive, ancient knowledge of magic and arcana, and the magma dwarves believe that it was Entemoch who first instigated their transformation from regular dwarves into the magma dwarves they are now. Entemoch is also seen as an agent of change, one who does not like things to stay static, who believes that the earth should always be a churning sea of

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motion, and that a stable, uneventful land is a dead land. As such, followers of Entemoch strive to respect the power of

volcanoes and earthquakes, and believe that these constant disruptions of the earth churn up rewards and treasures that would otherwise stay locked away, while at the same time pushing to dwarves to continually build and expand.

Sunnis

Good

Sunnis is the primordial of stone, and Entemoch’s consort. The magma dwarves see her as providing a stability to Entemoch’s endless, churning earthen sea. She is believed to be a countering

force to Entemoch’s chaotic nature, and as such, her symbol often adorns the walls and caverns of many of the magma dwarves’ massive stone

strongholds. Her faithful also hold that Sunnis is the true master of flight, and that all creatures that move without setting foot upon the surface do so only with her blessing.

Zaaman Rul

Good

As the primordial of heat, Zaaman Rul is an entity of both creation and

destruction. He has mastery over fire and flame as they pertain to the forging and shaping of metals and ore, but he

also drives those same sources of heat to burn and consume. From this cauldron of chaotic heat, he continually pushes his followers to seek better, and more eternal strength,

while that which is weak is destroyed, so that its core components can be put to use again. Many of the best magma dwarf and azer craftsmen are

worshippers of Zaaman Rul, putting his teachings of perfection through

destruction and reformation into practice in both their training and construction techniques, and in the products they craft.

Chlimbia

Unaligned

Chlimbia is the primordial of magma, and as such he holds a special place amongst magma dwarf worshippers. Chlimbia’s motives are not always clear, and he is seen as highly chaotic. The magma dwarves view Chlimbia as the father of volcanoes, lava flows, obsidian, and ash. According to their ancient legends, when the magma dwarves first arrived in the elemental

chaos, Chlimbia tried to destroy them, unleashing wave after wave of elemental fury upon the out of place dwarves. It was only after Entemoch modified the magma dwarves into their present

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half-elemental form that Chlimbia’s wrath was cooled. The followers of Chlimbia believe that only be embracing the awesome power of magma can they learn to control and utilize it.

Pantheon of the

Skuld

Good

Prior to the arrival of the dwarves in the Sabrak-Olar, there was a native

population of humans that had

established a large, but primitive empire located in the desert region known as the Skuld. When the dwarves

conquered this empire, they incorporated much of the extant

skuldian culture, including the Pantheon of the Skuld, into their own. Dwarven followers of this ancient formally human religion believe that it was Ra-Horakhty, and not Moradin, that led the dwarves to the Sabrak-Olar, and that their purpose for coming to this world was to discover Ra-Horakhty’s pantheon. This complete abandonment of the Morndinsamman has led to some strife with other

dwarves, however the dwarves that now live in the Skuld, known as desert

dwarves, don’t often organize into large, organized armies, and thus holy

crusades in the name of the skuldian pantheon are rare.

Ra-Horakhty

Lawful Good

Ra-Horakhty, also known as Horus-Re in the skuldian tongue, is the head deity of the pantheon of the Skuld. He is

personified as the sun itself, and it is believed that his ever-gazing eye sees all. His followers look to Ra-Horakhty

for protection from evil and for strength and prowess in battle. His temples are often massive,

maze-filled pyramids adorned with pressed gold and polished stone, designed to reflect and glorify the rays of the sun.

Yinepu

Unaligned

The jackal headed god of the underworld, Yinepu, also known as Anubis, is often looked upon by outsiders with a cautious view. His mastery of darkness, death, and fate create of sinister, cult-like feel amongst

the teachings of his followers. It is believed that he is the overlord of all undead, and that such beings that operate beyond the underworld must do so at Yinepu’s discretion. As such, Yinepu’s followers do not loathe the undead, and some have even been known to command undead servants, however, the church of Yinepu shows no mercy to any undead that they believe are acting against the desires and wishes of Yinepu.

Aset

Good

Aset, also known as Isis, is the skuldian goddess of magic and fertility. It is believed that she causes life to spring forth from the desert, and that she grants luck to those who respect this life

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and revere the mysteries of arcana. Many desert dwarf healers worship her, and her teachings are also popular amongst many sorcerers and warlocks who believe magic should be personal and internal. Some of the traits that were originally proscribed to Berronar were transferred to Isis when the desert dwarves adopted the skuldian religion. Specifically, Aset is sometimes personified as the moon, and thus her protection is present when Ra-Horakhty’s sun is hidden from view.

Setekh

Unaligned

Setekh is the skuldian god of storms. He is quite popular amongst the desert dwarves, and is worshiped by many nomadic clans and wandering

adventurers. In fact, his followers are so far spread, that his name in the skuldian tongue, Set, has been adopted into the original dwarven language to simply mean “storm”. It is believed that Setekh is responsible for the ever changing dunes that range across the Skuld, and that his secret teachings can be heard across the winds. Warriors that follow Setekh believe that combat should be fought along his principles, in that it should be a fast, brutal, whirlwind of destruction where

enemies are smashed and scattered. In the few times in history that the desert dwarves have actively gone to war, banners of Setekh have always been at the forefront of their armies.

Djehuty

Unaligned

Djehuty, also known as Thoth, is the most popular deity in the skuldian urban areas. He is said to have a vast

knowledge of the universe and its function, and that he encourages his followers to strive to expand their minds and understand in the same way he has. Many schools of magic and wizardy make Djehuty their organization’s patron deity. His followers

believe that Djehuty is often present just out of site, such as in reeds at a

riverbank or at the end of a secluded street, and that he is always watching from these quiet, private venues, taking in all that his followers have built from the wastelands of the desert.

Mayet

Good

The skuldian agent of justice, Mayet is the goddess of both love and vengeance. She encourages her followers to right wrongs, especially those wrongs committed against friends and family. At

the same time she commands that those who serve her to place loyalty to one’s

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family and friends in the highest regard. The desert dwarves have expanded this command to also include one’s clan. It is believed that the birds are her servants, and that through their eyes she is always vigilant in the enforcement of her laws.

Aura-Olara

Unaligned

The Aura-Olara, meaning “great natural magic” in dwarven is a non-deity form of spiritualism that focuses around the revering of the world and universe itself. Followers of the Aura-Olara believe that the so-called gods are simply forces and energies that are misunderstood by the

various mortals. Instead, the universe can be broken down into four primary components. It is believed that all of these components are actually intelligent, sentient entities, but that their form and intellect is so far beyond that of mortals that they can only be perceived and understood in the most basic of manners.

Runedar-Sonn

Good

In the Aura-Olara belief system, the Runedar-Sonn is the revered heavens. It is the engine of creation, and the eternal force of good and life in the universe. All followers of the Aura-Olara strive to one day set foot upon the Runedar-Sonn, and they often call out for the Runedar’s guidance and leadership in times of difficulty, and for its healing blessing when death and harm are present.

Rrin-Morndin

Good

The great, high mountain is revered by followers of the Aura-Olara, who believe that it is their salvation and conduit to the eternal paradise. Of the four components of the universe, the Rrin-Morndin is believed to be the most closely tied to the mortals, and thus the most open to their pleas and prayers for hope, luck, and protection.

Thudul-Llargh

Evil

The Thudul-Llargh is the present mortal lands… it is the dying world of the Sabrak-Olar. Followers of the Aura-Olara believe that as the world reaches its end of days, its true evil nature is being revealed. They do not worship the Thudul-Llargh, however they will often make pleas and sacrifices to it, to beg the world to hold back its wrath for just a little longer.

Norogh-Sargh

Chaotic Evil

The Norogh-Sargh is the chaos below. It is the universe’s engine of destruction, always seeking to consume, pervert, and annihilate that which the Rundar-Sonn has created. All followers of the Aura-Olara fear the Norogh-Sargh, only using its name in whispers, and believing that to succumb to the Norogh-Sargh’s violent destructive energy is to be wiped from existence itself. Rather than worship the Norogh-Sargh, those who revere it instead seek to redirect its consuming, chaotic energies upon their enemies instead.

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The known history of the Sabrak-Olar can be broken down into several periods. These periods are discussed below. Most dwarves have a basic knowledge of the general history of the land, due to the high value placed upon lore and record keeping present in most of the clans. High dwarves in particular are known to have many historians amongst their numbers, though even the savage badlands dwarves hold

knowledge of what has come before in high regard.

The Glanxor

The most ancient period in the known history or the Sabrak-Olar, is the time before the arrival of the dwarves, known as the glanxor, or “forgotten history.” In these ancient days, the human empire of The Skuld was the only large, persistent civilized region.

The only records that exist from this time are the handful of glyph covered obelisks and crypts that have survived until the current age, though there are rumors of ancient caches of preserved scrolls tucked away deep in forgotten libraries and abandoned desert fortresses.

The level of technology during this period was limited to stone construction, low-level farming, and primitive bronze weapons, with only the wealthiest citizens of the skuldian empire having access to small amounts of iron. Amongst the farther reaches of the Sabrak-Olar, civilization was almost non-existent. It is general believed that

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