d20 Fat Dragon Games Dragon Lore - The Red Doom Dwarves.pdf

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Vol.
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DRAGON LORE
The Red Doom Dwarves
Author
Kevin Buntin
Editor
Gary Wegley
Play Testing
Kevin Buntin, David Hellard, William Herron, Chris Lensch, Mike Romano,
Walt Smith, Chris Stephens, Kevin Stephens, Russ Temple, Tom Tullis, Gary Wegley
Open Game Content & Copyright Information
Reproduction of non-Open Game Content contained in this book by any means is prohibited without the written
permission of the publisher. This book contains Open Game Content (see pages 12-13 for licenses). All item statis-
tics and are considered Open Game Content. All other content such as stories, drawings and paintings are copyright-
ed by the artist or Fat Dragon Games (see page 13 for copyright info). The ‘d20 System’ and the ‘d20 System’ logo
are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version
6.0. A copy of this License can be found at www.wizards.com/d20.
Requires the use of the
Dungeons & Dragons Player’s Handbook,
Third Edition, published by Wizards of the Coast, Inc.
FAT DRAGON GAMES
Making Fantasy Fantastic
www.fatdragongames.com
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Far away in the midst of a great and dis-
tant mountain range, hidden within the lofty
peaks and quite removed from the sight of
most mortal eyes, there rests a great ver-
dant valley. This singular feature appears
as though some colossal and divine hand
had hewn one of the frozen peaks from that
same sheltering chain of mountains to form
this perfect green bowl- a sheltered high-
land paradise for its own amusement and
pleasure. Rare and beautiful in its appear-
ance, it was, however, the sight of a titanic,
drawn out, and extremely bloody war: a war
for emancipation, a war driven by centuries
of oppression and utter desperation. If the
viewer were upon the wings of a hawk or
descending from the sky upon the back of a
particularly cooperative dragon, she would
behold this green jewel set within the arms of
the snow-capped peaks and steel gray moun-
tain sides, and she would see all about the
green valley a high, jagged ring of hills and
broken ridges that make up the vast valley’s
upper edge. This ring, a circlet of irregular-
ly-shaped ivory stones in which the emerald
valley has been set by that divine jeweler’s
hand, is a stark white border- a blinding
white milieu- set against the dull slate and
shale of the mountains, causing this oddly
placed setting to stand out even further. But
as one looks closer, descending through the
clouds, the true nature of what these oddly
shaped rocks truly are slams into focus with
shock and realization like diving into an icy
mountain pool: for it can be seen that they
are not great white rocks or cliffs at all, but
the wind blown and sun bleached bones of
countless slain creatures of such variety as
seldom seen before. And, even more strik-
ing, are the immense bones of what can only
be the remains of a race of long-dead giants.
The great mounds of bones are all that re-
main of those who had enslaved, tortured,
and exploited the people who now dwell
within this land. (And, it is the slayers, of
these giants and sundry horrors, who live
here now, who ever dwelt here, and who rule
once again, now with a mighty and undis-
puted hand, the whole of this vast mountain
range- above and below.) No one or thing
can ever hope to oppose them and their rule
again.
As most stories go, it was once upon a time
that there reigned a great nation of peaceful
mountain dwarves. Theirs was a race who
once- like many of their kind- lived their lives
as miners and smiths- craftsmen- shapers
of metals and ores and gems; a simple folk
comprised of hard workers and adept artisans
who traded with the many folk who dwelled
in the lowlands. But one dark day, they were
set upon from above and below their under-
ground kingdom by hoards of a deep-dwell-
ing, black-hearted race of dwarf known as
the Duergar, along side an army of outcast,
dark elves known as the Drow. And, all these
terrible creatures were led by a mighty and
fearsome race of giants, a race whose exis-
tence has since vanished from the face of the
known world. The simple miners were all
caught unaware and unprepared and taken
and enslaved with barely one weapon drawn
and the only blood spilt was their own. First
to fall were the whole of the ancient royal
dwarvin house. The mountain dwarves were
broken. And thus began four centuries of a
living hell for these simple folk, who would
never return to what they had once been.
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These giants, whose name is now lost to
history- for even their memory was destroyed
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and removed from recorded knowledge by
the warring dwarf slaves- were described in
the few scant texts that still survive as some-
thing likened unto a hybrid of frost giants
and the fabled storm giants- powerful and
truly terrible to behold. These gargantuan
creatures had plotted for a time with their
deep-dwelling allies to seize the fruitful val-
ley kingdom of the dwarves and to make the
rich dwarven mines and forges their own.
Planted deeply within their cold hearts were
the seeds of greed and burning lust for the
dwarven wealth, inally blossoming into such
fervor as to make even the most covetous
dragon seem casual and disinterested. And
so, they swept down upon the dwarf clans
like a sudden mountain storm and took all
for themselves. For a time, trade continued,
unchanged, except now the dwarf merchants
were collared thralls led by heavily cloaked
Drow and Duergar slave masters. Too many
of those dwelling in the lowlands, however,
were deeply disturbed by this new develop-
ment, and they began to whisper in fear at
what had become of the friendly and robust
dwarves of the Adamantine Mountains. The
people of the lowlands began to fear that
they, too, might one day be set upon by these
dark and ill-favored slave masters. So, trade
with the outside world began to dry up and
the villages eventually were all but aban-
doned and the lowland areas became wild
and untamed. Eventually, the caravans were
forced to travel further and further abroad
and it was then that many of the dwarves
managed to escape. Word came back to the
giant overlords: their wrath was horrible to
behold. Every last overseer was tortured and
then slain, and the wrath that rained down
on the already wretched dwarves was terri-
ble. Years passed, becoming decades, low-
ing into a century when inally there was no
trade to be had that did not take over half
a year’s travel to reach. By then word had
spread about the haunted dwarven trade car-
avans and their suspicious, silent, cloaked
overseers, and none would trade with them,
or even allow them to come near their vil-
lage markets. Eventually, the giants’ greed
and impatience with the outside world led
them to hoard the dwarven treasure, keep-
ing it all for themselves, and so, for the most
part, the giants left the dwarves to the de-
vices of the black-hearted Duergar and the
twisted and perverse experiments of the
Drow. Over time, the giants grew mad, and
their bitterness towards the outside world
turned to distrust, then fear, and the great
forges of the dwarves were set to creating
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