Dwarves
Biological Information:
The below information is designed to be used to help build your character. Some of the content is from the players handbook and other D&D sources, others are completely new creations of the Make A Saving Throw Team.
Species Features
The Dwarves of Kesari are an incredibly diverse race. Unlike other races in Terrene, there is no real skin tone that can be applied to the entire race. The northern section of the isle is home to Dwarves with more warm golden skin tones. While the centre of the isle hosts Dwarves with a rich umber skin tone. The south meanwhile hosts more fair ivory skin tone.
Skin Tone:
Ivory, Porcelain, Golden, beige, Umber and Almond.
Eye Colours:
Amber, Brown and Pale Blue. (Common)
Deep Blue, Grey, Emerald Green. (Rare)
Hair Colours:
Black or Brown. (Common)
Blonde or Ginger. (Rare)
Height:
3 feet and 4 feet.
Species Traits
Darkvision:
You have Darkvision with a range of 120 feet.
Dwarven Resilience:
You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
Dwarven Toughness:
Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.
Stonecunning:
As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Basic Information:
The Dwarves of Kesari are a proud race. They are a trade orientated culture, that has allowed the best merchants to become the nobles of this society. They are short and stocky and while slow to violence, once they start a fight, they will not let it end until they are victorious. They are considered adults age 50. But mature at the same rate as Humans.
The Dwarves are ruled by one immortal king, who has ruled since time begun, known as Hildinar, they are a ruler that very few see. They are responsible for the Dwarves locking themselves away on Kesari and for the focus on trade as a way to survive.
It was Hildinar who also decided that the fourteen most successful merchants would be granted nobility and would be made Jarls of Kesari and would be known colloquially as one of the fourteen Merchant Lords. Each one was expected to open up a Festung, which is a fortified compound. They usually act as the Jarls own mini fort or castle within the many cities of Kesari. It contains everything they need to rule, their main shop, storage units often some sort of guest house and other general use buildings.
Culture
The Dwarves of Kesari are known for their rustic culture, they use a lot of wood in their construction and while at one time they were amazing miners, they have in the last era, worked to change that perception, moving to lean heavily on their merchant culture.
Kesari is not open to foreigners, this is known as the Isolation Charter. A royal decree banning non-Dwarves from leaving the city of Torgvik. It also sets out the expected punishment for the discovery of non-Dwarves outside of the city limits. They are to be taken to the nearest Merchant family who will perform the ancient and brutal Blood Eagle ritual upon the victim.
While they mimic the nobility system of Terrene, the eldest son is not necessarily entitled to earn the hereditary title in Dwarven culture. Instead the head of the merchant family is expected to select and train an heir, sometimes it is their own child, sometimes a niece or nephew. They then take them to the king for a formal recognition where several rituals are done. They are then added to the book of Heirs. This has avoided many succession crises in Kesari.
Kesarian Exile
Any Dwarf that leaves the Isle of Kesari without permission, is subjected to Kesarian exile. This is something that cannot ever be revoked.Pasmeka
The Pasmeka is an ancient tradition in Dwarven culture. Put simply it is a magical piece of jewellery, that acts as a passport.
The Pasmeka is a piece of jewellery that every dwarf makes when they turn 20. The creation of the Pasmeka is seen as a coming of age ceremony, under the watchful eye of the clerics of Astaru. The first task is to create their Pasmeka, there are no restrictions on this, other than it must be wearable jewellery. It can be ear-rings, rings, necklaces or even nipple rings.
The second step is, imprinting. This is the most difficult step, as it cannot be supported by the Clerics or family members. This is solely down to the crafter. They must imprint their essence upon this item, in a secret ritual, not known or shared to outsiders. Even Dwarves don't know the full ritual. They only know the steps they need to complete an imprintation. This is difficult and usually takes several days to complete, but it has been known for a Dwarf to take years to complete. They are not allowed to leave the chamber until they have imprinted.
Once this is done, the next step is to hand your Pasmeka to the clerics. They will first curse the object, then cure the curse. The reason behind this is by curing the curse you can show you are welcome in Kesari. But should they revoke the cure, something any Cleric of Astaru can do, should they be given the order, then when your Pasmeka is checked by a guard, you will be highlighted as a Skoharmaor and will not be allowed entry to the homeland. The cast of the curse and then curing, gives the power of entry to the Order of Astaru. Many ships carry a cleric of Astaru who will check all Dwarven Pasmeka, to try and prevent any sneaking onto the docks and sneaking their way onto the homeland, as checks are less prevalent once you exit the port city of Torgvik.
Skoharmaor
The dwarves that are labelled as Skoharmaor are permeant outcasts, these are dwarves who have been exiled for rebellion or disloyalty or most likely they left the island or trade route without permission of the royal court. As a result, their Pasmeka are revoked
Skoharmaor are the name of Dwarves who leave the isles without permission. They either have their Pasmeka removed or the order of Astaru have it removed so guards will know it is now a cursed object. Often it won't have any impact on them, many that are effected will not even realise it, as it will come across as bad luck. The label Skoharmaor, means out-cast.
Kesari:
200 - 300
Key Locations:
Kesari
Duraguard.
Palace of Astaru.
Merchant Lords:
Frostg
Mim
Previous Merchant Lords
Skraddari