Deep Dwarves

The Zharak [Deep Folk] (zar-AK)

The priesthood of Moradin teaches that the All-Father created the world and set it on a pinnacle of mithril that extended into the core of the world. Moradin created the dwarves as miners who would strive to find this mithril pinnacle. The mountain and hill dwarves, having found gold, silver, platinum, and gems, chose to stop pushing deeper into the earth at a rapid pace to find the mithril center, satisfied with the riches Moradin had bestowed upon them.

The dwarves that would become known as the Zharak, weren't satisified. Moradin, they felt, had set a task before them and they must do their best to fulfill the All-Father's plan. Thousands of years ago, so long that the mountain and hill dwarves have largely forgotten of their existance, the Zharak began tunneling deeper into the earth in search of the mithril center.

Then the course of dwarven history radically changed. Following a momumental battle under the first dwarven stronghold of Kaldhurak (translated as Heart of the Mountain), the dwarves lost the Fierce Axe (aka the Axe of the Dwarvish Lords) and several clans of dwarves to the dangerous illithids. The deep dwarves were unaware the battle as they were far deeper underground. When word reached them of the battle, King Thragar Ironmantle decreed that they must seek out and rescue their brethren and recover the Fierce Axe. Thus the deep dwarves tunneled deeper into the Oerth and passed from dwarvish memory.

Deep dwarves are the rarest of dwarves to be encountered, as they rarely venture to the surface, instead being content to dig further into the earth, but the dangers of the Underdark have greatly slowed their progress.

Venturing up the the surface blinds the deep dwarves and causes them severe pain. It take several weeks for them adjust to the bright sunlight above.

While the Zharak have been forgotten by their surface brethren, the duergar know of their existance. Duegar do not hold the same hatred towards the deep dwarves that they do their surface cousins, but they have, at different times, warred with them, traded with them, raided their settlements and enslaved them.

Deep Dwarf Ability Scores


AbilityMinimumMaximum
Strength818
Dexterity316
Constitution1319
Intelligence318
Wisdom318
Charisma315

Ability Score Adjustments

Initial ability scores are modified by a -2 penalty to Charisma and a +2 bonus to Constitution. The minimum and maximum ability scores are as shown.

Eligible Classes

Single Class Options

Fighter, Cleric/Priest, Thief

Multiclass Options

Fighter/Cleric, Fighter/Thief

Specialty priests may not multiclass.

Recommended Languages

Dwarvish (deep dwarf dialect - native), duergar, drow, illithid, kua-toa, troll, troglodyte, svirfneblin (deep gnome), undercommon, sign language.

Becuase they live deep underground, deep dwarves have found it useful to learn the languages of several of their neighbors, both friendly and hostile. The number of languages that can be learned is limited by the nonweapon proficiency slots allotted to languages and the maximum allowed number of languages as determined by Intelligence. However, their primary language should be their native tongue. A character's native tongue does not cost the character any nonweapon proficiency slots. This includes reading and writing in their native tongue.

Important note Being able to speak another language does not mean the character can read or write in that language. This will cost the character appropriate nonweapon proficiency slots.

Additionally, the kinds of languages deep dwarves may learn should be determined by the campaign background. For example, if a character lives in a stronghold that has had no contact with goblins, he is unlikely to have learned goblinoid. The languages for dwarves listed should also be considered as suggestions only. Dwarves may learn any language that suits their background. Some suggested languages for deep dwarves are: the deep tongue, drow, svirvneblin (deep gnomes), trollish, aboleth, kuo-toa, derro, or even one or more of the dialects of their dwarven cousins.

Most of the different subraces of dwarves can usually communicate with each other with little difficulty, but some slang or jargon may vary from race to race or even from stronghold to stronghold. Think of the English language. For the most part, Americans, Canadians, Australians, the British, and New Zealanders can communicate with each other on a basic level, but each has its parlance. Even each variation has its subdialects.

Deep Dwarf Aging Effects

* -1 Str/Con; +1 Int/Wis
** -2 Str/Dex; -1 Con; +1 Wis
*** -1 Str/Dex/Con; +1 Int/Wis


Starting AgeMiddle Age*Old Age**Venerable Age***Maximum Age
45+3d12140187280+2d100

Life Expectancy

380 years. Life expectancy is around the maximum age the character can expect to live, assuming nothing untoward happens to them.

Infravision

90 feet.

Special Advantages

Deep dwarves receive a +1 to hit illithids, aboleths and Drow.

Excellent saving throws against magical attacks and toxins. A deep

dwarf figures his Constitution saving throw bonuses for a normal dwarf and adds an additional +1 to his bonus.

Ogres, trolls, ogre magi, giants, and titans suffer a -4 penalty to attack deep dwarves.

Special Disadvantages

Deep dwarf disadvantages are sililar to the duergar. They suffer a -1 penalty to all rolls within the radius of a continual light spell. They are not affected by the light of torches, lanterns, magic weapons, or light and faerie fire spells.

In bright sunlight, deep dwarves Dexterity is also reduced by -2, to hit rolls are made at a -2 penalty, and their opponent's saving throws are made with a +2 bonus.

In situations where a deep dwarf is in darkness but his opponents are in bright light, his Dexterity is unaffected, but he suffers a -1 penalty to his attack rolls while their opponents gain a +1 bonus to saving throws against attacks.

Racial Enmities

Drow, aboleths, and Illithids.

Deep Dwarf Level Limits


FighterPriestThief
141210

Bonus Levels


Prime RequisiteBonus Levels
14, 15+1
16, 17+2
18+3
19+4

Deep Dwarf Average Height & Weight


Height (in.)Weight (lbs.)
45/42 (+2d6)100/80 (+4d10)

Additional Experience Cost

+10% experience points to gain a new level.

Deep Dwarf Level Limits

Racial level limits are not enforced in this campaign and are included here for completeness. The DM reserves the right to enforce these limits at any time in the future.

Deep dwarves are limited in level to 14th level as fighters, 12th level as clerics/priests, and 10th level as thieves.

These level limits apply no matter if the character is single classed or multiclassed.

Exceeding Level Limits (Optional)

Racial level limits are not enforced in this campaign and are included here for completeness. The DM reserves the right to enforce these limits at any time in the future.

A character may exceed maximum level limits if he has extremely high ability scores in his prime requisites. For example, a deep dwarf warrior is limited to 14th level. With a Strength of 18, he may be allowed three bonus levels and advance to 17th level.

Appearance

Deep dwarves average 4 feet to 4 1/2 feet tall and weigh about 120 pounds. They are large boned, but leaner than other dwarves. Their skin varies from pale brown to light tan, and often carries a reddish tinge. Their eyes are large, but without the sheen of their surface cousins; in color, a washed-out blue. Hair color ranges from flame red to straw blond. The females wear their beards long, unlike other dwarf women (who are typically clean-shaven).

Deep dwarves have little or no contact with the surface. It is too far for them to travel to the world above. They may be on friendly terms with hill and mountain dwarves, or they may harbor a grudge against them. They may avoid them because they consider them tainted by the influence of other races.

Frequently neutral in alignment, deep dwarves may also be lawful good or lawful neutral. They are just as conservative as hill or mountain dwarves, and consider themselves to be the sole repositories of dwarven culture.

Deep Dwarf Thieving Skill Adjustments


SkillAdjustment
Pick Pockets+5%
Open Locks---
Find/Remove Traps+10%
Move Silently---
Hide in Shadows+5%
Detect Noise---
Climb Walls-10%
Read Languages-15%

Deep Dwarf Thieving Skills

Drow can be tricky creatures, so deep dwarves have adjusted to their tricks and traps by becoming better than average finding and removing traps. They gain a +10% bonus to both of these skills. In addition, they gain a +5% bonus to hiding in shadows and picking pockets (a great skill to have when stealing stuff off the person of a Drow or an Illithid).

However, Zharak are not as good at climbing walls or reading languages (-10% and -15% penalties respectively), skills not really needed in the Underdark.

General Life

Much of the lifespan of the Zharak is spent simply trying to survive. Deep in the Underdark, there are few allies. The primary goals of the deep dwarves, as stated earlier, are attempting to locate the Fierce Axe and tunneling to the mithril core of the world. Each clan works together to contribute to the survival of the whole. There are few disputes between clans, and those that arise are resolved

by the local magistrate. Very few make it all the way to the king for resolution.

Like their surface cousing, the Zharak are hard workers and very skilled in the arts of craftsmanship, should it be gemcutting or metalworking, and are every bit as brave as the surface dwarves.

General Alignment

Frequently neutral in alignment, deep dwarves may also be lawful good or lawful neutral. They are just as conservative as hill or mountain dwarves, and consider themselves to be the sole repositories of dwarven culture (much like their Duergar cousins).

[Complete Book of Dwarves]

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