TEXT: Lortmil Dwarves Version 5.0 
  All things Dwarven in Gran March 
   
  A Gran March Meta-Campaign Organization written by Ed Podsiad, Dennis Waltman, Taylor 
  Davenport, Jeff Kahrs, Lance Kirby, and the Gran March Triad 
   
   
  Organization Alignment(s)   
   
  Any non-evil (chaotic types not welcome, but not 
  prohibited) 
  PC Organization: 
  Yes 
   
  I tell you this, you try not four beings in that court; you try a race. More than that, you try the right 
  of all beings to be free. I hold in my hands the Axe that I swore my oath of fealty upon; the same 
  axe all Dwarven oaths to Gran March have been sworn upon. 
   
  ((Takes axe and breaks the haft)) 
   
  The debt between our peoples is repaid. Let it ring throughout the land that from where the sun 
  stands now in the sky forward, the dwarves of the Lortmils are a free people. Our work shall be 
  ours; our children shall not be sacrificed to another’s cause. 
   
  Grunmer Flintsplitter, Elder of Cragmor, to the Hall of Electors, during the trial of Dwarven 
  resisters charged with treason. 
   
  Introduction 
   
  The Dwarven race has lived in the Lortmil Mountains long before humans came to that land and 
  claimed it in the name of distant kings. The Dwarves are an ancient people, deeply seated in their 
  traditional ways; fiercely independent as a whole and loyal to their clans. Dwarves have an 
  incredible sense of community, a solidarity that drives them through troubled times.  Whether 
  born into humble means or of noble blood, every Dwarf aspires to the great deeds of their 
  forbearers. 
   
  Organization 
   
  Everyday life for dwarves revolved around the clan.  It is where they are born and raised, live and 
  die.  Every member of the clan has a role to play in the clan’s success and is sworn to its 
  defense. There are five major clans of dwarves in Cragmor; three mountain dwarf clans and two 
  hill dwarf clans.  Because wealth is easily drawn from the earth, social status in the clan comes 
  from bloodlines of the Dwarven elders.  Members are pledged to do whatever they can for the 
  clan.  This includes labor, bearing of arms, personal wealth, and if need be their life.  To an 
  outsider this may seem like too great a sacrifice of the individual, but being a member of the clan 
  means that one will never hungry, be without shelter, or protection.  The preeminent mountain 
  dwarf clan is the Lortenhills. The Stonehearth clan ranks below them, and the Rockgrippers 
  below them. The most powerful hill dwarf clan is the Granitetops. Below them is the Ironvalleys 
  clan. There are several other minor clans, but these do not have the power and influence that the 
  five major clans do. A clan patriarch heads each of these clans, and they advise the Baron of 
  Cragmor. The clan patriarch is traditionally male; however a female patriarch is not unknown, 
  though she still bears the title of patriarch.  Within these clans there are numerous families, 
  including the Silveraxes, Greystones, and Balderks. These families sometimes span multiple 
  clans depending on marriages and the like. These families are governed by a family head, 
  typically the oldest and wisest dwarf of the family.  When the family head is too old to serve, he or 
  she steps down to allow the next family head to take over.  The family heads within a clan 
  
  collectively could remove a clan patriarch in the event that they were unfit for rule. Likewise, the 
  clan patriarch could encourage an individual family head that it might be time to retire.   
   
  Associations are intermingled into the organization of the clan with the families, though clan and 
  family always come before the association. Because family and clan are so important to dwarves, 
  the family to whom the director belongs runs the association. This is why families and clans 
  jockey for the position of director. All of the directors belong to the association council, who meet 
  to discuss issues concerning and within the associations. The leader of this council, always the 
  oldest director, also advises the Baron on all matters related to the associations and commerce 
  within the Barony. Additionally, there are some refugee dwarves from the Geoff and Principality of 
  Ulek clans present in and about Cragmor and Gran March, plus those from other lands that have 
  settled in Gran March.  Many of these dwarves will have clan connections through family 
  members past and present. Some dwarves have absolutely no clan connection to a clan in Gran 
  March. 
   
  Philosophy and Credo 
   
  The most important thing in a dwarf's life is his family. The family provides protection, guidance, 
  education, and a livelihood. Dwarven families all belong to a clan. These clans allow each family 
  to specialize in a different trade, so that all members of the clan can benefit from and depend on 
  each other.  Thus, in each clan, there is a family that specializes in growing the food, another in 
  processing it, another in cooking it, etc. In smaller clans, one family may do the duties of several 
  families in a larger clan. This allows the Dwarven community to maximize their resources and 
  training for the most benefit. Families are then able to trade with each other to get the goods and 
  services each require. Further, clans also trade with each other, and with other communities for 
  those items they cannot produce. 
   
  Day to Day Activities 
   
  Dwarven clans form trade associations for training of young Dwarven men and women, so that 
  they may take their place within the clan and become productive members of the clan. Since 
  families tend to specialize in specific trades, associations are themselves very family oriented. 
  However, associations tend to encompass more than one trade, and therefore, more than one 
  family. The Stone Mason’s Association would include not only families that crafted the stone into 
  works of art, but also families who mined the stone from the earth and families who process it for 
  building materials. Of course, in smaller clans, this may all come from the same family. Each clan 
  picks Directors to head the associations. Since only some families dabble in each area, the 
  relevant families dominate associations, and the clan is in almost every instance going to pick a 
  Director from an appropriate family. There are, of course, some politics associated with the 
  appointment of Directors. Families that have supported the clan leadership may be rewarded with 
  a choice position. The lifestyle of Gran March has some impact on associations. Given the 
  mandatory conscription period, male dwarves are taken out of their families just prior to normally 
  completing their apprenticeship. The young male dwarves go and serve their 3-7 years, and the 
  females get a leg up by finishing their apprenticeships. When the men return, they finish their 
  apprenticeship and polish skills that may have languished while serving in the military. Women, 
  who were once peer apprentices, are now likely to be journeymen; very close to passing their 
  testing. Male dwarves are somewhat beholden to them. This is offset by the long lives of the 
  dwarves. Women may take some time to bear children, allowing the men to catch up at some 
  point. Thus, the Dwarven associations are almost 50-50 male to female masters, with the edge 
  going to the women.  Apprenticeships begin at age 25 and last until 45 for men, when they are 
  conscripted. The women typically apprentice until they are 50, when they become journeymen in 
  their appropriate association upon completing their testing. When the men return from military 
  service, they typically perform a five-year apprenticeship polishing term and then become 
  journeymen in their appropriate association upon completing their testing. There are some 
  exceptions to this. Career militarists do not serve any further apprenticeships. Likewise, clerics 
  and mages that receive their final training in the military rarely serve further as apprentices. 
  
  Additionally, if a dwarf is entering a profession for which the military offers training, the military 
  time counts toward the last five years of the apprenticeship (e.g. cook, blacksmith, etc.) and the 
  dwarf in question merely has to do the balance of the remaining time to complete their 
  apprenticeship, plus any additional time to ready them for their testing. 
   
  Religion 
   
  Most dwarves are pantheistic worshippers. That is, they revere the entire Dwarven pantheon as 
  needed based on their activities. Most dwarves do however pick a patron related to their primary 
  activity. Patrons may change over the lifetime of a dwarf; unless the dwarf is a divine caster (in 
  which case the Patron picked is the God they worship). For example, when serving in the military, 
  a dwarf may consider Clangeddin his patron, but upon mustering out and beginning life as a 
  smith, Moradin assumes the role of the patron. 
   
  • Moradin 
  The All Father, Moradin receives the most respect of any of the Dwarven gods. As is not 
  unexpected, the dwarves provide many weapons for the Gran March armies, and smithing is an 
  honored and well-paid profession. Many dwarves who have finished their military service consider 
  Moradin their patron. There are comparatively few young patrons of Moradin, although his clergy 
  are present in average numbers in the military. 
   
  • Berronar Truesilver 
  Moradin's wife, patron of homes, families and marriage receives much patronage from the female 
  dwarves as would be expected. Almost no clerics of hers are in the military, although they do step 
  forward and run hospitals in time of war and can be found in the support ranks during such times. 
  Her clerics are welcome in all strongholds and there is a shrine to her in almost every stronghold. 
   
  • Dumanthoin 
  Keeper of Secrets under the Mountain is probably the third most worshipped deity of the dwarves 
  after Moradin and Berronar. However, his followers are almost all out of the military and have 
  settled into lives as miners. His clergy do serve their time in the military, if called at such an early 
  age. 
   
  • Clangeddin Silverbeard 
  The Father of Battles has most of his lay worshippers among the dwarves serving active duty and 
  those who have recently mustered out. The relatively bucolic life in the Lortmils does not lend 
  itself to a constant state of worshipping a war god, so Clangeddin usually only has a small shrine 
  in most Dwarven strongholds. However, the military has a much higher percentage of Clangeddin 
  priests, where their warlike dogma is more appropriate. The influx of refugees has also caused 
  some strongholds to have full temples to Clangeddin as the dwarves plot how to retake their lost 
  homelands and/or avenge lost loved ones. 
   
  • Vergadain 
  The Merchant King is a favored patron of the more mercantile dwarves. Likewise, he is 
  worshipped by most Dwarven rogues. His clerics serve their time in the military, but are not prone 
  to stay. Likewise, many feel his calling after having mustered out of the military and while 
  completing a relevant apprenticeship. Clerics of Vergadain are not allowed to sell to the military. 
  However, clerics of Vergadain in the military are permitted to barter for the military. This is a bit of 
  hypocrisy, but the result of some bad bargains struck by humans in the Gran March army about 
  200 years ago. 
   
  • Muamman Duathal 
  This god of expatriates used to focus on dwarves living in urban or human communities. 
  However, given the influx of refugees, he now also caters to those refugees, and has many 
  patrons therein. The number of his clerics is on the rise, but it is still comparatively small. Many 
  adventuring dwarves say a prayer to him before embarking on journeys and the like.  His male 
  
  clerics serve their time in the military as expected, but again, their numbers are very small. In his 
  aspect as the Dwarven lightning god, he has a small group of aboveground, Dwarven druidic 
  followers (only six known). 
   
  • Gendwar Argrim 
  This hero god has a small but vocal following in Gran March. This is primarily a result of the 
  presence of refugees and the Hateful Wars. His followers are tolerated by the rest of the dwarves, 
  but his worship is viewed as something to hide when visitors are calling. As of yet, there are no 
  known clergy that have been seen outside the Dwarven strongholds, but there are a few altar 
  boys who are almost of age to be drafted. What impact that will have on the dwarves, the Gran 
  March military, and anything else remains to be seen. Gendwar provides an alternate, more 
  warlike aspect than Muamman for the refugees and is especially attractive to the younger 
  displaced dwarves. 
   
  • Abbathor 
  The Trove Lord is almost unknown in Gran March. There are no known priests of Abbathor and 
  the other clergy preach about the perils of following his ways on a regular basis. A few Dwarven 
  rogues and such may consider him their patron, but generally do so in secret. 
   
  • Fortubo 
  This Sueloise god left the Suel pantheon over the creation of the Derro and has a fondness for 
  dwarves. While his worship is not prevalent, some dwarves do worship him. Other Dwarven 
  clerics tend to look at such worshippers as misguided. His Dwarven worshippers are typically 
  found amongst those dwarves that have lived outside Dwarven enclaves for a long time, or can 
  trace lineage back to Dwarven families in the Suel Imperium. 
   
  • Heironeous 
  While uncommon, some dwarves are infected with respect for the Axe after serving with his 
  human followers. No known priests exist, but he does become the patron of some dwarves.  
  Interestingly, most dwarves who adopt this attitude treat Heironeous as an aspect of Clangeddin; 
  same god, different name. 
   
  • Kord 
  Certain barbarian dwarves adopt Kord as their patron, but there are very few Dwarven clerics of 
  Kord in Gran March. Other dwarves tend to shun dwarves who have Kord as their patron, not out 
  of disrespect for Kord, but at the misguided nature of the dwarf in question. 
   
  • Dugmaren Brightmantle 
  Some of the uncommon Dwur that practice the arcane arts call Dugmaren Brightmantle their 
  patron.  Because of the general disrespect of arcane magic has with the Dwarven community, 
  worship of this lesser deity is generally held to tinkerers and fringe scholars.   
   
  • Jascar 
  As with the worship of his brother Fortubo, followers of Jascar are few and far between.  The few 
  Dwarven followers of Jascar are zealots that are outspoken about the purging of the goblinoids 
  from the Lortmils, but have little in the way of clan influence, and so are pushed to the extremes 
  of the Dwarven community. 
   
  • Ulaa 
  With refugees from the Principality of Ulek migrating across the Lortmils seeking relief from the 
  Pomarjian scourge, worship of the Stonewife has seen an upturn.  Because of her non-Dwarven 
  aspects, traditional clan elders consider her followers outsiders. 
   
  • Others 
  Dwarves of course tend to react unfavorably to any sign of worship of orcish, goblinoid, or giant 
  gods. Other human deities are acknowledged, but by and large ignored. Evil gods such as Iuz are 
  
  reviled, but do not present an immediate threat to the dwarves of Gran March. The Earth Dragon 
  that some Principality of Ulek dwarves have mentioned coming from the Pomarj is a little known 
  cult and few outside the Dwarven leadership know much about it. 
   
  Dwarves and Magic 
   
  Dwarves have long had a history of respecting and interaction with divine magic, although 
  Dwarven paladins were extremely rare and Dwarven druids are also rare. The tradition of 
  Dwarven arcane magic is more obscure. Very few dwarves willingly undertook any form of formal 
  training in arcane magic. Any Dwarven sorcerers that might have been existent took pains to hide 
  their abilities from their peers. Two exceptions existed in Gran March. The first were the dwarves 
  who labored to create the various fabled arms and armors of the dwarves.  Even then, it was 
  more likely than not that divine magic was used at least partially in the creation of any such items. 
  The second were a few arcane spellcasters that were to be found in the battle units that preceded 
  the Mountaineers, discussed in greater detail below. These were primarily sorcerers whose 
  abilities were tolerated and hidden by their peers in the battle units because of their utility. The 
  hiding was done not only from humanoid foes, but also Dwarven leadership for fear of reprisals or 
  charges of demon worship.  A Brotherhood of Silence existed after a fashion. Many an orc waded 
  into battle confident that the only dwarf magic he would face would be divine, only to be rudely 
  surprised when a fireball was unleashed upon him. Needless to say, few, if any, humanoids 
  survived such encounters to tell tales of Dwarven arcane spellcasters. Any that did were 
  assumed to be deluded as a result of combat stress.  In recent years, this anti-arcane magic 
  attitude has undergone a subtle shift. With increased awareness of what the other races have to 
  offer, especially in the aftermath of the Hateful Wars, increased attention has also been given to 
  the ways in which other races use their magics and skills. Where the traditional Dwarven 
  hierarchy might have sternly suppressed the use of magic spells for anything other than item and 
  fortress creation, they now turn a blind eye when younger, more adventuresome Dwarves choose 
  to experiment openly. They are taking a gruff, wait-and-see stance towards such mages and 
  sorcerers. 
   
  Important Dates, Holidays & Ceremonies 
   
  Richfest is the celebration of the acquisition of the first Dwarven Baronial seat in Barony Cragmor. 
  There are some quarterly gatherings, during festival weeks, usually centered on trade or religious 
  holidays that draw the dwarves together in locales such as Ander's Falls and the like. At this time, 
  marriages are arranged, courting and trade occurs. 
   
  Headquarters / Major power centers 
   
  Barony Cragmor occupies almost all of the Lortmils claimed by Gran March. The eastern 
  boundary itself is fluid, and exists (like most boundaries in wilderness areas) only so far as the 
  March can project power, but is generally considered to be a line running straight north from the 
  headwaters of the Lort River. The mountains of the Lortmils have weathered gracefully, showing 
  their age in gentle rolling slopes.  Though not as grand in stature or thunder as the Crystalmists 
  or the Hellfurnaces, the Lortmils are filled with the natural wealth of Oerth. Gems, gold, and 
  industrial metals pour forth from the Dwarven delves and into the smithies and jewelers of 
  Buxton’s Crossing via the road that runs from Ander’s Falls. Numerous small rivers and creeks 
  flow south out of the mountains to help form the mighty Lort. The most impressive feature is the 
  two hundred foot waterfall that gives the capital Ander’s Falls its name and has inspired countless 
  artists, poets, and sages throughout the ages. During the summer, the weather is temperate and 
  the alpine meadows produce a harvest of berries of all stripe. The rocky, hard ground is not 
  suitable for large-scale agriculture though some subsistence farmers scratch a meager living from 
  the hard soil. During the winter, snow is frequent especially at the higher altitudes. 
   
  A rugged individualistic breed makes up the population of the barony (3500 humans, 1200 
  dwarves and 1000 others (mostly humanoids)). Gran March has a surplus of land and no lack of 
  
  opportunity; therefore, those who choose to live on the edge often have reason of their own. 
  Prospecting forms the backbone of the economy and most are employed in either mining or a 
  support role.  The dwarves of Cragmor have a comparatively bucolic life within Cragmor since, 
  most, if not all, the humanoids were exterminated in Gran March section of the Lortmils during the 
  Hateful Wars. As such, many families have small, relatively isolated holdfasts that operate 
  independently of one another. Thus many dwarves may not know one another or only see each 
  other at an occasional family gathering or community celebration. Despite the idyllic life, the 
  dwarves maintain the racial tendencies to be vigilant and ever aware of threats to the Dwarven 
  lifestyle. Likewise, rumors of humanoids entering the Lortmils from the Pomarj have lead to 
  increased patrols and vigilance. Any humanoid war bands are swiftly met and crushed. 
  Settlements almost always have some portion thereof underground. Sometimes this is merely a 
  last ditch defensible position, but more likely it is a well-developed complex with living quarters 
  and workspace. Dwarves have enough underground savvy to grow nutritious fungi and such 
  underground as well as herd some Underdark creatures for food. However, not all dwarves prefer 
  to stay underground all the time. Many herd cattle and goats on the surface or tend to the more 
  mundane above ground crops. Some of the more important above ground crops comprise the 
  bases for the various Dwarven ales and spirits. The Lortmils are not known for their fecundity, so 
  many above ground food items are bought from lowland halflings and humans. There are some 
  hill dwarves in the Lorridges that also have competitive farming operations. 
    
  The Baron of Cragmor is His Excellency Morin Orcenbane Grunmerskin, High Lord of the 
  Dwarves of the Western Lortmils, Hero of Pagmor Deep, Blessed of Moradin. (LG Dwarven male 
  Pal7/ Dwarven Defender 9). Baron Morin has proven to be a capable leader since ascending to 
  the baronial seat. He has kept the peace in the Lortmils, has been a close friend of the humans, 
  and a staunch defender of the realm. The policies he has enacted have improved productivity and 
  he has started a smithy in Ander’s Falls to teach some of the secrets of Dwarven manufacture to 
  those humans talented enough to learn. Baron Morin has not proved as fortunate in his family 
  dealings. His wife died in childbirth and he never remarried. His only son and heir, Futhar the 
  Valiant, was slain fighting in the Principality of Ulek just this past year and since then Morin has 
  been withdrawn not appearing in public unless it is absolutely required. As Morin is approaching 
  his 312th birthday, this has caused some dynastic concern. Morin has let it be known that he will 
  name an heir when his period of mourning has ended, though when that might be is anyone’s 
  guess. 
   
  History 
   
  Since the beginning of recorded history, dwarves have occupied the northwestern corner of the 
  Lortmils. When Gran March was established, the dwarves were in locked in a near genocidal war 
  with the evil humanoid tribes around them. The humans helped to swing the balance in the favor 
  of the Dwarven communities and the Commandant established the Lort March in CY 120 with a 
  seat at Fort Perseverance (located near modern day Ander’s Falls.) For almost four hundred 
  years, the region was treated as a border province and the demi-human population marginalized. 
  Humans held the post of warden exclusively, and though the dwarves were granted citizenship by 
  virtue of their military service, they still felt discontented. Agitation for home rule grew and while 
  instances of violence or anti-government activity were almost non-existent, acts of civil 
  disobedience increased. Whole Dwarven communities refused to submit to conscription and in 
  CY 510 a group of Dwarven resisters were arrested and placed on trial in Hookhill on charges of 
  treason. As the trial was beginning, Grunmer Flintsplitter, the Elder of Cragmor, one of the oldest 
  Dwarven communities in the Lortmils, appeared at the Hall of Electors and was asked to speak: 
   
  My liege, assembled Barons, distinguished members of the Hall; I come before you today to 
  plead the case of my people. Since the time of Chumar Axespear, father of Maxter the Beardless, 
  father of Tordug Goblindrummer, father of Balok Veinfinder, father of this, your humble servant, 
  the dwarves of Gran March have served faithfully. We have sent our sons and daughters out from 
  their homeland to live among strangers and to fight other’s wars. We have provided the ores of 
  our mines to make your weapons, and the gems of our mountains have been shipped as tribute 
  
  to a distant king. We have borne these things in honor of the ancient oaths and in repayment of a 
  debt owed. You hold in your jail four of my compatriots whom you try on a charge of treason. And 
  what is their crime? The desire to live free, to stand with pride, to feel that the banner they swear 
  allegiance to is theirs. Are these things different than what the humans ask for? Are they different 
  than any being deserves? I tell you this; you try not four beings in that court; you try a race. More 
  than that, you try the right of all beings to be free. I hold in my hands the Axe that I swore my oath 
  of fealty upon; the same axe all Dwarven oaths to Gran March have been sworn upon. ((Takes 
  axe and breaks the haft)) The debt between our peoples is repaid. Let it ring throughout the land 
  that from where the sun stands now in the sky forward, the dwarves of the Lortmils are a free 
  people. Our work shall be ours; our children shall not be sacrificed to another’s cause. 
     
  Flintsplitter was as good as his word. The Dwarven halls were closed to outsiders and all trade 
  ceased.  Fearing an all-out revolt, and recognizing the inherent rightness of the Dwarven cause, 
  the Commandant traveled to Ander’s Falls and requested that Flintsplitter meet him there to 
  parlay. Flintsplitter agreed and on Richfest CY 510, the two met in the small hamlet. The 
  Commandant argued that he could not be seen as giving in to blackmail so a compromise was 
  struck. Flintsplitter would forfeit all his lands and would live the rest of his days as a prisoner 
  (albeit a well treated one) in the Commandant’s keep. This would be his punishment for breaking 
  his prior oath. Amnesty would be granted for all acts committed by other dwarves since the 
  beginning of the crises and Flintsplitter’s nephew, Morin, would be named the first Baron 
  Cragmor. However, the Baronial seat would be placed in Ander’s Falls and the two electors from 
  the barony would be human. All parties agreed and the Commandant placed the measure before 
  the Hall. Debate raged furiously as many of the humans wished to see the dwarves made an 
  example of. However, the Grand Imperial Wyvern, Head of the Knights of the Watch and 
  Dispatch, pleaded the dwarves’ case eloquently. His motives have never come to light but his 
  presence and political will helped the measure to pass. On Mustering Day CY 512, the Barony 
  Cragmor was established by Act of the Hall of Electors as the tenth Barony of Gran March.  
   
  Allies and Rivals 
   
  The dwarves incurred a substantial debt in 120 CY, when the humans helped ease the humanoid 
  threat against the dwarves. This debt was honored through the next four hundred years by 
  Dwarven service in the Gran March military and the human schemes thereof. While the human 
  armies may be run by humans with human motivations, they provide a very effective vehicle 
  through which the dwarves can help their kin. Sterich has been liberated, and the dwarves of 
  Gran March were amongst the vanguard of the troops that Gran March sent to Sterich's aid. Gran 
  March has troops in Geoff and the Principality of Ulek. The dwarves feel the ties of family calling 
  them into service to help their kin in these two areas. Thus, while a substantial number of 
  dwarves stay in the Lortmils, with the 6th Battle or in the ranks of the Mountaineers, there are 
  also substantial number of dwarves in units that help service Geoff and the Principality of Ulek. 
  Likewise, there are always a few dwarves that have a bit of wanderlust and request assignment 
  to places like Bissel, Fort Tribulation, and the like. These may not be particularly numerous, but 
  they have a disproportionate number of adventuring types therein. Even without this motivation, 
  the oaths sworn by Morin tie the dwarves to Gran March. Reserving the right to withdraw from 
  purely human affairs if the dwarves are ever marginalized again, the dwarves presently 
  participate fully in the military of Gran March and the rest of its politics.  While humans are 
  generally addressed above, dwarves are not partial to any particular race of humans.  Suel and 
  Oeridian are equal in the eyes of the dwarves. Bakluni sometimes have trouble dealing with 
  dwarves depending on whether the dwarf in question fought in Bissel or other Gran March-Ket 
  skirmishes. Rhennee are almost unknown among dwarves except those dwarves that travel and 
  any Rhennee will be treated with some curiosity by a dwarf. (Note that Dwarven expressions of 
  curiosity are not always apparent to non-dwarves.) Savages from Hepmonaland, the Tuov, and 
  the like are also unknown, although the Suloise nature of some of these peoples is apparent, 
  even to a dwarf. 
   
  Towards Elves: 
  
   
  The Dwarves view elves with mixed feelings. The races were allies in the Hateful Wars, but the 
  elvish isolationism since that time has soured the Dwarven outlook in the interim. This situation 
  has only been going on a hundred years or so; so many dwarves still remember the friendly 
  relationships of yore and/or count some elves as personal friends and battle companions. This 
  attitude is directed primarily to the elves of Celene. Dwarves have little or no patience for the 
  Sylvan Elves of the Dim Forest. Rabble-rousers and malcontents who do not heed the calls of 
  family and obligations, such creatures are fit only for acting as a buffer from the shadow spawn 
  swarming the Dim Forest. Recent rumors of sabotage and assaults on Dim Forest work crews 
  only add to this feeling. Exceptions are made on individual case-by-case bases starting with 
  those that have served their time in the military and proven themselves to be loyal residents of 
  Gran March. Most dwarves, however, require any Sylvan Elf to prove himself worthy before 
  having too much interaction therewith. The High Elves (of Barony Dieren) are viewed more 
  favorably as they at least understand that they have obligations to the country and did not 
  abandon the dwarves when the hordes of the Pomarj boiled over into the Principality of Ulek. 
  Ambivalence sums up this situation nicely.  Some High Elves will prove themselves too flighty to 
  merit much time, but others will be steadfast companions worthy of respect. In general, the 
  dwarves will give such elves the benefit of the doubt until proven otherwise. Other elves are 
  treated with a level of slight distrust. If the elf in question is a rare Grey Elf from Gran March, and 
  the dwarf knows it, they will be treated as a High Elf (see above); otherwise, more like a Sylvan 
  Elf. 
   
  Towards Halflings: 
   
  Most Dwarven-halfling interaction takes place in Barony Cavintus, where the halflings are of Deep 
  Halfling extraction. This is a moderately symbiotic relationship with the dwarves mining and 
  making items and the halflings herding and growing foodstuffs. Trade is well established between 
  families. Dwarves get surprised when a trusted halfling victualer retires and passes the business 
  to a son or daughter, just, as from a dwarf's point of view the relationship was burgeoning. 
  However, several relationships have lasted many halfling generations and are well established. 
  Halflings from such families are well liked and respected.  For other halflings, dwarves have 
  reservations about the halfling tendencies to borrow things without returning them and a tendency 
  towards laziness (from a dwarf's point of view). If a halfling can prove to be capable of working 
  hard and keeping their hands to themselves, a dwarf is content to tolerate such a being. Again, 
  ambivalence is the rule of the day. Unless the halfling proves to be unreliable, most dwarves will 
  give them an initial benefit of the doubt. 
   
  Towards Gnomes: 
   
  There is a somewhat symbiotic relationship between the gnomes of Barony Cavintus and the 
  dwarves. Dwarf illusionists, as rare as they are, frequently study under the gnomish masters of 
  the Lorridges.  Likewise, dwarves may trade raw gems to the gnomish gem cutters in exchange 
  for finished gems to be incorporated into Dwarven jewelry. While few dwarves admit it, the 
  gnomes are, on average, better gem cutters than the dwarves. There are numerous exceptions, 
  but when the Dwarven masters are too busy, families without a resident gem cutter frequently 
  turn to the gnomes to meet any demand. Dwarves and gnomes have a somewhat competitive 
  relationship stemming from the Hateful Wars.  At that time, the dwarves issued a friendly 
  challenge to the gnomes about the relative number of humanoids that each race had killed. The 
  larger number of dwarves made it a lopsided contest, but the larger number of gnomish spell 
  casters at times threatened to even the count. Since that time, there remains an annual dwarf-
  gnome fair held in Coldeven at which verified humanoid kills are tallied. The winning race is 
  allowed to take home a large mithral chalice to hold in the residence of a previously nominated 
  candidate until the next fair. Other competitions of strength, weapon mastery, and magic are also 
  held. 
   
  Towards Half orcs: 
  
   
  This formerly was a very terse attitude - loathing. However, recent integrations of dwarves into 
  the military at large and half orcs into the Mountaineers have provided some softening of this 
  attitude. A half orc in active duty military service is tolerated, though few dwarves would go so far 
  as to buy the individual a drink. A half orc in the uniform of a Mountaineer is almost treated as 
  well as a dwarf. Otherwise, half orcs are usually accosted and demands made to prove 
  citizenship. If none are forthcoming, the half orc is treated as an undesirable and thrown in jail. 
  Rogue lynchings are rumored to occur in the deep valleys of the Lortmils.  Young dwarves in 
  particular frequently have a problem with a half orc superior officer or NCO. It is usually left to an 
  older dwarf to correct the ways of the young one before the situation gets out of hand or blows 
  are exchanged. Reminders of loyalty and duty are usually enough, but every now and then more 
  is required. 
   
  Foes 
   
  The enemies of the dwarves are the same as those of all good people in Gran March; the evil 
  humanoids of the Lortmils and Pomarj, Geoff giants and their kin, the followers and servants of 
  The Whispered One, and the evil denizens of the Dim Forest and Rushmoors. 
   
  Heraldry / Symbols 
   
  Most clans have their own symbol, using dark colors, earth tones, and the colors of precious 
  metals. Most insignia’s involve typical Dwarven iconology, such as axes, hammers, anvils, picks, 
  metalworking tools, etc. 
   
   
  Meta-Organization Requirements 
   
  The clan is the heart of the dwarf. It is the family which anchors him/her to the community. All 
  dwarves came from somewhere, belonging at one time or another to a family and clan, but a true 
  family member supports the family with more than the occasion letter and visit.  There is one 
  Dwarf Meta-Organization. There are two sub-parts, and then the full Dwarf Meta-Org. The two 
  sub-parts are: Family Member and Association Member. The Full Dwarf meta-org is also called a 
  Master.  In addition to the Meta-Organization sections, there are Organizations within the Lortmil 
  Dwarves. These are actually subsets of the respective Meta-Org sections that do not provide 
  much additional benefit but do have additional requirements.  To join the Lortmil Dwarves as a 
  Family Member is to take the first steps to actually be a part of the community. The next step is to 
  become a contributor to the success of the clan. The Association Member may take many 
  potential paths to fulfill this contribution. The Family Member is a sub-set of the Association 
  Member. The Association Member itself is a subset of the Full Dwarf meta-org. The height of 
  participation as a Dwarf is to master one’s duties and provide full measure for the clan. 
   
  Family Member 
   
  To be a Family Member in the Lortmil Dwarves one must: 
   
  • Be a Dwarf with Gran March as their region 
   
  • Each year spend at least 3 TU to visit their family. 
   
  • Each year spend 100 GP to support and buy gifts for [NPC] family members. This cost 
  should be paid at the start of the year, or when one joins the Meta-Org. On the AR it 
  should be placed in Items Bought, and labeled “Family Support.” 
   
  Association Member 
   
  
  To be an Association Member in the Lortmil Dwarves one: 
   
  • Must meet all the requirements of and maintain membership as a Family Member. 
   
  • Must have completed their mandatory term of conscription, either through the military or 
  the work gangs. 
   
  • May not belong to any of the following meta-organizations: Gran March Military, 
  Pathfinders, Couriers, Mountaineers, Merciful Order of Hospitalers, any out of region 
  meta-organization, or any single meta-organization that requires 10 or more TUs of 
  service per year (whether in yearly costs, initial costs, or both combined). 
   
  • Must select a Clan Association to be a member of, and meet the additional 
  requirements of that Association (if any). For the Crafter Association, one must be at 
  least of Journeyman rank in that Association. 
   
  • Must spend at least 5 TU per year and 200 gp per year working at their Clan 
  Association. 
   
  • Must be at least 5th level. 
   
  • Must spend at least six months as a Family Member before becoming an Association 
  Member. 
   
  Master 
   
  To be a Master in the Lortmil Dwarves, (A member of the full Lortmil Dwarves Meta-Organization) 
  one: 
   
  • Must meet all the requirements of and maintain membership as an Association Member. 
     
   
  • Must be at least 9th level. 
   
  • Must spend at least 3 TU per year and 400 gp per year working for the benefit of their 
  clan 
   
  • Must spend at least one year as a Association Member before becoming a Master 
   
  • Must also be attain High rank at a Clan Association 
   
  Benefits for Family Member 
   
  The Family Member subset of the Dwarf Meta-Org has the following benefits: 
   
  • Standard Lifestyle is paid for all Regional Events (including TUs required for Meta-Org 
  access) 
   
  • Access to the following non-magical items as per The Living Greyhawk Campaign 
  Sourcebook: 
   
  Dwarven double-spear (RS p.154) 
  Fast-donning straps (RS p.155) 
   
  Association Member 
   
  
  The Association Member subset of the Lortmil Dwarves Meta-Org has the following benefits, in 
  addition to those benefits available to Family Members: 
   
  • Gains the following bonuses: 
   
  +2 circumstance bonus in Knowledge (Dungeoneering) while in Sheldomar Valley 
  +2 circumstance bonus in Diplomacy when dealing with other dwarves 
   
  • High Lifestyle is paid for all Regional Events (including TUs required for Meta-Org 
  access) 
   
  • The dwarf PC may perform work for their respective association, working in the smithies 
  or mines, crafting trade goods, etc. The dwarf PC earns a 100gp salary for every 2 TU 
  expended in this fashion, up to a maximum of 20 TU of service per year. 
   
  • Access to the following Limited Prestige Class, with training costs as described in the 
  Costs section. 
   
  Tactical Soldier (MH p.22) 
   
  •Access to the following feats, with training costs as described in the Costs section. 
   
  •Access to the following non-magical items as per The Living Greyhawk Campaign 
  Sourcebook: 
   
  Battle Plate (RS p.155) 
  Dwarven warpike (RS p.155) 
  Extreme Steel Shield (RS p.157) 
  Earthsilk jersey (RS p.160) 
  Interlocking plate (RS p.155) 
  Mountain plate (RS p.157) 
   
  Master 
   
  The Master is the Full Member of the Lortmil Dwarves Meta-Org. The Master Benefits do not 
  come close to the requirements for this full member. The intent is that the Master is a major force 
  in his/her community and as such spends quite a bit of time in the Dwarven realms. There are a 
  few benefits however, in addition to those benefits available to Association Members and Family 
  Members: 
   
  • Gains the following bonuses: 
   
  • +4 circumstance bonus in Appraise for metal, gem and stone items. An additional +4 
  circumstance bonus in Diplomacy when dealing with other dwarves 
   
  • Quick Travel: Due to their knowledge of the local network of natural caverns and mines 
  that riddle the Lortmils, they know many short cuts. As a result, a member leading up to 
  10 other people (including animals) traveling through the Lortmils can ignore the terrain 
  penalties to movement associated with long distance travel while in the Lortmils. 
   
  • Luxury Lifestyle is paid for all Regional Events (including TUs required for Meta-Org 
  access) 
   
  • Gain a Permanent Influence Point with the Church of Moradin 
   
  • Gain +1 to Leadership score, only if the cohort is a member of the Master’s clan 
  
    
  Meta-Organization Costs 
   
  • Each Prestige Class attained requires a one time donation of 300 GP to the Clan. 
   
  Clan Associations 
   
  There are several Clan Associations that one might join. These are: Crafters, Sentinels, 
  Engineers and Artificers. To advance beyond a Family Member in the Lortmil Dwarves one must 
  also be a member of one of these four organizations. 
   
  Crafters Associations 
   
  These are the members of the associations that are the crafters for their clans. They are the 
  smiths, miners, stonemasons, forge workers, and more that do the bulk of the work in the clan. 
  Each association has a different name, but for the purposes of the meta-org, they all fall under 
  the term Crafters Associations. There are four ranks in the Association, and each rank is a 
  prerequisite for the ranks that come after. There are four ranks of crafters. These are Apprentice, 
  Journeyman, Master, and Clan Association Master. The Apprentice may be a member of the 
  Family Member portion of the Meta-Organization, but one must be of at least Journeyman rank to 
  be a member of the full Association Member Meta-Org. These Dwarven Associations are not 
  related to the Charter Guilds of Gran March (found in Appendix I of the Bardic Guild Meta-Org), 
  though the dwarves must still abide by those Guild laws. The dwarves had their own association 
  structure in effect long before the organized government of Gran March instituted control over the 
  Lortmils and environs. The dwarves grudgingly accepted the laws of Gran March in all respects, 
  including the Charter Guilds, but are independent enough that they maintain a separate 
  Association system within their own clans. Any member of a Dwarven Association is assumed to 
  also automatically be a member of a Gran March Charter Guild. The costs and benefits of 
  membership are assumed by the Dwarven Association as a whole. The Dwarven PC does not 
  have to pay the costs nor do they receive the benefits of Gran March Charter Guilds if they are a 
  Dwarven Association Member. The Apprentice is lowest in rank. This represents a dwarf who is 
  training in their chosen field and on their way to being an adult. After completing their training and 
  passing their Journeyman’s Test, an Apprentice will become a Journeyman. This is where a 
  dwarf performs most of their work in their trade. Less exceptional dwarves never move past this 
  level. Others, with much learning and training, will eventually complete their Master’s Project. A 
  Clan Master is a dwarf who is an expert in their trade, and is a source of knowledge within their 
  clan. Only the most influential and skilled Masters are voted by their clan to become a Clan 
  Director. 
   
  Master Artisan and Clan Director count as High rank in the Crafters. 
   
  Apprentice 
   
  To be an Apprentice in a Crafter Association one: 
   
  •Must be a member of the Family Member portion of the Meta-Organization. 
   
  •Must have completed their mandatory term of conscription, either through the military or 
  the work gangs. 
   
  •May not belong to any of the following meta-organizations: Gran March Military, 
  Pathfinders, Couriers, Mountaineers, Merciful Order of Hospitalers, any out of region 
  meta-organization, or any meta-organization that requires 10 or more TUs of service per 
  year (whether in yearly costs, initial costs, or both combined). 
   
  
  • Must have at least 2 ranks in one of these Craft skills: Weaponsmithing, Armorsmithing, 
  Bowmaking, Metalsmithing, Stonemasonry (other craft skills may be appropriate, contact 
  the Dwarf POC). This represents the basic knowledge required before beginning training. 
   
   
  Journeyman 
   
  To be a Journeyman in a Crafter Association one: 
   
  • Must be a member of the Association Member portion of the Dwarf Meta-Organization 
  (save belonging to one of the Clan Associations). 
   
  • Must have been an Apprentice for one year, and still meet all requirements for an 
  Apprentice. 
   
  • Must have at least 7 ranks in one of these Craft skills: Weaponsmithing, Armorsmithing, 
  Bowmaking, Metalsmithing, Stonemasonry (other craft skills may be appropriate, contact 
  the Dwarf POC). 
   
  Master Artisan 
   
  To be a Master Artisan in a Crafter Association one: 
   
  • Must meet all requirements of the Master of the Lortmil Dwarves Meta-Organization 
  (save having High rank in one of the Clan Associations) 
   
  • Must have been a Journeyman for one year, and still meet all requirements for a 
  Journeyman. 
   
  • Must have at least 12 ranks in one of these Craft skills: Weaponsmithing, 
  Armorsmithing,Bowmaking, Metalsmithing, Stonemasonry (other craft skills may be 
  appropriate, contact the Dwarf POC). 
   
  Clan Director 
   
  To be a Clan Director in a Crafter Association one: 
   
  • Must be a member of the full Lortmil Dwarves Meta-Organization (a Master) 
   
  • Must be voted into the position by the other Masters of your craft and clan (contact 
  Triad) 
   
  • Must have been a Master Artisan for one year, and still meet all requirements for a 
  Master Artisan. 
   
  • Must have at least 17 ranks in one of these Craft skills: Weaponsmithing, 
  Armorsmithing, Bowmaking, Metalsmithing, Stonemasonry (other craft skills may be 
  appropriate, contact the Dwarf POC). 
   
  • The character must spend 3 TUs and 2,000 gp upon becoming a Clan Director. This 
  represents the time and money spent on gifts, dinners, and socializing with the clan in his 
  attempt to be voted Clan Director. 
   
   
   
   
  
  Sentinels 
   
  The Sentinel’s are the guardians of the clan. They are the police, night watchmen and defenders 
  all rolled into one. They patrol the halls and Dwarven delves, always on the lookout for threats 
  from above, below and inside the clan. Those who show exceptional leadership skills as a 
  Sentinel may be promoted to a Guardian, in charge of the defense and protection of large 
  sections of the clan halls and the clan leadership, with many Sentinels at their command.  
  Guardians are High rank among the Sentinels.   
   
  A grand example of a typical Dwarven militia is Angerthelm’s Axe. This company was invested 
  shortly after the formation of Barony Cragmor in 512 CY. A recently retired member of the 
  Mountaineers, Angerthelm Orc-Cleaver, was invited to join the Company of the Red Dragon by 
  one of its members but the Membership Committee denied him entrance (most say due to the still 
  smoldering anger amongst the Gran March elite caused by the oathbreaking of Grunmer 
  Flintsplitter). Angerthelm decided to form his own elite company. Angerthelm’s Axe has 
  traditionally done quite well in the dismounted melee portions of the Militia Games and its 
  performance is a source of pride to many of the Dwarven clans.  For more information about the 
  Gran March Militias, see the Militia Meta-org document. 
    
  To be a Sentinel one: 
   
  • Must meet all requirements of the Association Member portion of the Lortmil Dwarves 
  Meta-Organization (save belonging to one of the Clan Associations) 
   
  • Must have completed their mandatory term of conscription by serving in the military. 
  Those who served on the work gangs are not permitted. 
   
  • May not belong to any of the following meta-organizations: Gran March Military, 
  Pathfinders, Couriers, Mountaineers, Merciful Order of Hospitalers, any out of region 
  meta-organization, or any meta-organization that requires 10 or more TUs of service per 
  year (whether in yearly costs, initial costs, or both combined).  
   
  • Must have BAB of +4 and be proficient with the Dwarven war-axe. 
   
  Guardians 
   
  To be a Guardian one: 
   
  • Must meet all requirements of the Master of the Lortmil Dwarves Meta-Organization 
  (save having High rank in one of the Clan Associations) 
   
  • Must have been a Sentinel for one year, and still meet all requirements for a Sentinel. 
   
  • Must have the Leadership Feat and either the Cleave Feat or the Combat Reflexes 
  Feat. 
   
  • Must have a BAB of +9. 
   
  Engineers 
   
  The Engineers are the builders of the clan. They design and construct the entirety of the holds to 
  ensure there is plenty of room for living and working, with an eye towards defense from above 
  and below, as well as ensuring the designs are safe and will last for centuries to come. 
   
  Chief Engineers are High Rank among the Engineers. 
   
  
  To be an Engineer one: 
   
  • Must meet all requirements of the Association Member portion of the Lortmil Dwarves 
  Meta-Organization (save belonging to one of the Clan Associations). 
   
  • Must have completed their mandatory term of conscription, either through the military or 
  the work gangs. 
   
  • May not belong to any of the following meta-organizations: Gran March Military, 
  Pathfinders, Couriers, Mountaineers, Merciful Order of Hospitalers, any out of region 
  meta-organization, or any meta-organization that requires 10 or more TUs of service per 
  year (whether in yearly costs, initial costs, or both combined). 
   
  • Must have 6 ranks between Knowledge (Architecture & Engineering) and Profession 
  (Engineer).  
   
  • Must have 6 ranks between two different building relating craft skills. 
   
  Chief Engineers 
   
  To be a Chief Engineer one: 
   
  • Must meet all requirements of the Master of the Lortmil Dwarves Meta-Organization 
  (save having High rank in one of the Clan Associations). 
   
  • Must have been an Engineer for one year, and still meet all requirements for an 
  Engineer. 
   
  • Must have 10 ranks between Knowledge (Architecture & Engineering) and Profession 
  (Engineer). 
   
  • Must have 15 ranks between three different craft skills. 
   
  • Must have the Leadership Feat. 
   
   
  Artificers 
   
  The Artificers are a small group of Dwarven wizards who use their abilities to help create 
  Dwarven magic items, either for sale or for use by the clan. They also help to create magical 
  wards for protection and defense, and they aid in the defense of the clan, its leaders and in the 
  construction of the clan halls. 
   
  A Great Artificer counts as High Rank among the Artificers 
   
  To be an Artificer one: 
   
  • Must meet all requirements of the Association Member portion of the Lortmil Dwarves 
  Meta-Organization (save belonging to one of the Clan Associations) 
   
  • Must have completed their mandatory term of conscription, either through the military or 
  the work gangs. 
   
  • May not belong to any of the following meta-organizations: Gran March Military, 
  Pathfinders, Couriers, Mountaineers, Merciful Order of Hospitalers, any out of region 
  
  meta-organization, or any meta-organization that requires 10 or more TUs of service per 
  year (whether in yearly costs, initial costs, or both combined). 
   
  • Must have an arcane caster level of five. 
   
  • Must have Scribe Scroll or Brew Potion and have at least one other Magic Item Creation 
  feat. 
   
   
  Great Artificer 
   
  To be a Great Artificer one: 
   
  • Must meet all requirements of the Master of the Lortmil Dwarves Meta-Organization 
  (save having High rank in one of the Clan Associations). 
   
  • Must have been an Artificer for one year, and still meet all requirements for an Artificer. 
   
  • Must have an arcane caster level of nine. 
   
  • Must know three different Magic Item Creation feats. 
   
  Dwarven Church 
   
  Many dwarves honor a different dwarf god at each stage of their life. However some choose their 
  god early on and remain loyal to that god all through their lives. For the Dwarven Church, only 
  Dwarf Pantheon worshipers use this section. If the character worships a Human God, then the 
  regular Religion Meta-Organization document should be used. 
   
  Devout 
  A dwarf who attaches to one of the Dwarven gods listen below, above all others, and remains 
  loyal to that god, is called a Devout, or Devout Follower.  Low-level priest of these gods also fall 
  in this category.  The gods that one may be a Devout Follower of includes any one of the 
  following:  Moradin, Berronar Truesilver, Dumanthoin, Clangeddin Silverbeard, Vergadain, 
  Muamman Duathal, Gendwar Argrim, Fortubo, and Dugmaren Brightmantle.  Persons 
  interested in aligning with Ulaa and Bleredd should consult the Accepted Religions Document. 
   
  Requirements  
   
  Members of the Devouts must: 
   
  • 
  Have their Home Region be the Gran March, and be either a Gran March citizen, legal 
  resident, or an active-duty member of the military. 
   
  • 
  Must worship one of the following gods: Moradin, Berronar Truesilver, Dumathoin, 
  Clangeddin Silverbeard, Vergadain, Muamman Duathal, Gendwar Argrim, Fortubo, and 
  Dugmaren Brightmantle 
   
  • 
  Must be at least a member of the Family Member portion of the Lortmil Dwarves Meta-
  Organization. 
   
  • 
  Be at least 2nd level. 
   
  • 
  Swear to adhere to the teachings of the faith in Gran March. 
   
  
  • 
  Must expend 2 TUs each year.  Members spend this time in duties serving others of their 
  faith in Gran March.  Military members may spend Military TUs for these time units. 
   
  Benefits 
   
  Those who are members of a Devout in good standing have the following benefits: 
   
  • 
  The Devout may purchase any of the following mundane items: sprayer (A&EG), holy 
  texts (A&EG), triple weapon capsule retainer (CV), quicksilver capsule (CV), ghostblight 
  capsule (CV), masterwork leather scale armor (A&EG), masterwork heavy plate armor 
  (RS), masterwork great crossbow (RS), masterwork darkwood extreme shield (RS), and 
  masterwork ice axe (FB). 
   
  • 
  +1 circumstance bonus to Bluff, Intimidate and Diplomacy when speaking with other 
  members of the their faith. 
   
  • 
  +1 circumstance bonus to Knowledge (religion) rolls when the topic is one of the Gods of 
  the Dwarven Pantheon. 
   
  • 
  +1 circumstance bonus to Knowledge (local - Sheldomar Valley Metaregion)  when the 
  topic involves Dwarf churches, church leadership, or religion. 
   
  • 
  +1 circumstance bonus to Knowledge (geography) to know best ways to travel to 
  temples, shrines and chapels in Gran March or to know the location of those facilities. 
   
  • 
  +1 circumstance bonus to the following skills according to the gods listed below.  This 
  represents special training by the respective religions: 
   
  Moradin 
  concentration, knowledge (planes) 
  Berronar Truesilver 
  sense motive, heal 
  Dumathoin 
  survival, spot 
  Clangeddin Silverbeard knowledge (nature), climb 
  Vergadain 
  appraise, forgery 
  Muamman Duathal 
  knowledge (local – Core), survival 
  Gendwar Argrim 
  knowledge (history), knowledge (nobility & royalty) 
  Fortubo listen, spot 
  Dugmaren Brightmantle knowledge (architecture and engineering), search 
   
  • 
  The Devout have access to the Limited Feat: Natural Bond (CV). 
   
  • 
  The Devout gain one Influence Point with their Church each full year they are a member.  
  Members may save these influence points from year to year and should note their total in 
  the Notes section of any MR, along with any expenditures. 
   
  Appendix 
   
  Clanhold dwellings 
   
  Clanholds are the center life in the Dwarven clan.  Hill Dwarves build their holds nestled in hidden 
  valleys.  Mountain Dwarves tend to construct their holds in the deep dark below the summits.  
  Dwellings are typically clustered around a central gathering area, a plaza or great hall.  Dwellings 
  are typically large enough to house a nuclear Dwarven family of three or four generations.  
  Because dwarves do not have many children and males of fighting age may be housed outside 
  the dwelling with the militia, the typical abode may typically contain the patron (the eldest male of 
  the dwelling), matron (head of the household if there is no patron), their son or daughter with 
  
  spouse, and their children.  These dwellings are passed down from the previous generation when 
  the head of the household take their long journey to the All Father.   
   
  Those Dwarves that have reached high rank (Guardian, Great Engineer, Reverend Fathers, etc.) 
  may maintain a property.  For these rules see the “Gran March Citizens and Residents 5.0” 
  document.  Dwarves are granted property in Anders Falls and are considered simple or grand 
  houses. 
   
  Example Clanhold dwelling (grand house) 
  Ironvalley Clanhold –Nalbek, House of Balthur 
   
  This typical clan dwelling consists of a both public and private spaces.  It also includes a 
  workshop, which is not always common in individual households. 
   
   
  1. Main Entrance.  The front doors are made of oak gathered in the valley southwest of 
  Cragmor shod in iron and steel.  Though they are not usually barred, the double-doors 
  can barricade with heavy steel pins that are set in the floor, and a massive set of 
  crossbars lowered from the side walls (DC 30 to open).  During the day, these massive 
  doors are usually open to welcome callers. 
   
  2. Entry Hall.  This large hall is the large space in the dwelling, not only acting as a 
  reception area for visitors, but as a play area for children, a classroom for students, and a 
  religious space for all ceremonies.  It is the central hub for all activities, and is the 
  threshold between the sacred and the profane.  The room is flanked by a series of busts 
  and statuettes of the clan’s and the family’s most respected ancestors, including great-
  great Grandfather Khuldor, who slayed a great Orcish warmaster with a broken warpike.  
  On display are many artifacts from the Balthur families past; pelts, ancient weapons, gold 
  trinkets, silver jewelry, and mithral helms of various styles.  At the terminus of the hall is 
  the shrine to the Moradin. 
   
  
   
   
   
  3. Feast Hall.  This warm space is the gathering place for family and visitors alike.  All the 
  meals are consumed here including the high-sun meal, where even family away from the 
  house during the day return to break bread.  On an average day, the table may be filled 
  with fresh baked yeast rolls, rosemary roasted potatoes, mutton stew, and pumpkin tarts.  
  This is also the room where many a tale is told over a stein of home brewed stout.  At the 
  room’s center is a large wooden table that has hosted a century of meals and after dinner 
  conversations.  On one wall lies a series of large cupboards.  On the far wall is alcove 
  where food is prepared.  On the other wall, a large hearth is where meals are cooked.  
  The large fireplace also backs the workshop. 
   
  4. Workshop.  Dwarves love to create.  Just as the All Father forged the Dwarves, they, in 
  turn, forge in his honor.  This workshop is not a full blacksmithery (Lady Balthur would 
  never allow it as much as her son’s desire it).  It is instead a wonderful studio for the 
  creation of silver, gold, and platinum jewelry.  There are lockers for materials and tools, a 
  small anvil for shaping works, and a table for more detailed work.  This room shares the 
  hearth with the kitchen.  When a meal is being prepared in the kitchen and metallurgy 
  being performed in the workshop, these two rooms can get very hot.   
   
  5. Shrine to Moradin.   This apse is consecrated to the All Father.  It contains an iron 
  statue of his likeness.  Around the walls of the alcove, many hammers of artisan quality 
  (Dwarvencraft) are hung.  Each has an engraved golden plaque with a Balthurian 
  
  ancestor.  One in particular was forged by Magrim Balthur in CR 312.  Its shaft contains 
  these words:  “
  ”.  This has been translated to mean “Eat my hammer!”  It 
  seems Magrim could craft words as well as steel. This shrine is also the center of all 
  religious activity in the household.  Serving as a center piece for marriages and weekly 
  worship. 
   
  6. Study.  This family room is a private space that few outsiders see.  It acts as a hub for all 
  private chambers.  It is has a squat bookshelf containing volumes about Dwarven lore 
  and Balthur family ancestry.  A small desk contains legers detailing family holdings and 
  barter agreements.  From here, all bed chambers are accessible.   
   
  7. Minor Bed Chamber.  These rooms are reserved for Lord Balthur’s son Morgrim and his 
  wife Glannbela.  It is sparsely decorated with painted landscapes and a brown bear 
  fleece. 
   
  8. Minor Bed Chamber.  This is Morgrim and Glannbela’s son Elgal’s room.  Being away 
  with the militia, it is used as storage. 
   
  9. Out chamber.  This sparse room is has a platform with a hole leading down a deep 
  shaft.  The refuse rarely betrays its existence. 
   
  10. Lord and Lady Balthur’s Bed Chamber.  The largest of the personal rooms, contains a 
  seating area with comfortable chairs and a dais where the bed resides.  A large curtain 
  can be drawn around the dais for more privacy.  In the far corner is a door to the closet.  
  Behind the bed, a panel can be removed opening the way to an alternative entrance/exit. 
   
  11. Closet.  This contains clothes for various occasions, as well as jewelry, and Lord 
  Balthur’s mithral plate mail.  This also has a hidden entrance to the out chamber. 
   
  12. Secret Exit.  This hidden passageway leads to a neighboring dwelling.  This is only to be 
  used when the dwelling’s massive doors is breached (as yet not happened, though the 
  neighbor’s hound once interrupted a great night’s sleep with it’s baying for its owner). 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Gran March/Old and Retired Versions/Gran_March_Lortmil_Dwarves_6.0.pdf