Pathfinder companion dwarves of golarion pdf


















Dwarven settlements typically have limited access to fresh fruit for making wines, and so they focus on beer and, to a lesser extent, whiskey and vodka. An entire industry has developed around beer, mead, ale, and liquor. New Year festivities usually include a beer-tasting contest, where the best local beers are rated against each other. The winning brewer is assured good sales for years, and will stamp or emboss his kegs and bottles with a seal indicating his status as victor.

For more information on dwarven brewing, see the Social chapter on page Attire and Fashion: The dwarven passion for detail is not limited to crafting and engineering.

Traditionally, attire and grooming were strictly regulated, but most dwarves now choose fashion and utility over custom. Dwarves customize human clothing styles to their own personal tastes, though as a whole they prefer simpler cloth and leather items often decorated with metal, stone, or ivory to anything frilly or likely to interfere with working.

Metal is polished to gleaming brilliance and oiled against the elements. Workaday apparel is typically fashioned with a variety of pockets and loops for tools, this utilitarian approach often finding its way into formal attire as well. Even the lowliest dwarf has some jewelry, and it is common to see gold or mithral wedding bands, regardless of social status.

Formal clothing is either very functional, with a stark and aesthetic simplicity, or stretches the boundaries of utilitarian design through use of rich fabrics, or even gold and silver thread and adornments. Such ostentatious outfits are typically worn by wealthy dwarves engaged in sedentary pursuits, such as gem cutting or jewelry making. Dwarven males prefer to wear long beards, while dwarven females wear their hair long.

Dwarves often braid their hair and beards to keep them out of the way of their labors, adorning them with small tokens and ornaments. These trophies often signify personal achievements and reminders of important events such as births, marriages, and battles won or lost. It is not unusual for a dwarf to wear a token representing a promise made by that dwarf, or a promise made to that dwarf by another.

Such tokens may also signify dedication to a particular god or goddess. Wealthier dwarves often take to bedecking their beards and hair with gemstones. For more information on dwarven beard customs, see the Social chapter on page Religion: The dwarves are a polytheistic society, and the pantheon of the dwarves is robust. Torag is the main god worshiped by dwarves and is seen as the Father of Dwarvenkind.

However, his extended family is also worshiped, and dwarven homes display small anvilshaped altars with statuettes representing the different deities. While most dwarves see Torag as their patron, they still whisper small prayers and make modest sacrifices to other gods when the need arises. Clerics are known to reorient their focus to a different deity when necessary. For example, a priest may perform a ritual dedicated to Bolka in an attempt to obtain her blessing on an arranged marriage, so that the new couple will fall in love.

There are many small rituals and celebrations in 6 TM dwarven society. For instance, on the eve of an offensive attack, many dwarves will pray and sacrifice to Angradd, the god of aggressive war. Mothers will often evoke the name of Folgrit when their husbands go off to war, imploring the god to bring them back home safely.

Similar rituals are required for a dwarf priest to gain access to certain spells offered by the other deities see the Faith chapter on page When a dwarf dies, his body is returned to the mountain by his family and interred in a special tomb carved into the deepest recesses of the underworld.

A somber funeral follows, during which the deeds of the deceased are sung out for all to hear. The living petition Magrim, the god of the afterlife, to provide the deceased with a suitable existence whereby he can continue to perform the tasks he loved so much in life.

An honor guard then inters him in the underground crypt. Typically, a great wake will ensue after the interment, and the life of the dwarf is celebrated as a successful endeavor to embody the will of Torag. Dwarves who die far from home or whose homes are unknown are usually buried in a cave, either directly in the earth or under a cairn of stones. In addition to the dwarven pantheon, dwarves in human lands often worship Abadar and Irori.

Both gods require discipline and hard work, and dwarven temperament is well suited for veneration of these foreign deities. Abadar espouses the advancement of civilization, and many dwarven engineers and architects seek his guidance. Irori promotes perfection of the body and soul, and although his faithful must not imbibe alcohol, they find the disciplined regimen befitting their principles.

Crime and Punishment: A dwarf who commits a serious crime may be banished from his homelands. The guilty party may beseech the goddess Dranngvit for atonement, but if she does not intervene, the dwarf is forced to cut his beard or hair, if a female dwarf and is escorted to the border.

Because of this practice, a dwarven immigrant with short hair or lacking a beard is viewed by his new neighbors with much skepticism and distrust. Tradition dictates that the family of a disgraced dwarf must append -slag to its surname, and children have the Dwarves of Golarion surname -slagsun or -slagdam.

These relatives are able to restore their family honor by accomplishing a great or important deed; at that time the -slag suffix is removed from their names, and children can once again use their normal surnames.

One way to regain family honor is to defeat a vast number of orcs and their ilk, particularly in defense of a dwarven stronghold, or in retaking lost territory. Dwarves remain steadfast in their hatred of orcs and goblins, and although orcs live a fraction of the years dwarves do, they consider dwarves their greatest enemy. This enmity hearkens back to their shared existence under the mountains, before and during the Quest for Sky. Upon reaching the surface at the culmination of their Quest, the dwarves discovered they had merely pushed the orcs ahead of them and not exterminated them as they intended.

The Fall of Koldukar now Urgir in the Hold of Belkzen is seen as one of the most terrible tragedies in dwarven history, and it shames the dwarves greatly that the city has been in orc hands for more than 7, years. Unfortunately, dwarves lack the resources or grand vision to retake the citadel at this time.

Clerics and Fighters: Most non-craftsman dwarves become clerics or fighters. Dwarves are a very religious people, and their society holds priests in high regard. Laypeople look to them for guidance, blessings, and absolution. They are often seen as mentors and role models. Most take this responsibility seriously and use it as yet another motivator to perform their duties as best they can.

Because of their long history of warfare, dwarven clerics are also adept in combat and are often seen on the front lines of battle. While clerics are the guides of dwarven society, fighters are its heart.

They are the defenders of dwarven civilization and are regarded as heroes and saviors. Many a young child dreams of being the one to finally drive the orcs out of Koldukar and have his or her name carved in the stone of history for all eternity. The quickest and most dangerous path to glory and honor or redemption is to become a fighter.

History of Dwarves the The memory of the dwarves is long, yet even they have forgotten much of their origin under the mountains. Torag first forged the dwarves deep in the recesses of the earth as beings perfectly suited to the dark, unfriendly environment. Dedicated to hard work, they were content for a time. Torag was their master, and they strove to earn his approval. Centuries passed, and Torag provided them Dwarven Traditionalism The dwarven nations converge only once every years, which has led to a divergence of dwarven values and customs among the scattered settlements.

Most dwarves left behind the more conservative aspects of their culture generations ago. Tar Dorgrin alone has chosen to adhere to these strictest of traditions, and although its citizens do not condemn others for their more liberal lifestyles, their own devotion to the traditional dwarven culture is a source of great pride. Tradition-minded women wear their hair a specific length depending on their status in society—the higher the status, the longer the hair.

Female children are expected to wear their hair shoulder-length until they reach their age of majority. For men, beard length is dependent upon societal status in much the same fashion. Male children wear their hair short and are forbidden to wear full beards until they reach adulthood.

Even in cases in which an adolescent could grow a beard, he is required to trim it close until he completes his rite of passage. The rite of passage, called gladdinggarsun for boys and gladdringgardam for girls, is a serious matter for traditional dwarves. Less traditional families do not require this rite of passage, but even so, many youths choose to complete it. When the Starstone crashed to the earth in — ar, the dwarves saw this as the earthquake they were waiting for, and began a tedious press to the surface.

The year journey was fraught with peril and betrayal. Numerous dwarves chose to ignore the Quest altogether, and so stayed deep within the mountains and eventually became the evil duergar. The dwarves who pursued the Quest squabbled among themselves and hatched plans to complete their own agendas and gain control of the dwarven civilization. As they climbed ever closer to the surface, they drove before themselves their great enemy, the orcs.

Unfortunately, the friction between the dwarves eventually became so great that they splintered into small factions. The first great dwarf king, Taargick, was finally able to unite his people through a mix of diplomacy, wisdom, and violent coercion, after which he crowned himself the king of all dwarves and founded the nation of Tar Taargadth in — ar.

It is under this powerful empire that the dwarves finally completed the bloody Quest for Sky in — Upon reaching the surface, the dwarves discovered the orcs they had fought so tirelessly beneath the mountains now flourished on the surface. To assist with their epic war against the orcs, the dwarves founded 10 magnificent Sky Citadels.

They applied all their engineering experience to create these marvels of architecture. Stony ramparts reached far into the sky and could be seen from miles away. These great cities thrived, tucked safely behind the walls and ramparts of stone and steel. For nearly a thousand years, the dwarves used their great Sky Citadels as bastions of civilization in this wild, new surface world. Even so, dwarves and orcs fought a savage, relentless war. In —, the unthinkable happened and orcs successfully invaded Koldukar, a Sky Citadel in what is now the Hold of Belkzen.

In the Battle of Nine Stones, orcs breached the walls and drove the dwarves from Koldukar, slaughtering any who courageously stayed behind to fight. Seven thousand years later, orcs remain firmly in control of their greatest stronghold, which they named Urgir and set as their unofficial capital. Over time, the power of the dwarves waned again. Unfortunately, this too coincided with an upsurge of orc strength, and their barbarian offensive devastated the dwarven civilization.

In ar, the central government of Tar Taargadth collapsed, and each Sky Citadel was forced to fend for itself. A new dwarven civilization quickly formed with Highhelm as its center.

Within the Five Kings Mountains, five separate dwarven nations flourished, each led by a different brother. In , the baron-mayor of Highhelm, Gardrick I, founded Gardadth. The next year, Doggon followed suit with Doggadth, the Impenetrable Kingdom.

Although brothers, each had his own agenda, and the dwarf lords feuded almost constantly. In , a mere 9 years after the founding of the last kingdom, Saggorak and Doggoth broke out in civil war, and the other three quickly joined in. Unfortunately, this was only the first of 19 vicious and unnecessary civil wars that erupted over the course of the next years. Eventually, the dwarven families grew tired of the carnage, and brought in a delegation from the Kalistocracy of Druma to negotiate what became the Kerse Accord.

This treaty ended the civil wars and established a long-lasting peace for all inhabitants of the Five Kings Mountains. In celebration of this great achievement, the five kings commissioned great towering sculptures of themselves carved directly from the face of the mountains at their highest peaks.

This new peace would only last years, and this time the threat came from their ancient enemy, the orcs. In , orcs once again invaded dwarven lands, right into the heart of the Five Kings Mountains. Highhelm was besieged for 5 years, and orcs penetrated her outer walls. However, the inner defenses stymied the orcs, and the Kingdom of Gardadth sued for peace. Unfortunately, it was the last official function of that nation and it collapsed immediately afterward, leaving Highhelm standing but with no kingdom to support.

The orcs invaded Doggadth immediately after they abandoned Highhelm. For 19 years, the dwarves defended their city, but eventually Doggadth fell as well.

The orcs moved on to blockade Saggorak in , but at the same time they also invaded Grakodan, which fell after only 2 years. The orcs finally ended their siege of Saggorak in success when the last dwarf starved to death in , 12 years after the blockage began. The last kingdom to fall was Taggoret, after a lengthy year-long war.

The era of the Five Kings Mountains was over. A period of rout ensued, which the dwarves refer to as the Wild Era. During this nearly year term, the orcs almost completely controlled the Five Kings Mountains. In , Khadon the Mighty arrived in the Five Kings Mountains and proceeded to destroy the orc inhabitants, defeating them in at the Battle of Splitmist Pass.

The orc leader, Tarkdok Manyspears, was hunted down, his corpse displayed throughout the mountains to deter any further orc attacks.

Khadon founded the empire of Tar Khadurrm in Thirty-three years later, Jernashall was founded, and although Highhelm remained the capital, Jernashall became the preeminent city of the new empire. In fact, Jernashall became important enough that the nations of Cheliax and Isger petitioned Tar Khadurrm to help them forge a vast surface city near Jernashall. This new settlement, christened Raseri Kanton, was founded in , and quickly became a vital trade center between Tar Khadurrm, Cheliax, and Isger.

The same year, King Khadon passed away from extreme age and his son Sidrik was crowned king of Tar Khadurrm. A few decades later, the bustling metropolis of Jernashall, whose importance only grew thanks to its sister city of Raseri Kanton, was named the capital of the kingdom, and it became the center of dwarven life in the Five Kings Mountains.

For years, Tar Khadurrm and its cities flourished. The dwarves mistakenly believed their stronghold had withstood the great tremors completely undamaged. The next day another eruption occurred, and unfortunately for everyone within Jernashall, the initial quake compromised the foundations of the city. The great magmafall in the center of the city spewed forth a river of lava, and within moments every resident was dead. For Raseri Kanton, it was just as horrifying.

The entire city fell into the earth, and only a few buildings in the uppermost reaches remained standing. The decline of Tar Khadurrm can be traced directly to the Rending. It destroyed the spirit of the dwarven empire, and its people fell into sloth and apathy, losing their way and forgetting what it meant to be the chosen people of Torag. For 5 centuries, the dwarves of the Five Kings Mountains carried on, but failed to truly live. King Talhrik the Industrious sought to inject the spirit and ethics of dwarvendom back into his people.

Upon his death, the dwarves once again fractured and tried to wrest power for themselves and their families. He never let Garbold out of his circle of influence, controlling him with addictive substances and forcing him to cede more and more of his power to the priests of Droskar.

Ordrik murdered his cousin and seized the throne in , and attempted to create a theocracy dedicated to the worship of Droskar. The Forge War raged for 13 years, during which time generals loyal to the true crown fought to keep their kingdom. They lost all sense of art and beauty, and their creations became merely adequate. This time is seen as the lowest point in dwarven craftsmanship. Dwarves rushed to build temples, shrines, forges, cathedrals, towers, and workshops for Droskar, but forgot the purpose of such endeavors.

Eventually, their mediocrity descended into shoddiness, and their works began to collapse almost before they were completed. Many dwarves realized they would not be able to maintain their existence in such a poorly constructed and maintained mountain home, and began to flee to the other dwarf kingdoms in the Five Kings Mountains, as well as settlements in Druma and the Mindspin Mountains. Most are now the dens for humanoids and other monsters, but some groups—particularly the Pathfinders—believe that caches of great treasure still exist in these lost cities, resting on the skulls and fingers of long-dead dwarven princes, merchants, and priests.

While many dwarves dream of reuniting their fractured empire, none have had the ability, prestige, or willpower to make it so. Dwarf Race Traits Only dwarves may select one of these traits. Clearheaded: You see through deception and lies. Goldsniffer: Your keen senses lead you to hidden treasures. Grounded: You are well balanced, both physically and mentally. Ruthless: You never hesitate to strike a killing blow. Tunnel Fighter: Caves and tunnels are a second home to you.

Warsmith: You have an intuitive grasp of the weak points of metal and stone. Knowledge engineering is a class skill for you. Zest for Battle: Your greatest joy is being in the thick of battle, and smiting your enemies for a righteous or even dastardly cause. Dwarf Religion Traits You may only select one of these traits if the listed god is your patron deity.

Alluring Bolka : You have the art of turning a passing glance into love. You can use daze once per day as a spell-like ability, with a caster level equal to your character level. Battlefield Caster Angradd, Gorum, Torag, Trudd : Your faith protects you even as you unleash spells in the thick of battle. One of these skills your choice is a class skill for you.

Honeyed Words Grundinnar : Your tact soothes bristling tempers and cools heated blood. Dwarves of Golarion Resigned Droksar : Existence is little more than unending toil. By laboring unto exhaustion, greatness can be achieved. Toilcrafter Droskar : You can craft passable if inferior magical weapons, armors, and shields through diligence and toil. Choose one Craft or Profession skill in which you have at least 1 rank.

Ranks in your chosen skill count as your caster level for the purpose of qualifying for the Craft Magic Arms and Armor feat. You must use the chosen skill for the check to create the item.

Crafting in this fashion takes twice as long as normal. Axe and Hammer! Born ages ago in lightless caverns, the dwarves surged upward in pursuit of a divine prophecy, driving the feral orcs before.

The dwarves of Golarion are a humanoid race of dour warriors and craftspeople. They excel at jobs other races find tedious, but also have a great love of. Roger rated it it was amazing Jan 15, Elves are considered to be the ultimate examples of this, in addition to being labeled cowards and weaklings for abandoning Golarion for thousands of years following Earthfall. Of particular note are the city of Highhelmwhose inhabitants consider themselves the heart of dwarven culture and life, the Sky Citadel of Janderhoff in Varisiathe Ouat monks of Osirion and the wild warriors of Kalsgard in the Lands of the Linnorm Kings.

This bulk also causes dwarves to weigh as much, if bolarion more than human men. A dwarf is a stout humanoid, usually a head shorter than their human counterparts, but much broader. They have thick, heavy bones, tightly packed muscular sinew, and stability unmatched by other races. Mark Moreland rated it golairon it Jan 07, Dwarves are incredibly hard working, dedicated, and tough, and see other races who do not share these traits as being frivolous at best, and weak and degenerate at worst.

One of the worst offenses to a dwarven man is dwaarves shave his beard, as it is considered a deadly insult not only to the individual, but also to his ancestors and family. In southwest Osirion are the Pahmetor sand dwarves, who are proud but xenophobic warriors that believe they once protected the greatest secrets of the ancient pharaohs. Charles Gory rated it did not like it Jun 11, There is dramatic sexual dimorphism in dwarven physiology.

Colton rated it it was amazing May 31, Dwarven dress mirrors the items they so carefully craft, elevating function over style, but they are never plain. Return to Book Page. Pathfinder Player Companion 1 — 10 of 35 books. Dwarves are incredibly hard working, dedicated, and tough, and see golariob races who do not share these traits as being frivolous at best, and weak and degenerate at worst. Hugh Melrose rated it really liked it Aug 19, Campaign Settingp. Goodreads helps you keep track of books you want to read.

The only god in the dwarven pantheon not related to Torag is the Dark Smith, Droskarthe dwarved deity of the duergar. This website uses cookies to improve your experience while you navigate through the website. Out of these cookies, the cookies that are categorized as necessary are stored on your browser as they are as essential for the working of basic functionalities of the website.

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