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| + | ====== Les Bastions de la Nation ====== | ||
| + | <WRAP box bggreen fgblack 350px left :en> | ||
| + | {{mror_holds.png? | ||
| + | <panel type=" | ||
| + | ^ Capitale | ||
| + | ^ Government | ||
| + | ^ Souverain | ||
| + | ^ Population | ||
| + | ^ Races | 65% [[Nains]]\\ 12% [[Humains]]\\ 10% [[Orcs]]\\ 08% [[Gnomes]]\\ 05% Autres | ||
| + | ^ Religions | ||
| + | ^ Exportation | Banque, Métaux précieux et non précieux | ||
| + | ^ Reconnue pour| Ha11marks: Banking, Nains, metalwork, mining (precious and non-precious metals) | ||
| + | ^ Fondateur | [[Wroann|Wroann, | ||
| + | ^ Devise nationale | "On gagne ce que l'on donne" | ||
| + | ^ Climat | Tempéré au nord, tropical au sud | | ||
| + | </ | ||
| + | {{: | ||
| + | </ | ||
| + | /* Mror Holds */ | ||
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| + | < | ||
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| + | < | ||
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| + | < | ||
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| + | Vous ne me croyez pas? Allez jeter un œil à la Face de Morinn! Personne ne pourrait sculpter quelque chose comme ça, mon ami, c'est le visage originel de la montagne. Quant aux autres, eh bien, ils se sont juste endormis face contre terre. C'est l' | ||
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| + | **Les Bastions de la Nation** sont reconnus comme la patrie des [[Nains]]. Non seulement les Bastions sont l'une des rares terres naines de [[Khorvaire]], | ||
| + | |||
| + | ====== Géographie ====== | ||
| + | |||
| + | Entourés par les [[monts_ferreux|Monts Ferreux]] et les [[: | ||
| + | |||
| + | ====== Société ====== | ||
| + | |||
| + | La population des **Bastions de la Nation** se compose principalement des douze clans Nain formés à partir des chefs exilés originalement. | ||
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| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
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| + | Le clan [[Noldrun]] a depuis été détruit. Depuis 106 AR, le Clan Kundarak est la [[maison_kundarak|Maison Kundarak]] et comme toutes les Maisons Marquées Du Dragon, reste neutre et participe au [[:Conseil de Fer|Conseil de Fer des Clans]] uniquement en tant qu' | ||
| + | |||
| + | ===== Groupes Influents ===== | ||
| + | |||
| + | * [[maison_kundarak|Maison Kundarak]] | ||
| + | * [[Maison Orléans|Maison Orléans]] | ||
| + | * [[maison_sivis|Maison Siri]] | ||
| + | * [[l_aurum|L' | ||
| + | * [[: | ||
| + | |||
| + | ====== Histoire ====== | ||
| + | |||
| + | |||
| + | **Coeur et Histoire** | ||
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| + | Les Bastions de la Nation sont fondés sur le fer et l'or. Les [[Monts Ferreux]] détiennent de vastes gisements de métaux précieux et de minerais rares, et les Lords [Nain]]s ont utilisé ces ressources pour créer un empire marchand qui s' | ||
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| + | Une grande partie de l' | ||
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| + | Quelle que soit leur origine, il est clair que les [[Nain]]s étaient une forte puissance bien avant nos jours. Les chants des [[Dhakaani]]s parlent de batailles avec les «hommes de pierre des montagnes», | ||
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| + | Les Nains eux-mêmes ont de nombreux récits de cet âge de gloire, bien qu'il soit difficile de séparer les faits des mythes. Ces contes parlent de Rois de Pierres et de Gardien du dragon, de maîtres des runes forgeant de puissantes lames dans les profondeurs. Cet âge prit fin sous le règne du Lord [[Kordran Morinn]]. Un certain nombre de guerriers et de héros avaient suscité des troubles dans [[Le Royaume d'en Dessous]], et Morinn a banni douze des chefs et leurs partisans à la surface des montagnes. Les profondeurs ont été scellées avec des protections magiques et un clan de gardiens fut envoyé à la surface afin de s' | ||
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| + | Les Lords Nain ont pris de nombreuses mesures pour prouver leur valeur. On dit que le grand visage de pierre du Seigneur Morinn a été produit à cette époque, bien que ce soit en soi un grand débat. Les sages de [[Korranberg]] affirment que les Nains n' | ||
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| + | Quoi qu'il en soit, quand aucun de leurs efforts n'a produit de résultats, les Nains bannis se sont battus entre eux. Leur culture s'est lentement erodée, et ils ont embrassé la sinistre joie de la guerre. Pendant des milliers d' | ||
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| + | Lorsque les Humains sont arrivés sur [[Khorvaire]], | ||
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| + | Après avoir libéré les [[Gobelins]] lors de sa conquête des [[Cinq Nations]], le [[roi Galifar]] n' | ||
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| + | Des décennies passèrent. De nombreux Nains ont abandonné leurs anciennes habitudes et se sont répandus dans tout [[Khorvaire]]. Ceux qui sont restés dans les montagnes se plaignièrent du poids des impôts et des tributs, et lentement leur mécontentement les a rapprochés. | ||
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| + | Puis vint la convocation. Les Nains de [[Kundarak]] étaient les gardiens des sceaux, et ils appelent les Lords des douzes clans dans leur bastion. Dans les manoirs de [[La Porte]], les Lords des clans se réunissèrent en paix, discutant de leurs projets pour leur nation et s' | ||
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| + | Ce qui se trouvait en dessous fut un choc pour tous. Alors que les Lords des clans se battaient à la surface de la montagne, les descendants Morinns avaient combattu les [[Daelkyr]]s dans les profondeurs, | ||
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| + | Maintenant que leur ancien devoir était rempli, le [[clan Kundarak]], qui possédait depuis longtemps la [[Marque de la Protection]], | ||
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| + | À travers tout cela, les Nain sont restés des citoyens de Galifar. Les Nain étaient patients, et la plupart accordaient une grande importance à leur parole et à l' | ||
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| + | Puis vint [[La Dernière Guerre]]. Les Nains avaient prêté serment à Galifar, mais ce royaume n' | ||
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| + | ===== Empire Dhakaani ===== | ||
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| + | Bien que l'on sache peu de choses sur cette période, il y a plusieurs références dans les chants Dhakaani aux « guerriers de pierre du Nord ». La simple présence des Nains dans leurs forteresses montagneuses avant que les Humains arrivent en Khorvaire prouvent que les villes des Nains existent depuis un certain temps. | ||
| + | |||
| + | ===== L'Exil des Douzes ===== | ||
| + | |||
| + | Sous le règne du [[: | ||
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| + | Les chefs de clan ont passé de nombreuses années à essayer de prouver leur valeur individuelle. On dit que c'est à cette époque que fut construit le puissant visage du Lord Morin. Finalement, la compétition pour prouver quel clan était le plus digne du domaine profond a conduit à des luttes intestines entre les clans qui se sont transformées en querelles de longue date. | ||
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| + | ===== Assaut de Karrn ===== | ||
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| + | Lorsque les Humains se sont répandus pour la première fois dans les confins du Khorvaire, ils n'ont prêté que peu d' | ||
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| + | ===== Sous Galifar ===== | ||
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| + | Finalement, après avoir mis de côté leurs petites querelle, les nains [[: | ||
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| + | Les clans Nain étaient toujours fidèles au Royaume de Galifar, refusant de revenir sur la parole de leurs ancêtres qui avaient juré fidélité au royaume. | ||
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| + | ===== La Dernière Guerre ===== | ||
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| + | C'est en fait [[la_derniere_guerre|La Dernière Guerre]] qui délivra les Nains des Bastions de la Nation de leur serment envers Galifar. Puisque Galifar, le royaume, n' | ||
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| + | ===== La Dernière Guerre ===== | ||
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| + | It was actually [[la_derniere_guerre|La Dernière Guerre]] that released the Nains of the Bastions de la Nation from their duty to Galifar. Since Galifar, the kingdom, no longer existed the Nain clanlords were released from their pledge and in 914 AR at the first meeting of the [[conseil_de_fer|Conseil de Fer]] the Nain lords declared their independence. This independent nation was later recognized with the [[traite_de_fort-du-trone|Treaty of Fort-du-trône]]. | ||
| + | |||
| + | ====== Villes et agglomérations ====== | ||
| + | |||
| + | [[: | ||
| + | Cities of the Morin Holds | ||
| + | Frostmantle · Krona Peak · Korunda Gate · Lake Home · [[Nuldonthrone]] | ||
| + | ===== Autres Sites Notables ===== | ||
| + | |||
| + | * [[poing_d_onatar|Poing d' | ||
| + | * [[breche_de_goradra|Brèche de Goradra]] | ||
| + | * [[: | ||
| + | * [[monts_ferreux|Monts Ferreux]] | ||
| + | * [[: | ||
| + | * [[: | ||
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| + | ===== Cuisine ===== | ||
| + | |||
| + | Les nains de la Nation ont des constitutions exceptionnelles et sont résistants au poison, et grâce à ces traits, ils apprécient une cuisine que d' | ||
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| + | L' | ||
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| + | ===== Religion ===== | ||
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| + | Les conteurs Morinns soutiennent que les nains sont le peuple choisi originalement par les souverains, en particulier par [[Kol Korran]] et [[Onatar]]. C'est effectivement une curieuse coïncidence que Kol soit le mot nain pour « commerce », tandis que dol signifie « guerre », et ces conteurs disent que le [[Voyageur]] a volé les noms des souverains aux nains pendant l' | ||
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| + | Les archives de la [[Bibliothèque de Korranberg]] montrent que les missionnaires [[Zil]]s étaient actifs dans les [[Monts Ferreux]] au cours des siècles avant [[Bal Dulor]], et certains sages affirment que ces récits pourraient avoir été l' | ||
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| + | Alors que les Morin reconnaissent largement tous les Souverains, [[Kol Korran]] et [[Onatar]] sont les plus aimés, suivit de [[Boldrei]] et [[Olladra]]. Les clans [[Doldarun]], | ||
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| + | ---- | ||
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| + | **National Character** | ||
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| + | Les Nains des Bastions sont un peuple passionné. Ils sont motivés par la fierté, la loyauté au clan et un amour féroce de la vie : nourriture, boisson, bataille et toutes les myriades d' | ||
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| + | Les Nains des Bastions sont de féroces négociateurs, | ||
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| + | Les Nains des Bastions sont des marchands depuis des siècles, mais ils sont guerriers depuis des millénaires. Même lorsque Karrn a imposé la paix de Galifar, les Nains ont continué à former leurs enfants à l'art de la guerre. Alors que les Bastions de la Nation furent en grande partie isolés de La Dernière Guerre, les pilleurs [[orc]]s [[Jhorash' | ||
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| + | Alors que les Nains des Bastions sont fiers de leur jeune nation et du pouvoir qu'ils exercent, les vieilles querelles et rivalités persistent, et les Nains sont extrêmement compétitifs. Généralement, | ||
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| + | **Morin Fashion** | ||
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| + | Les humains voient souvent les Nains des Bastions comme cupides et vaniteux. La vérité est plus compliquée. La plupart des Nains des Bastions apprécient le travail de qualité d'une manière que peu d' | ||
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| + | Au-delà, le peuple voient dans l' | ||
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| + | À cause de cela, une troupe de soldats du peuple est un véritable spectacle. Les armures naines sont généralement recouvertes d' | ||
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| + | <ifauth @admin>< | ||
| + | A Morin Nain can recognize the significance of another Nain's jewelry by making an Intelligence check (DC 5); any character can recognize the relevance of the jewels with a Knowledge (nobility) check (DC 20). | ||
| + | </ | ||
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| + | Au contraire, l' | ||
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| + | Les vêtements racontent une histoire et les nains adorent les utiliser pour parler de leur clan, leur famille, leur foi et leur personnalité. Comme pour la plupart des biens des Bastions, la qualité des vêtements passe avant tout. Pour cette raison, les nains des familles plus pauvres peuvent n' | ||
| + | Bien que leurs tenues de base soient peu nombreuses, ils placent un grand stock d' | ||
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| + | Though their basic outfits may be few, Morin place great stock in accessories, | ||
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| + | De nombreux clans des Bastions privilégient un look martial, notamment dans le sillage de Dol Udar. Cependant, tout le monde ne veut pas porter de l' | ||
| + | La pilosité faciale est courante chez les Morin, mais les styles varient selon le clan et la famille. Certaines familles préfèrent les barbes bien taillées. De nombreux clans tissent des perles dans la barbe, le motif de la perle invoquant la faveur d'un souverain ou honorant un clan. La teinture pour les cheveux est souvent utilisée comme une forme d' | ||
| + | Les clans qui ont adopté l' | ||
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| + | Many Morin clans favor a martial aspect to their attire, especially in the wake of Dol Udar. However, not everyone wants to wear heavy steel all day, and the Morin generally use light alloys and thin layers of metal to craft their armor. Many Morin wear decorative armor that uses the statistics of light armor, but evokes the general flavor of a heavier breastplate—though anyone proficient in medium or heavy armor immediately recognizes the decorative nature of it. | ||
| + | Facial hair is common among the Morin, but styles vary by clan and family. Some families prefer neatly trimmed beards. Many clans weave beads into beards, with the design of the bead invoking the favor of a Sovereign or honoring a clan. Hair dye is often used as a form of personal expression. | ||
| + | Clans that have embraced the use of symbionts—notably Soldorak, Toranath, and Narathun—have developed many exotic fashions over the last century. For such dwarves, wearing symbiont clothing or accessories is a sign of courage and power, much as a hunter might wear the hides of animals they’ve defeated. Living clothing typically has a texture similar to leather, though chitin plating or hornlike protrusions are possible. Patterns or colors may shift to reflect the mood of the wearer, and a living cloak may ripple or billow of its own accord. Living clothing is self-cleaning and mending, and feeds on the excretions (primarily sweat) of the host. Narathun currently has the finest artisan-breeders working with living clothing, and styles are constantly evolving. | ||
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| + | **The Nains des Bastions in Battle** | ||
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| + | When Prince Karrn led his forces into the Monts Ferreux, he found a culture engaged in constant warfare. The Nains placed more value on weapons and armor than home and hearth, and the Morin villages were pale Ombres of the cities of Galifar. This was but one of the factors that led Karrn to call the Nains " | ||
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| + | Most Morin soldiers prefer heavy armor and close combat, and typically focus on Power Attack and its related feats. Morin warriors traditionally name weapons and shields. When a Nain tells a story about one of his many battles, he will refer to his axe as if it were another warrior standing at his side. Battlecries are an important part of Morin culture. A Nain may develop his own, or he may adopt the battle call of an honored ancestor. Nains wish to be remembered on the battlefield, | ||
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| + | Elite Morin troops generally follow the path of the fighter. Because honor and military skill are both held in high regard by the Nains, kensai and knight protectors can also be found in the service of the clan lords. Nain defenders guard the vaults of Maison Kundarak, and there are a few frenzied berserkers in Clan Droranath. The Nain fighter substitution level presented in //Races of Stone// | ||
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| + | While Morin smiths constantly improve their skills, they do not possess the uncanny skills of their ancestors. If you use //Races of Stone//, Nains des Bastions do not have the ability to produce Naincraft items or Nain armor, and they cannot create magic forges. Such items might be found as relics of the Premier Âge, however, and a DM could choose to introduce a smith who has mastered these ancient techniques and learned to produce improved armor or weaponry. | ||
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| + | **Magie parmi les Nains des Bastions** | ||
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| + | Alors que les prêtres de Kol Korran et d' | ||
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| + | **Les gnomes des Bastions** | ||
| + | Les Nains Morin et les Gnomes Zil | ||
| + | Alors que l' | ||
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| + | Au fur et à mesure que le peuple embrassait les banques et les affaires internationales, | ||
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| + | De nombreux étrangers ont du mal avec l' | ||
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| + | When Karrn brought order to the Monts Ferreux, he paved the way for a massive gnomish immigration. The gnomes of Zilargo were détective, diplomatic, and skilled miners in their own right. Karrn initially brought gnomes to the mountains to serve as translators, | ||
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| + | Lorsque Karrn a mis de l' | ||
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| + | Parce que les Nains accordent une grande importance à l' | ||
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| + | **The Clans** | ||
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| + | Morin exiled twelve heroes from the deep kingdom and set the line of Kundarak to watch them. The great clans are the direct descendants of these heroes, and the holds bear their names. Each hero was accompanied by a host of loyal followers and servants. As a result, there are dozens of different family lines in the Bastions de la Nation. | ||
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| + | The great clans are Morinanon, Doldarun, Droranath, Kolkarun, Kundarak, Laranak, Londurak, Narathun, Noldrun, Soldorak, Soranath, Toldorath, and Tordannon. Kundarak, however, has never been a part of the council of clans, and Clan Noldrun was completely destroyed (see page 193 of the **Eberron**// | ||
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| + | The Ruling Clans | ||
| + | The Morin Holds are divided into twelve holds, each bearing the name of the ruling clan that exercises authority within that region. These twelve clans are the foundation of Morin culture, and every citizen owes allegiance to one of these clans. This section provides an overview of the twelve ruling clans, including their most remarkable mineral resources, their established feuds, and the virtues they assign to their mythic founder—and thus, the virtues they strive to embody. It’s worth noting that almost all Morin value many of these virtues, but in their stories, one founder is acknowledged as the best at that thing. Clan Doldarun certainly values strength, but in the story, Doldarun’s defining feature is his courage and integrity, while Droranath is known for his untamable strength. Likewise, while each clan includes suggestions for possible character classes, any character could come from any clan; in particular, talespinner bards and entertainers are found in every clan. | ||
| + | While all Morin are bound to one of the ruling clans, there are many lesser clans, and below those, tenant families. | ||
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| + | Among the Morin, the dwarven subraces largely reflect their culture and personal aptitude, not bloodlines, and a Morin dwarf can take any subrace. For example, mountain dwarves have expanded martial training, likely due to militia service in Dol Udar, while dwarves with the Mark of Warding have a blood tie to House Kundarak in their family tree. | ||
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| + | RISING : | ||
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| + | When Humainity first came to Khorvaire, they found the Nain clans of the Bastions de la Nation locked in endless feuds. This division kept the clans from uniting against the new arrivals, and the Nains were forced to swear fealty to Karrnath and Galifar. Over the centuries, they turned their energies to harnessing the astonishing natural resources of their mountain home. The Nains were then reborn as merchant lords. In the early days of the La Dernière Guerre, Morin miners made an astonishing discovery: the ruins of an ancient dwar ven empire, vast halls deep within the Ironroot Moun tains. Explorers uncovered mines still brimming with jewels and precious ores and vaults filled with riches and powerful artifacts. The Morin restored these ancient fortresses and worked to reclaim the secrets of their ancestors. Seeing the untapped potential of the Realm Below and the broken Royaume de Galifar, the clan lords joined together to form the Conseil de Fer and to declare the independence and sovereignty of the Bastions de la Nation. One question remained: What had become of the an cient Nains? The answer soon became apparent. As the Morin delved deeper into the Royaume d'En Dessous, they woke an ancient evil: Dyrrn le Corrupteur, a daelkyr lord of madness. Hordes of aberrations and derro rose from the depths to challenge the explorers. For decades, the Morin lords have been fighting a battle in the depths, strug gling to drive the darkness from their ancestral halls. Many Nains revile anything to do with the daelkyr. Others believe that the daelkyr can grant the Morin Nains the power to overcome any enemy. Some clans have taken up Symbiotes and living weapons recovered from the depths, and cabals of warlocks draw on the power of the Plane of Xoriat (see chapter 4). The Bastions de la Nation consist of a loose confederation. Twelve noble clans each govern a hold and have a representative on the Conseil de Fer, which resolves dis putes and issues affecting the entire nation. Each hold includes a number of lesser clans, who owe fealty to the noble line. Those who occupy land above have the right to claim the halls that lie below if they can. The Légion Souveraine is the dominant faith of the Morin Holds. Kol Korran is the most beloved of the Sover eigns, but the Nains also revere Boldrei, Doi Dorn, Olladra, and Onatar. | ||
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| + | CITI E S AND SITES | ||
| + | The Bastions de la Nation spread across the Monts Ferreux. Most Morin communities are at least partially subterranean, | ||
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| + | Le Pic | ||
| + | Located in the Nain realm of Morinanonhold, | ||
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| + | SOLANGAP | ||
| + | The holdfast of Clan Soldorak, Solangap boasts vast gold mines and the largest mint and treasury in Khorvaire. Clan Soldorak has recovered many daelkyr tools and weapons from the Royaume d'En Dessous. Solan lords proudly wear Symbiotes and make no effort to hide their warlock pacts. | ||
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| + | NOLDRUNHOLD | ||
| + | Four hundred years ago, the Nains of Clan Noldrun vanished. All expeditions that delved into Noldrunhold ended in disaster, and the region was declared to be cursed and shunned. At the time, the Nains believed that the Jhorash' | ||
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| + | THE Royaume d'En Dessous | ||
| + | No one knows the extent or depth of the ancient Nain empire deep beneath the Monts Ferreux. Great wealth and arcane secrets remain hidden in these halls, along with endless hordes of aberrations. As a Morin adventurer, you could help your family reclaim lands from the Royaume d'En Dessous, or you could lead your allies into the deep in search of wealth and glory. | ||
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| + | AFTERMATH OF THE LA8! WA� | ||
| + | The Bastions de la Nation declared independence during the Last War. Many nations depend on the resource of the Holds, and the Treaty of Fort-du-trône affirmed its sovereignty. To the casual observer, the Nains des Bastions' | ||
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| + | Malgré leur longue vie, les nains des bastions sont étonnamment peu soucieux d' | ||
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| + | Despite their long lives, the Morin dwarves are surprisingly unconcerned with recording the past. They care deeply about family. They cling to property, whether it’s land or more portable possessions. They’re fierce in protecting the things that they care about. But as the bard Kessler said, “The Morin care deeply about their stories, but facts just get in the way.” Morin talespinners have an endless supply of stories about the mighty deeds of clan heroes, but when it comes to specific dates or verifiable facts, things often get muddy. Records of debts, marriages, adoptions—these things are written down by Sivis scribes. But general history is largely trusted to the passed-down tales of the spinners, and they make history interesting. A particular story could be placed in three different centuries by three different clans, and the villain of one tale could be the hero in the neighboring holdfast. | ||
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| + | Histoire de Morin | ||
| + | Les [[nains]] ne sont pas originaires de [[Khorvaire]], | ||
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| + | Bien que cela suffise aux nains, d' | ||
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| + | While that’s enough for the Morin, other scholars continue to debate where they might have originated and how they traveled to Khorvaire. The most popular theory is that the first dwarves came from the Frostfell, traveling by way of a demiplane passage through Khyber. Proponents of this idea believe that there may be an undiscovered dwarven civilization—or ruins of it—waiting to be found in the Frostfell. A second popular theory is that the dwarves originated in the Tashana Tundra of Sarlona, sailing to Khorvaire and landing in the Lhazaar Principalities millennia before human settlers. However, the modern Akiak dwarves have little cultural overlap with the Morin, and there’s no evidence that they ever built ships. The most exotic story is that the dwarves of Sarlona and Khorvaire both came from Risia, and that there may still be a grand hidden civilization deep in the Risian ice. While origin stories vary from clan to clan, the talespinners all agree on the broad eras of Morin history that followed. | ||
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| + | Morin History | ||
| + | Sol Udar: Le Royaume d'En Dessous | ||
| + | Wherever the dwarves came from, they sunk their roots into the soil of Khorvaire. Dhakaani dirge singers sing of battles between dwarf and dar that took place in vast halls below the earth. Dhakaani records—which are more accurate than those of the dwarves—show that the Dhakaani encountered dwarves late in the golden age of the Dhakaani Empire and drove them east, eventually reaching a stalemate. The ancient dwarves lacked the numbers or resources to threaten Dhakaan, but they established a line below the Ironroot Mountains and held it against countless onslaughts. The dar had no need of the territory, and in time, decided the effort of conquest wasn’t worth the rewards. This was the origin of what the dwarves call Sol Udar, the Royaume d'En Dessous. | ||
| + | Mallanok: The Exile | ||
| + | The next major era in Morin history was Mallanok, the Exile. At some point—whether years or centuries later is unclear—a group of dwarven warriors were exiled from the Royaume d'En Dessous, and found a new home in the mountains above, along with their families and followers. The reason for the Exile depends on who you ask. Morinanon talespinners say King Morin of Sol Udar couldn’t decide which of his thirteen heirs should inherit his throne, so he pushed these heroes out onto the mountain to prove themselves worthy of his kingdom. The Soldorak say that King Morin was a weak tyrant, and he exiled the thirteen heroes because he feared an uprising. Professor Melian Mit Davandi of Korranberg has advanced the theory that the ancient dwarves may have exiled criminals to the surface world instead of maintaining prisons, and the founders of the Morin Holds were a broad assortment of criminals and undesirables. The truth is buried beneath the weight of thousands of years and may never be known. | ||
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| + | Sol Udar : Le Royaume d'En Dessous | ||
| + | D'où que venaient les nains, ils enfonçaient leurs racines dans le sol du Khorvaire. Les chanteurs de chant funèbre Dhakaani chantent les batailles entre les nains et les dar qui ont eu lieu dans de vastes salles sous terre. Les archives de Dhakaani - qui sont plus précises que celles des nains - montrent que les Dhakaani ont rencontré des nains à la fin de l'âge d'or de l' | ||
| + | Mallanok : L' | ||
| + | La prochaine grande ère de l' | ||
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| + | Dul Krok: Bloody Stones | ||
| + | The Exile was followed by Dul Krok, Bloody Stones. When humanity came to Khorvaire, the Ironroot Mountains were divided between thirteen powerful clans of dwarves. These mountain dwarves were proud and warlike, but they were mired in feuds—and these ancient conflicts kept them from substantially advancing their culture or their influence in the world. Even as humans spread across the land, the dwarves continued to devote their energy and resources to their own ongoing vendettas. While they were unquestionably fierce warriors and made fine weapons, their deep division prevented any progress. The Ironroot dwarves weren’t the only dwarves on Khorvaire; some had spread east into what’s now the Lhazaar Principalities. It was largely these Lhazaar dwarves who integrated with humanity, spreading west with them, though there were also a few Morin who left their feuds behind to help build the foundations of the new kingdoms. | ||
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| + | Bal Dulor: The Great Sorrow | ||
| + | As the Five Nations took form, humanity largely shunned the Ironroot Mountains and left the dwarves to their feuding. Following the rise of the united kingdom of Galifar, Prince Karrn finally made a concerted effort to pacify the mountain dwarves. This time is known as Bal Dulor, the Great Sorrow. The soldiers of Galifar were disciplined and took advantage of the existing feuds, isolating the clans or pitting them against one another. The central fortresses of the holds were impregnable, | ||
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| + | Korran Hal: Korran’s Bless ing | ||
| + | While the Great Sorrow was a source of deep shame to the dwarves, it brought a forced end to their violent feuds and forced them to raise the funds to pay their tribute. Warriors became miners, and the Ironroot Mountains proved to be an astonishingly rich source of mineral wealth. Morin talespinners say that the Sovereign Onatar had his forge in the mountains, and that Kol Korran kept his hoard beneath it; other scholars have speculated that there could be a more unsavory supernatural force at work, an overlord tied to greed bound beneath the peaks. Whatever the truth, this led to the period known as Korran Hal, Korran’s Blessing. Even with the taxes owed to Galifar, the Morin prospered and built a thriving society. While the ancient feuds were never forgotten, violence was no longer their first answer. The bearers of the Dragonmark of Warding, Clan Kundarak, were drawn into the Twelve and became House Kundarak. Working closely with House Sivis, Kundarak parleyed its wealth and the power of its dragonmark to establish the Banking Guild, and the influence of Kundarak helped to drive a further wave of cultural advancement. | ||
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| + | Ironroot or Hoarfrost? | ||
| + | The Morin Holds occupy the mountainous region that separates Karrnath from the Lhazaar Principalities. The Morin dwarves occupy this entire region, and they call it tra Morineln, the Iron Roots. When humans first came to Khorvaire and settled the Lhazaar Principalities, | ||
| + | Today, the Morin and most others refer to the entire region as the Ironroot Mountains. However, the people of the Lhazaar Principalities still call them the Hoarfrost, and some people use this term to refer to the mountains east of Mirror Lake. | ||
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| + | Dul Krok : Pierres sanglantes | ||
| + | L'exil a été suivi par Dul Krok, Bloody Stones. Lorsque l' | ||
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| + | Bal Dulor : Le grand chagrin | ||
| + | Au fur et à mesure que les Cinq Nations prenaient forme, l' | ||
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| + | Korran Hal : la bénédiction de Korran | ||
| + | Alors que le Grand Chagrin était une source de honte profonde pour les nains, il a mis fin à leurs violentes querelles et les a forcés à lever des fonds pour payer leur tribut. Les guerriers sont devenus des mineurs, et les montagnes Ironroot se sont avérées être une source étonnamment riche de richesses minérales. Les conteurs de Morin disent que le Souverain Onatar avait sa forge dans les montagnes, et que Kol Korran gardait son trésor en dessous ; d' | ||
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| + | Racine de fer ou givre ? | ||
| + | Les Forts de Morin occupent la région montagneuse qui sépare Karrnath des Principautés de Lhazaar. Les nains de Morin occupent toute cette région, et ils l' | ||
| + | Aujourd' | ||
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| + | Tra Halor: th e Revelation | ||
| + | As the dwarves expanded their mines and fortress holds, they’d occasionally find tunnels and outposts that seemed to be tied to Sol Udar—outposts that appeared to have been abandoned many thousands of years ago. The dwarves continued to dig deeper toward the Royaume d'En Dessous, and this led to a wave of breakthroughs in the early tenth century, an event broadly known as tra Halor, the Revelation. Miners and masons found evidence of a vast, wondrous subterranean empire, with enormous city-halls below all of the modern holds. Early explorers found finely crafted treasures, along with evidence of even deeper mines and fortresses. It was clear that these cities had been built by dwarves, and it speaks to Morin character that rather than pondering the fate of the builders of this abandoned realm, the dwarves simply embraced this as a miraculous stroke of fortune and proof of their collective destiny. | ||
| + | Morin Solu: The Realms of Iron | ||
| + | By this time, the Last War was underway. For the last decade, Karrnath had been steadily raising taxes and demanding troop levies. But the dwarves were conquered long ago by Galifar, whereas Karrnath was just a piece of that broken kingdom. Inspired by Sol Udar and recognizing how far their people had come since the Great Sorrow, the lords of the holds convened in Morin Aulan, the Iron Council. The lords of the Iron Council affirmed their union and declared the sovereignty of Morin Solu—the Realms of Iron—a name which even the Morin themselves usually translate into Common as the Morin Holds. It’s worth noting that in calling themselves the Morin, dwarves aren’t professing fealty to Clan Morinanon or the ancient king of Sol Udar; rather, they’re simply calling themselves “the Ironfolk.” | ||
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| + | Dol Udar: The War Below | ||
| + | The time that followed was initially known as Aul Aur, the Age of Gold. While Karrnath engaged in retaliatory actions during the Last War, it was struggling with famine and against its neighbors, and lacked the power to stop the rebellion. | ||
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| + | The dwarves expanded and explored Sol Udar, reclaiming wondrous relics and facilities. But soon they learned what had become of the ancient dwarves of the Royaume d'En Dessous, and why the kingdom had never reached up to the exiles. The ancient dwarves had been wiped out thousands of years ago by the daelkyr, for Sol Udar abutted on the demiplane prison of Dyrrn the Corruptor, one of the mightiest of the daelkyr. The first explorers found curious tools formed from flesh and bone—and then they discovered the creatures that made them. Dolgrim hordes rose from the depths. Entire colonies were lost and consumed by illithid corruption. While the Five Nations fought the Last War, the Morin fell into Dol Udar, the War Below, discussed in more detail later in “The Royaume d'En Dessous” section. | ||
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| + | Today, the Morin Holds are in a stalemate against the aberrations below, and remain balanced between the Age of Gold and the War Below. Even with their current holdings, the dwarves continue to draw vast wealth from their mines. Clans take pride in the treasures reclaimed from the depths, and Morin artificers continue to learn from studying ancient artifacts. Though the dwarves are few in number, their economic power and strong fortifications have deterred any Karrnathi retribution, | ||
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| + | What Defines the Morin? | ||
| + | Dwarves aren’t human. In creating a Morin character, it can help to reflect on the ways dwarves differ from humans. Clan plays a significant role in Morin culture; especially in the wake of rediscovering the Royaume d'En Dessous, a Morinanon dwarf is quite different from a Soldorak dwarf. But there are a few common things that can be borne in mind for any Morin character. | ||
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| + | Biology | ||
| + | While the dwarves of the Royaume d'En Dessous may have spent their entire lives below the surface, the Morin dwarves were born on the surface of the Ironroot Mountains. Morin dwarves appreciate sunlight and color, and their buildings typically have windows, but dwarves don’t need light. Absolute darkness impairs their darkvision, but this is merely inconvenient, | ||
| + | Resulting from this, the circadian rhythms of dwarves are more flexible than those of humans. While it’s important to maintain a regular schedule, day and night have little meaning for the Morin. Morin communities are active at all hours, and major Morin businesses are continuously open. “Nightlife” isn’t a concept in Morin society, and entertainment can likewise be found at all hours, so traveling Morin are often frustrated by the limited opportunities in human communities. | ||
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| + | The War Below | ||
| + | Characters from the Five Nations are shaped by the Last War, and similarly, Morin are shaped by Dol Udar, the War Below. Currently, this conflict is simmering, but there has been no victory and the threat remains. When the war was at its height, all Morin lived in daily fear of aberrant attacks and society’s resources were devoted to the war effort. The Morin Holds are smaller than the Five Nations, and the impact of the conflict was intense. All civilians engaged in combat drills in preparation for dolgrim assault, and everyone was expected to contribute to the war effort—repairing or producing arms and armor, maintaining fortifications, | ||
| + | In creating a Morin character or NPC, consider how the war affected you and how this is reflected by your class and proficiencies. A few questions to consider . . . | ||
| + | • Did you fight on the front lines, battling aberrations in the depths? If so, what’s the most terrifying thing you saw in the conflict? Are you scarred by your experiences, | ||
| + | • If you didn’t fight in the Royaume d'En Dessous, did you serve on any civilian support brigades? Did you spend your childhood sharpening axes and repairing armor? Were you kept out of the conflict by family connections, | ||
| + | • Who or what did you lose to the conflict? Did you have a stake in a colony or mine that had to be abandoned? Do you have a sibling or lover lost in the depths—and if so, are you sure that they’re dead, or could they be prisoners of Dyrrn? | ||
| + | • Do you dream of delving deeper into the depths, or would you rather see the Royaume d'En Dessous sealed away forever? | ||
| + | Family First | ||
| + | The Morin Holds are a feudal society, comprised of holds, spires, and families. There are twelve active holds, each governed by a ruling clan, which gives its name to the hold—so Droranathhold is ruled by Clan Droranath. Each hold is then broken up into smaller territories known as spires, each ruled by a clan; there are ancient ties of kinship and marriage between clans and the ruling clan. Within a spire, families maintain tenant relationships with the local clan. Land is held by a clan or family, and most businesses are family businesses. Families are long established, | ||
| + | The Morin engage with their history through stories, and clans and families are the characters in those stories. Typically, a Morin tale refers to heroes and villains solely by their family names. So in Morinanon and the Troll King, it doesn’t matter exactly when the story took place or which specific Morinanon it was; it’s a story about Morinanon. In one tale, he is a heroic youth, and in another, she is a battle-scarred veteran, and yet they’re depicted as the same Morinanon. And in both cases, all Morinanon dwarves should strive to live up to that example. Where the Tairnadal elves seek to emulate specific ancestors, Morin dwarves view their family as a greater whole. Your family is a direct extension of your identity; it’s only natural that you’d help a family member in need, and betraying a family member is like stabbing yourself in the hand. This drives feuds and alliances; if you’re wronged by a Hronnath dwarf, the blame lies with Clan Hronnath, not simply the individual. To draw another comparison to the elves, the Aereni preserve their ancestors as deathless undead. In contrast, the Morin don’t feel that need to preserve individuals; | ||
| + | This doesn’t mean that Morin don’t take personal responsibility for their actions or feel pride in their personal deeds. The deeds of living dwarves are generally acknowledged by name, but when they take their place in history, their names are unlikely to be remembered. Instead, every dwarf hopes that their grand deeds will be added to the trove of stories told of their family—and that they won’t shame their family with the memories of their misdeeds. | ||
| + | In creating a Morin character or NPC, consider your family. Are you part of a clan or ruling clan? If so, are you close enough to power to take the noble background, or are you a lesser heir? Are you from a tenant family, and if so, what is your family’s business? Even more crucial, what is your family’s character? When people tell stories about your family, what are the virtues they highlight? Are there any particular things your family is known for, any celebrated deeds you might emulate, or anything a member of your family should never do? Some families have specific taboos; a Tronnan must never break their word, while a Holladon never turns away a guest. Does your family have any such traditions? | ||
| + | Also consider how your family was affected by the Dol Udar. Did they invest deeply in the depths, only to suffer grievous losses when the horrors rose? Did they fight on the front lines, or largely remain above? Do they have a family treasure recovered from the Royaume d'En Dessous—a legendary item or artifact you might someday have the honor to wield? Are they willing to embrace symbionts, or are they disgusted by the tools of the daelkyr? | ||
| + | Finally, what is your standing with your family? If it’s good, consider why you left the Morin Holds; chapter 1 of Eberron: Rising from the Last War includes a table with suggestions for this. If your standing is bad, what happened? Is it a situation you hope to fix, or have you turned your back on your family? As a player, talk to your DM about the role your family might play in a campaign; do you want to have cousins showing up in need of assistance or to be drawn into new feuds, or would you rather your family remain in your backstory? | ||
| + | Long Life and Treasured Stories | ||
| + | The Morin attitude toward family is one example of how they deal with their long lives. A dwarf can live to be up to 350 years old; intellectually, | ||
| + | In stark contrast to the elves of Aerenal, the Morin dwarves deal with their long lives by largely ignoring the passage of time: they intentionally don’t record every detail or remember every person, instead simply holding on to the best moments and ideas. To them, the story matters more than the concrete facts. Individuals come and go, but the family remains, and the story continues. And the Morin deeply love stories. Like the dar, they prefer stories to be based on fact as opposed to being absolute fiction—but to the Morin, a story should always be entertaining, | ||
| + | Morin dwarves can be seen as boastful by outsiders, quick to share tales of their exploits. However, they don’t seek to dominate every conversation with their tales, but expect others to share their stories as well—and if others don’t, Morin are quick to boast about the deeds of their companions. Anyone who spends much time around Morin quickly grows used to the phrase Tol kollan—or the Common translation, | ||
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| + | Morin Families and Dragonmarked Houses | ||
| + | Most Morin businesses are family businesses passed down over generations. However, families can and do adapt to deal with changing circumstances. In particular, the arrival of the dragonmarked houses forced many families to change their paths or to find a way to work with the houses. The Jolnar family of Toldrathhold had been healers for generations, | ||
| + | In short, Morin families are more flexible than the Tairnadal or Aereni. They are willing to change their specific traditions or techniques to adapt to changing times; what matters is remaining true to the core values of the family. | ||
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| + | Grand Gifts and Storied Treasures | ||
| + | The Morin are known for their love of objects—their love of treasure. In part, this ties to a deep appreciation of quality work. The dwarves appreciate beautiful things, but durability and functionality are far more important—as shown by the willingness of many dwarves to embrace grotesque symbionts. However, the dwarves are not greedy hoarders; while there are certain families known for their thrift, generosity is an important virtue to the Morin. As much as they value their treasures, there’s joy in giving the perfect gift—showing that you can afford to give away a treasure, and that you recognize someone who will appreciate it and make good use of it. A common tradition at a grand feast is for each of the greatest heroes present—typically, | ||
| + | While you may not have many feasts, consider this tradition when you have time and opportunity. Is there a chance to give a comrade a perfect gift? Is there a treasure you possess that might be better suited to one of your companions? | ||
| + | The Morin are deeply interested in objects with stories of their own. Every family has their own family treasures. Sometimes these are the most powerful magic items the dwarves have acquired, notably the case with artifacts and legendary items that have been recovered from the Royaume d'En Dessous over the last century; part of the pride of the ruling clans is derived from the treasures they can boast of. But a family treasure can also be a mundane item that has been a part of many epic stories. As noted earlier, no one cares which specific Morinanon heir was the hero of Morinanon and the Troll King. But if the house still has the bracer that hero made from the troll king’s nose ring, carrying this relic is a tremendous source of pride. As a Morin adventurer, when you find treasures, you want to know the stories they already carrying—who forged this flame tongue shortsword and what battles has it seen? Also consider the items you possess that you feel a strong attachment to—how are their stories evolving along with yours? | ||
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| + | The Royaume d'En Dessous | ||
| + | Each clan holds dominion over a spire, with the ruling clans laying claim to all remaining land within a hold. Critically, a clan holds domain both over its territory and all that lies below it. Early in the tenth century, miners in multiple holds broke through to the Royaume d'En Dessous. Wide tunnels shaped by elemental magic led to grand halls and subterranean cities crafted with techniques far beyond those of the modern Morin earthmovers. Avenues were lit by continual flame, and environmental enchantments ensured purity of air and comfortable climate. One might think the dwarves would have been more curious about the fate of the builders, but the ancient halls were entirely empty, with no signs of blood or bone. To those who discovered them, these empty halls were not foreboding, but a gift from the Sovereigns—a wondrous realm waiting for residents. | ||
| + | Clan leaders proceeded with caution, but were lured in as greater wonders were discovered. Ancient forges held the promise of forgotten techniques that could yet be reclaimed. Explorers returned with ornaments of gold and silver, found simply lying around the avenues for the taking. And there were mines—mines far safer and grander than those above, yet still containing riches. In time, explorers would realize that some of the richest mines were not entirely natural—that some shafts connect to demiplanes where the rules of reality | ||
| + | don’t always apply, like mines where emeralds grow like moss. This, too, could have been a warning, but the clan rulers were dazzled by wonder and opportunity. Expeditions moved into these upper levels, establishing colonies in the Royaume d'En Dessous. Miners began working the ancient veins, and smiths brought some of the forgotten foundries back online. | ||
| + | The War Below | ||
| + | For a time, it seemed like a golden age. No one knows exactly what brought it to an end. It may be the fault of adventurers and explorers who pressed too deep, ever searching for greater treasures. Or it could be that Dyrrn and its minions were watching the Morin expansion all along, waiting for the civilian population in the subterranean colonies to reach a critical level. At first, scouts brought back reports of newly exposed tunnels and chambers, of passages coated with unnatural fluids and strange things growing among mushroom gardens. Then the scouts stopped returning and the first wave of attacks began. Squads of dolgrims. Chokers lurking in the shadows. Soldorakhold faced howling mobs of derro—possibly the twisted survivors of Noldrunhold, | ||
| + | Armies were rallied, clans sending their finest soldiers into the depths, while every citizen trained with axe and hammer in preparation for dolgrim raids or a more dramatic surface assault. While some clans considered withdrawal, pride and a hunger for the wealth and wonders still hidden kept the dwarves fighting. They believed if they didn’t hold them below, the aberrations would merely follow them to the surface. The years that followed were a time of endless terror and uncertainty. As the horrors were driven back in one hold, they would strike with redoubled force in another. New threats appeared with alarming regularity; dolgrims and derro were common foes, but there was no telling when a previously unknown danger would rise. | ||
| + | Two major discoveries shaped the second decade of the war. The first was the revelation of the enemy the Morin faced: the daelkyr known as Dyrrn the Corruptor. In 943 YK, the illithid Dyrrashar seized the colony below Loran’s Gate in Soldorakhold, | ||
| + | Even as Dyrrn’s Promise spread fear, a second discovery brought hope. Following grave losses, Clan Londurak withdrew its forces to the surface. The Londurak prepared their defenses for a surface attack . . . but it never came. This pattern was repeated in other spires and holds; though the reasons are unclear, Dyrrn’s forces won’t pursue their enemies beyond Sol Udar. | ||
| + | Stalemate in the Depths | ||
| + | Nobody’s sure why the aberrations avoid attacking the surface in force. Sages theorize it’s tied to the wards that bind Dyrrn within its demiplane, and the aberrations only venture so far from the realm of their master. Or perhaps it’s just a tactical choice. Regardless of the reason, the war has been in a stalemate over the last few years. But many sages believe that complacency is foolish, and until they know with absolute certainty what keeps Dyrrn’s forces from rising to the surface, they can’t know their protection will last. And even if the dolgrim hordes won’t leave the tunnels and there’s no threat of a large-scale assault, the Slithering Lord could be unfolding more subtle schemes. | ||
| + | Londurakhold and Tordannonhold have both pulled back from the war, fortifying all passages to the Royaume d'En Dessous and forbidding any traffic with the depths; they ignore the Royaume d'En Dessous, believing that if they don’t poke the stirge’s nest, the aberrations won’t threaten them. Most of the other major clans maintain lines in the depths, defending claimed mines and colonies with steel and blood. These territories are secured by heavy fortifications, | ||
| + | The future of the war remains unclear. Many of the clan lords yearn to press deeper. But there have been all too many casualties over the past few decades, and there is still considerable fear that the current lull is a trick—that Dyrrn is building forces for a renewed assault. And no one knows if there is a way to win the war once and for all, or if it’s just a matter of advancing the line another hundred feet. Ultimately, it’s up to the DM to decide whether the war remains as a lurking threat, or if it heats up and dominates the story. | ||
| + | Ripples on the Surface | ||
| + | While the aberrations have yet to come to the surface in force, the war is ongoing, and it can be felt on the surface. Individual aberrations occasionally come to the surface; a lone choker might carry out a spree of killings, or an illithid could rise to work with a dwarf cult. Psychic attacks, unnatural diseases, and other threats can emanate from the depths. | ||
| + | In the past three decades, the touch of Dyrrn has become seen even in the children born to the Morin dwarves. Very rarely, an infant born to ordinary parents is different. Known as ruinbound dwarves, these unusual infants are born with a personal symbiont bound to them, along with other unnerving mutations—and unexpected powers. Chapter 6 contains more information about ruinbound dwarves (and their reception amongst the Morin), along with a playable subrace. | ||
| + | The Influence of Dyrrn table gives examples of threats that could arise either in a subterranean colony or on the surface itself. These things aren’t common, and clan soldiers are ever wary to repel threats, but these ideas could drive a story set in a Morin community. | ||
| + | It’s important to recognize the scope of the conflict in the depths. No one knows the full size of the Royaume d'En Dessous, though it appears to stretch across the Ironroot Mountains, and connects to multiple demiplanes in Khyber. There’s a good chance it exists below every major Morin city, but not every spire has broken through and made a connection to Sol Udar. When creating adventures in a Morin city, decide if there is an established passage to the Royaume d'En Dessous; if so, is it a simple passage, or is there a subterranean fortress or colony? In a spire with no known connection, a cult could be secretly digging to try to reach their aberrant masters. Or a clan could have opened a passage beneath its keep but lacked the courage to explore it—a job for adventurers. | ||
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| + | Venturing Below | ||
| + | To an outsider, the idea of pressing into the Realms Below may seem like madness, but several factors drive the ongoing Morin presence in the depths. The first is a hunger for the wonders that lie below. The ancient dwarves possessed the ability to craft legendary objects and artifacts. They understood Khyber’s systems of demiplanes in a way even the Dhakaani haven’t mastered; many clan lords dream of bottomless mines or resources that can’t be found in the natural world. Beyond the innate desire for these things, for the Morin, it’s a matter of pride. Sol Udar is the work of their ancestors. The knowledge that it holds, the untold wealth, this is their birthright. It’s a burning reminder that they could be more than they are now—they could be greater than the Five Nations or the Aereni. Additionally, | ||
| + | The lines between regions secured by the Morin and those held by Dyrrn’s forces are clearly marked. As the aberrations generally don’t come to the surface, there are places where the uppermost passage has simply been sealed with magic and steel. In other places where the dwarves have established colonies, the edge of the colony is heavily fortified and patrolled by soldiers, ever alert for some new attack. In most cases, soldiers won’t prevent someone from proceeding into the depths—but anyone returning goes through careful scrutiny to ensure they haven’t been infected by unnatural influences. And if an explorer has returned with treasures, it’s considered polite to offer a gift to the guardians. | ||
| + | Into the Silent Halls | ||
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| + | The Royaume d'En Dessous blends the civilization of Sol Udar with the alien touch of the daelkyr. The dwarves of Sol Udar were an advanced civilization employing arcane science beyond that currently possessed by the Five Nations. The halls were shaped by elemental magic—an improved form of the move earth spell—and reinforced to be stronger than any natural stone. Barring any alien influence, the air is renewed by magic and remarkably fresh; a permanent prestidigitation effect keeps these halls clean after thousands of years and untold conflicts. Ultimately, venturing into this environment can be somewhat eerie: though there may have been a brutal battle there just months ago, the halls are silent and pristine. | ||
| + | Widespread magic was a part of daily life in Sol Udar. Explorers might find a chamber where illusory music begins to play as soon as someone enters, or discover a theater still performing ancient entertainment. Many doors are sealed by arcane locks, and high-security areas may have self-restoring glyphs of warding or more sophisticated security. The people of Sol Udar weren’t warlike by nature. Their halls contain great forges and foundries, but many of their wonders are utilitarian. An Udar kitchen has tools that replicate the heating, chilling, and flavoring effects of prestidigitation, | ||
| + | The dwarves of Sol Udar also took advantage of the many demiplanes that lie within Khyber, identifying passages to them and building around them, just as the people of the surface build around manifest zones. A typical demiplane portal is clearly marked and heavily secured, of great potential value—and danger—as they can break the laws of the natural world. Demiplanes are entirely unpredictable in size, some no larger than a town, with others the size of Khorvaire itself. Within a demiplane, time might run differently. Gemstones could grow on trees. A demiplane can have its own sun, and provide vegetation and other resources that couldn’t be found in any natural cave. But a demiplane could also hold strange curses, unnatural diseases, or deadly creatures—or in the case of Dyrrn’s prison-realm, | ||
| + | The Royaume d'En Dessous isn’t one single contiguous community. It was an entire nation, one that stretched at least the length of the Ironroot Mountains. There are major cities, small outposts, and long passages connecting them. The Royaume d'En Dessous likely had some form of rapid transit: Teleportation circles? Something similar to the lightning rail? A system tied to demiplanes? Whatever this was, it has yet to be discovered, and may lie on the lower levels held by Dyrrn’s minions. In creating a section of the Royaume d'En Dessous for an adventure, the DM should think about the purpose of this particular area. Was it an industrial center? A residential community? A hospital? A prison? If it contains a passage to a demiplane, the nature of the demiplane should relate to the function of the community; if it’s a hospital, perhaps the local demiplane has alien vegetation that has remarkable medicinal properties. But what unknown threats could dwell in the demiplane—threats the ancient dwarves knew to avoid? | ||
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| + | Denizens of the Deep | ||
| + | Dyrrn’s minions have spread throughout the lower reaches of Sol Udar. Areas inhabited by aberrations are generally easy to spot. Often, organic matter covers the surfaces of the buildings. Explorers have encountered fleshlike coating, with tendrils of muscle spread out like spiderwebs; organic fluids that move along the walls, a harmless form of living ooze; floating, bioluminescent globes that could be neurons in a vast brain; and other, stranger things. There are strange smells and sounds. People often experience telepathic static, hearing thoughts of people around them or having flashes of alien imagery. Areas infested by the daelkyr may use any of the traps found in the Dungeon Master’s Guide, but in this realm, hazards are generally alive. A falling net is a web-like membrane secreted by the ceiling. Poison darts are chitinous stingers grown by the walls. These traps can still be evaded by the standard methods, though at the DM’s discretion, unusual skills could also apply; perhaps an organic poison needle trap could be disarmed with a Dexterity (Medicine) check instead of using thieves’ tools. | ||
| + | Dyrrn’s specialty is corruption, both mental and physical. Thus it has created creatures like the dolgrims and dolgaunts—goblinoids physically transformed into monsters, the most prolific denizens of the dark—as well as the derro, who still bear some resemblance to the dwarves they once were, but whose minds have been altered. | ||
| + | Dolgaunts often command units of dolgrims, but dolgaunts can also be found acting alone or maintaining strange shrines. The statistics presented in Eberron: Rising from the Last War represent the typical creature, but unique dols can have greater abilities. Dols are capable of acting with surprising discipline and precision, but their strategies are often unorthodox and enigmatic. | ||
| + | Derro aren’t aberrations, | ||
| + | The daelkyr often hold the most important areas of an Udar site; as such, these dungeons contain both treasures created by the dwarves and the organic tools of the daelkyr. However, the purpose of areas claimed by Dyrrn’s forces varies widely. In some cases, there’s a clear logic to what these creatures are doing: dolgrims could have seized an ancient foundry and begun forging weapons. Explorers could find some sort of spawning pit where new aberrations are being produced. But the behavior of aberrations is often alien and inexplicable; | ||
| + | Some aberrations are permanently settled in a region, but others may spill out of portals to Dyrrn’s domain, and others may be grown on the spot by the organic matter spread throughout infested regions, or created from the corpses of foolish explorers. A gibbering mouther may whisper with the voices of the dwarves who ventured into the depths last week. | ||
| + | While mind flayers can be found serving any daelkyr, Dyrrn the Corruptor is their creator. Sol Udar is thus a logical place to encounter mind flayers or any creatures associated with them: intellect devourers, ulitharids, neothelids, and the like. Bear in mind that these creatures may serve a very different role in Eberron than in other settings, as they are the creations of Dyrrn; a neothelid may be an intentional creation, as opposed to an accidental abomination. Elder brains are tools used as telepathic anchors, linking local mind flayers, while the elder brains are linked to Dyrrn itself. In general, mind flayers serve as Dyrrn’s emissaries and lieutenants—directing lesser aberrations or humanoid cults, or engaged in inscrutable research. The most infamous mind flayer is Dyrrashar, the ulitharid who delivered Dyrrn’s Promise. It has appeared multiple times since then, often leading subtle attacks against Udar colonies. | ||
| + | Most other threats are encountered in isolation, and almost any sort of aberration could be found in the darkness; you can also use unusual variations of aberrations or monstrosities, | ||
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| + | The Spoils of War | ||
| + | A tool’s a tool. I don’t care if my axe is made of steel or bone; I care about its edge. Our people found gold and iron beneath the mountains. We seized that opportunity and we prospered. Now we’ve dug deeper, and found something new. You may see monsters and be broken by your terror— I see only opportunity, | ||
| + | —Lord Halarak of Soldorakhold | ||
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| + | The first Morin dwarves to explore Sol Udar were amazed at the treasures they found. While there was no sign of the original inhabitants, | ||
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| + | Beyond the minor curiosities scattered throughout Sol Udar, there were far greater treasures—legendary magic items and artifacts, things that can’t be created in the present day. Only a few of these wonders have been found, and these have become a source of immense pride for the clans that possess them. It’s common for a clan to declare such items to be the work of their ancestors, though this is typically a talespinner’s fancy. Little concrete scholarship has been done on most of these treasures, and despite the commonly accepted myth of the dwarven exile, there’s no reason to think that the ancestors of the modern Morin were all distributed evenly around the mountains, their descendants just happening to have remained exactly above their ancestral homes. Nonetheless, | ||
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| + | While battling aberrations and making expeditions into infested layers, the dwarves recovered another unusual treasure—symbionts, | ||
| + | Many existing magic items can be reflavored as symbionts. A Soldorak artificer might create a cloak of elvenkind, but formed of leathery, living flesh that shifts in hue like a chameleon. A Narathun rope of climbing isn’t rope at all, but a coiled tentacle that follows the commands of the creature holding it. The Soldorak have created lighting bugs—identical in function to everbright lanterns, but able to cling or detach to a surface on command. These bugs need to be fed a few drops of blood each day, and in communities that use these, the former lamplighters now walk the streets to feed the bugs from their own body. | ||
| + | Outsiders may be horrified by these living tools, but the motives of dwarves that use them are rational to many of their people. To many Morin, these items are trophies, concrete proof of Morin victories over the daelkyr: “If you took a magic axe from a fallen foe, you’d be a fool to throw it away. So what if it moans when it kills? It’s a powerful weapon, and it’s mine by right of conquest!” Many Morin also see carrying these tools as a sign of their courage, proudly demonstrating they aren’t afraid to put on living armor. They may bask in the fear that their treasures instill in their enemies. In addition, both Soldorak and Narathun are ambitious clans, and leaders hope that by unlocking the secrets of fleshcrafting, | ||
| + | Those clans that revile symbionts say that fleshcrafting is an abomination and an affront to Aureon and Onatar. The Narathun counter that Onatar is the master artisan and can work with any material; it is the doubters who insult Onatar by thinking his servants can’t master this new medium. This argument has found supporters in Clan Soranath; while the Soranath dwarves don’t fully embrace symbionts as the Soldorak and Narathun do, they are interested in the science of fleshcrafting and have been studying these techniques. | ||
| + | The clans that embrace these techniques say that there is no danger, that this is just another form of science, while Doldarun dwarves insist that there can be no traffic with the daelkyr without corruption. The DM will have to decide the truth— can Soldorak benefit from their exploration of fleshcrafting, | ||
| + | A character exploring the fleshcrafting techniques could be an artificer, describing their spellcasting as being tied to organic tools. Other arcane scholars who explore the techniques of the daelkyr become warlocks, typically using the Great Old One as their patron. In creating a Morin warlock, consider whether you’re bargaining with Dyrrn itself—are you a cultist of the Dragon Below, willing to serve the daelkyr to gain power? Or have you gained your powers from studying the daelkyr and their methods, but instead of serving them, you’re essentially stealing their techniques and hacking their systems? If you follow the latter path, you might not have a literal patron at all, or your “patron” could be a cabal of other dwarves studying the same techniques, and their requests help all of you learn more about fleshcrafting. Or if your DM is willing, perhaps you can even tap into the telepathic network of Dyrrn and the elder brains to steal their secrets; rather than receiving requests from your “patron, | ||
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