Post by Ashurr on May 14, 2011 0:56:17 GMT -5
Gold is the gift of the mountains, but iron comes from blood and bone.
-- Mror proverb
Heart and History
The Mror Holds are founded on iron and gold. The Ironroot Mountains hold vast deposits of precious metals and rare ore, and the dwarf lords have used these resources to create a mercantile empire that stretches across Khorvaire. But there is steel beneath the jewels and finery of a Mror dwarf -- the heart of a warrior whose ancestors engaged in constant battle for almost seven thousand years.
Much of the early history of the Mror dwarves is based on fragments passed down through oral tradition and scattered across the clans. It is generally accepted that the dwarves first appeared on Khorvaire approximately twelve thousand years ago, but beyond this, stories differ. Some tales say that the dwarves came from a land of ice and snow, which most modern scholars deem to be the Frostfell -- although to date, those few, brave souls who have explored this frigid land have found no evidence of a dwarven civilization. Others claim that the dwarves rose up from the earth itself, that Kol Korran and Onatar forged them from the stone of the mountains or that Eberron created them to battle the aberrations of Khyber. Every clan and every dwarf has his own opinion, and most are ready to fight with anyone who challenges it.
Regardless of their origin, it is clear that the dwarves were a mighty power long before the present day. Dhakaani dirges speak of battles with the "stonefolk of the mountains," and the Dhakaani were repelled from the Ironroot Mountains by a unified, disciplined dwarvish nation. Even today, scholars observe that Mror battle tactics are ideally suited to counter the traditional techniques used by the Dhakaani and their Darguul descendents.
The dwarves themselves have many tales from this age of glory, though it is difficult to separate fact from myth. Tales speak of Stone Kings and Dragon Keepers, of runesmiths forging mighty blades in the depths. This age came to an end in the reign of Lord Kordran Mror. A number of warriors and heroes had stirred up unrest in the deep realm, and Mror banished twelve of the leaders plus their followers to the surface of the mountains. The depths were sealed off with magical wards and a clan of wardens sent to the lands above to ensure that the seals remained until the others "proved themselves to be worthy of the kingdom below."
The dwarf lords took many steps to prove their worth. It is said that the great stone face of Lord Mror was produced at this time, though this is itself a point of some debate. Korranberg sages claim that the dwarves simply didn't have the skills to produce such an artifact, and argue that they must have sculpted down a larger image. For evidence, they point to obscure references to "the face of Eberron," and suggest that "Dragon Keeper" may have referred to a draconic monument dating back to the dawn of time.
In any case, when none of these efforts produced results, the banishe dwarves fell to fighting among themselve. The culture slowly devolved, and while the surface dwarves clung to the secrets of iron, they embraced the grim joy of battle. For thousands of years the clans fought one another, each seeking to prove its ultimate superiority and earn the keys to the kingdom of stone.
When humans first came to Khorvaire, they ignored the feuding clans of the Ironroot Mountains. The dwarves were too busy fighting one another to take an interest in the world beyond the mountains, and the ancient battles continued unabated until Karrn cast his eyes toward the region. The young prince guessed at the wealth that might be hidden in the mountains, and he wanted his share. With his father's permission, he led an army to subjugate the "mountain barbarians." Though (or perhaps because) they had been fighting for millennia, the dwarves were ill prepared to face an unfamiliar foe. Together the clans could have easily expelled the invader, but Karrn played on their feuds to divide and conquer the clans. Within a decade, the clan lords had bent the knee to the prince of Karrnath.
Having freed the goblins in his conquest of the Five Nations, King Galifar was not about to condone dwarvish slavery. Karrn was instructed to bring the King's Peace to this savage land. The dwarves were forced to stop their warring ways and encouraged to develop a new nation based on the model of Galifar, providing tribute to Karrnath and the old kingdom. The Karrns surveyed the mountains, but they could not pierce the ancient wards, and they drew their conclusions from the veins of ore they could reach.
Decades passed. Many dwarves abandoned their old ways and spread across Khorvaire. Those who remained in the mountains grumbled under the burden of tax and tribute, and slowly their discontent pushed them together.
Then came the summons. The dwarves of Kundarak were the keepers of the wards, and they called the lords of the twelve clans to their hold. In the halls of Korunda Gate the clan lords met in peace, discussed their plans for the nation, and expressed concern about their future in the Kingdom of Galifar. After a few days of talk, the Patriarch of Kundarak led the leaders down beneath the holdfast to one of the ancient wards. "At long last, you have set aside your differences," he said. "Step forward, and open the gate to the kingdom below." As twelve dwarves touched the seal, it faded away, and the path to the past was revealed.
What lay below was a shock to all. While the clan lords battled on the surface of the mountain, the descendants of Mror had fought the Daelkyr in the depths -- and lost. There was no glorious kingdom of noble dwarves awaiting their return, only ruins and shadow, with terrible monsters lurking in the darkness. Ancient treasures remained in these desolate fortresses, and mines still dripped with all manner of ore. Slowly the dwarves reclaimed the ancient fortresses and the fortune hidden below.
Now that its ancient duty was discharged, clan Kundarak -- which had long possessed the Dragonmark of Warding -- was drawn into the greater community of dragonmark houses. With the aid of the Zil gnomes, the dwarves of House Kundarak established themselves as the foremost bankers of Khorvaire. Many of the other clans worked with Kundarak, selling their ores and jewels through the bank or serving as guards and enforcers.
Through all this, the dwarves remained citizens of the crown of Galifar. The dwarves were patient, and most placed great stock in their word and the honor of their ancestors; the clan lords of the past had sworn an oath to Galifar, and it was not the place of their children to break that vow. Even though Karrnath raised taxes, the wealth of the deep mines far outstripped this tribute. Many of the dwarf lords called for rebellion, but the clans could never come to an agreement, and no single clan wanted to act on its own.
Then came the Last War. The dwarves had sworn an oath to Galifar, but that kingdom no longer existed. Never again would the dwarves submit to the rule of a single king, not even a dwarf. They declared the birth of a new nation, a formal alliance of the clans that would one day rival the kingdom of old: The Mror Holds.
National Character
The Mror dwarves are a passionate people. They are driven by pride, clan loyalty, and a fierce love of life -- food, drink, battle, and all the myriad experiences the world has to offer. Among strangers, a Mror dwarf often hides his true thoughts and feelings behind a grim mask. But in the company of friends, dwarves embrace life with unparalleled zest.
The Mror dwarves are fierce negotiators, favoring intimidation over subtle diplomacy. Most hold honor in high regard, and the oath of a Mror lord is said to be as unbreakable as adamantine. Nothing is ever reliable in Eberron, however, and while the Mror may on the whole be more honorable than humanity, the word of an Aurum concordian is often worth little more than the wind.
The Mror dwarves have been merchants for centuries, but they have been warriors for millennia. Even when Karrn enforced the peace of Galifar, the dwarves continued to train their children in the art of war. While the Mror Holds were largely isolated from the Last War, the orc raiders of the Jhorash'tar remain a constant threat, and the crags and chasms are home to ogres, trolls, and far worse things. The greatest heroes of the Holds hunt in the depths of Khyber, stalking runehounds, umber hulks, and other aberrations in the shadows below the mountains. Some assume that because the Mror are wealthy, they are soft -- while in fact they are harder than stone and sharper than steel. Gold is a new weapon for the Mror dwarves; they have never forgotten the way of the axe.
While the Mror dwarves are proud of their young nation and the power that they wield, old feuds and rivalries still remain, and the dwarves are extremely competitive. Generally these conflicts are out in the open; two teamsters will race to reach a destination, two merchants will undercut one another; two nobles will back different hawks in a hunt. Members of the Aurum are known for pursuing secret vendettas with darker and deadlier consequences. Some say that the Aurum is a clan in its own right, that its power is greater than any of the families of old. Most of the honorable lords feel that the Aurum represents a corruption of clan virtues. They say that true Mror are iron and gold, but those who serve the Aurum are gold alone -- influential but soft and unreliable.
Mror Fashion
Humans often see the Mror dwarves as greedy and vain. The truth is more complicated. Most Mror dwarves appreciate fine workmanship in a way that few others can comprehend; the dwarves will literally fall in love with objects. Looking at a beautiful goblet, a dwarf sees the toast he will share with his wife (when he finds her). A Mror dwarf can tell stories about every valuable object he owns, either looking to the past he has shared with his treasure or the future he expects to have.
Beyond this, the Mror see personal appearance as far more than simple vanity. A dwarf's accoutrements reflect his wealth and thus, his power, but they also indicate his appreciation of beauty, his judgment, and his intelligence. A poorly dressed merchant has a hard time in business. If he cannot judge the worth of his own clothes, who will trust his merchandise? As a result, a Mror dwarf may spend more on his clothing, armor, jewelry, and weapons than on his home. The Mror are stoic and content to endure physical discomfort and hardship. Sleeping on stone is preferable to wearing drab clothing.
As a result of this, a troop of Mror soldiers are a colorful sight. Dwarven armor is typically coated with enamel or covered with complex engraving. Weapons are equally striking; in addition to colorful hafts and gilded blades, many are made in unusual designs personalized to the warrior. Jewelry is very important to the Mror and often carries special significance, indicating rank within a clan, military honor, or civic office. A Mror dwarf can recognize the significance of another dwarf'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).
In contrast, Mror architecture is stark and functional. Possessing darkvision, dwarves have little need for windows, though most buildings are lit out of deference to gnome and human immigrants. The Mror dwarves derive pleasure from good company, fine food, strong drink, and physical activity. They rarely bother with soft cushions or similar comforts. A wealthy merchant is more likely to spend his profits on beautiful clothes or finely crafted weapons than on lush carpeting and feather comforters.
The Mror Dwarves in Battle
When Prince Karrn led his forces into the Ironroot Mountains, he found a culture engaged in constant warfare. The dwarves placed more value on weapons and armor than home and hearth, and the Mror villages were pale shadows of the cities of Galifar. This was but one of the factors that led Karrn to call the dwarves "barbarians." While the Mror find joy in battle, they are not raging berserkers. Most Mror soldiers have warrior levels, and there are many fighters among the Mror Holds. Other combat classes are uncommon, though Clan Droranath is noteworthy for having true barbarians.
Most Mror soldiers prefer heavy armor and close combat, and typically focus on Power Attack and its related feats. Mror warriors traditionally name weapons and shields. When a dwarf 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 Mror culture. A dwarf may develop his own, or he may adopt the battle call of an honored ancestor. Dwarves wish to be remembered on the battlefield, and their colorful armor and mighty cries reflect this fact.
Elite Mror troops generally follow the path of the fighter. Because honor and military skill are both held in high regard by the dwarves, kensai and knight protectors can also be found in the service of the clan lords. Dwarven defenders guard the vaults of House Kundarak, and there are a few frenzied berserkers in Clan Droranath. The dwarf fighter substitution level presented in Races of Stone is appropriate for Mror characters.
While Mror smiths constantly improve their skills, they do not possess the uncanny skills of their ancestors. If you use Races of Stone, Mror dwarves do not have the ability to produce dwarfcraft items or dwarven armor, and they cannot create magic forges. Such items might be found as relics of the first age, however, and a DM could choose to introduce a smith who has mastered these ancient techniques and learned to produce improved armor or weaponry.
Magic among the Mror Dwarves
While priests of Kol Korran and Onatar have always had a place in the mountains, prior to Karrn's Conquest there was no tradition of arcane magic among the dwarves of the Ironroot Mountains. It is clear that the dwarves of the first kingdom possessed runesmiths and artificers of considerable skill, but this knowledge was lost when the clans were exiled from the depths. In recent centuries, the Mror dwarves have learned much from working with gnomish immigrants. Some clans are beginning to reclaim the secrets of the first age. Wizards are still uncommon, but a handful of artificers work in the depths, and most holdfasts contain magewright smiths and other simple spellworkers.
Mror Gnomes
Many outsiders have trouble with the image of dwarf bankers; they see dwarves as warriors, not bean-counters. In fact, the dwarves have little interest in book-keeping. The dwarves have the gold. They take pride in their ability to protect their vaults. They know how to drive a hard bargain. But the paperwork? That's where the gnomes come in.
When Karrn brought order to the Ironroot Mountains, he paved the way for a massive gnomish immigration. The gnomes of Zilargo were inquisitive, diplomatic, and skilled miners in their own right. Karrn initially brought gnomes to the mountains to serve as translators, mediators, and advisors. The dwarves were more comfortable dealing with gnomes than with humans, because clan lords disliked looking up at the invaders. For their part, the gnomes saw a tremendous amount of potential in the mountains, and many of the gnomish families sent envoys east. These immigrants played a major role in shaping the mercantile culture of the emerging nation. Most clans have a close relationship with one or more of the gnomish clans. House Sivis and House Kundarak have very strong ties. Sivis gnomes uncovered the full potential of the Mark of Warding and helped Clan Kundarak find its place among the dragonmark houses, and Sivis notaries and stonesenders play a crucial role in the Kundarak banking guild. Most gnomes in the Mror Holds maintain ties with their families in Zilargo, but a few have broken ties with the homeland and fully embraced Mror culture.
Because the dwarves place great importance on personal appearance, the number of gnome tailors and estheticians in the Mror Holds is growing. Gnome prestidigitation experts excel at keeping colors fresh, and wealthy Mror pay good platinum for the latest gnome glamerweave designs.
The Clans
Mror 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 Mror Holds.
The great clans are Mroranon, 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 EberronCampaign Setting for more information).
Questions to Ask
When you play a Mror PC or NPC, consider the following:
* What is distinctive about your appearance? What image are you trying to project?
* Are you pursuing a feud with a member of another clan? What wrong has been done to you? How serious is the conflict?
* What is the name of your weapon? Do you have a personal battlecry?
* Mror dwarves often collect a particular type of object: jewels, goblets, daggers, and so on. Do you follow this tradition? What do you collect?
* If you are from the Mror Holds, there's probably a family business you could settle into. Why have you left the holds?
* Will you try to keep your word? If so, be very careful about making promises. A known oathbreaker is held in low regard in the Mror Holds.
-- Mror proverb
Heart and History
The Mror Holds are founded on iron and gold. The Ironroot Mountains hold vast deposits of precious metals and rare ore, and the dwarf lords have used these resources to create a mercantile empire that stretches across Khorvaire. But there is steel beneath the jewels and finery of a Mror dwarf -- the heart of a warrior whose ancestors engaged in constant battle for almost seven thousand years.
Much of the early history of the Mror dwarves is based on fragments passed down through oral tradition and scattered across the clans. It is generally accepted that the dwarves first appeared on Khorvaire approximately twelve thousand years ago, but beyond this, stories differ. Some tales say that the dwarves came from a land of ice and snow, which most modern scholars deem to be the Frostfell -- although to date, those few, brave souls who have explored this frigid land have found no evidence of a dwarven civilization. Others claim that the dwarves rose up from the earth itself, that Kol Korran and Onatar forged them from the stone of the mountains or that Eberron created them to battle the aberrations of Khyber. Every clan and every dwarf has his own opinion, and most are ready to fight with anyone who challenges it.
Regardless of their origin, it is clear that the dwarves were a mighty power long before the present day. Dhakaani dirges speak of battles with the "stonefolk of the mountains," and the Dhakaani were repelled from the Ironroot Mountains by a unified, disciplined dwarvish nation. Even today, scholars observe that Mror battle tactics are ideally suited to counter the traditional techniques used by the Dhakaani and their Darguul descendents.
The dwarves themselves have many tales from this age of glory, though it is difficult to separate fact from myth. Tales speak of Stone Kings and Dragon Keepers, of runesmiths forging mighty blades in the depths. This age came to an end in the reign of Lord Kordran Mror. A number of warriors and heroes had stirred up unrest in the deep realm, and Mror banished twelve of the leaders plus their followers to the surface of the mountains. The depths were sealed off with magical wards and a clan of wardens sent to the lands above to ensure that the seals remained until the others "proved themselves to be worthy of the kingdom below."
The dwarf lords took many steps to prove their worth. It is said that the great stone face of Lord Mror was produced at this time, though this is itself a point of some debate. Korranberg sages claim that the dwarves simply didn't have the skills to produce such an artifact, and argue that they must have sculpted down a larger image. For evidence, they point to obscure references to "the face of Eberron," and suggest that "Dragon Keeper" may have referred to a draconic monument dating back to the dawn of time.
In any case, when none of these efforts produced results, the banishe dwarves fell to fighting among themselve. The culture slowly devolved, and while the surface dwarves clung to the secrets of iron, they embraced the grim joy of battle. For thousands of years the clans fought one another, each seeking to prove its ultimate superiority and earn the keys to the kingdom of stone.
When humans first came to Khorvaire, they ignored the feuding clans of the Ironroot Mountains. The dwarves were too busy fighting one another to take an interest in the world beyond the mountains, and the ancient battles continued unabated until Karrn cast his eyes toward the region. The young prince guessed at the wealth that might be hidden in the mountains, and he wanted his share. With his father's permission, he led an army to subjugate the "mountain barbarians." Though (or perhaps because) they had been fighting for millennia, the dwarves were ill prepared to face an unfamiliar foe. Together the clans could have easily expelled the invader, but Karrn played on their feuds to divide and conquer the clans. Within a decade, the clan lords had bent the knee to the prince of Karrnath.
Having freed the goblins in his conquest of the Five Nations, King Galifar was not about to condone dwarvish slavery. Karrn was instructed to bring the King's Peace to this savage land. The dwarves were forced to stop their warring ways and encouraged to develop a new nation based on the model of Galifar, providing tribute to Karrnath and the old kingdom. The Karrns surveyed the mountains, but they could not pierce the ancient wards, and they drew their conclusions from the veins of ore they could reach.
Decades passed. Many dwarves abandoned their old ways and spread across Khorvaire. Those who remained in the mountains grumbled under the burden of tax and tribute, and slowly their discontent pushed them together.
Then came the summons. The dwarves of Kundarak were the keepers of the wards, and they called the lords of the twelve clans to their hold. In the halls of Korunda Gate the clan lords met in peace, discussed their plans for the nation, and expressed concern about their future in the Kingdom of Galifar. After a few days of talk, the Patriarch of Kundarak led the leaders down beneath the holdfast to one of the ancient wards. "At long last, you have set aside your differences," he said. "Step forward, and open the gate to the kingdom below." As twelve dwarves touched the seal, it faded away, and the path to the past was revealed.
What lay below was a shock to all. While the clan lords battled on the surface of the mountain, the descendants of Mror had fought the Daelkyr in the depths -- and lost. There was no glorious kingdom of noble dwarves awaiting their return, only ruins and shadow, with terrible monsters lurking in the darkness. Ancient treasures remained in these desolate fortresses, and mines still dripped with all manner of ore. Slowly the dwarves reclaimed the ancient fortresses and the fortune hidden below.
Now that its ancient duty was discharged, clan Kundarak -- which had long possessed the Dragonmark of Warding -- was drawn into the greater community of dragonmark houses. With the aid of the Zil gnomes, the dwarves of House Kundarak established themselves as the foremost bankers of Khorvaire. Many of the other clans worked with Kundarak, selling their ores and jewels through the bank or serving as guards and enforcers.
Through all this, the dwarves remained citizens of the crown of Galifar. The dwarves were patient, and most placed great stock in their word and the honor of their ancestors; the clan lords of the past had sworn an oath to Galifar, and it was not the place of their children to break that vow. Even though Karrnath raised taxes, the wealth of the deep mines far outstripped this tribute. Many of the dwarf lords called for rebellion, but the clans could never come to an agreement, and no single clan wanted to act on its own.
Then came the Last War. The dwarves had sworn an oath to Galifar, but that kingdom no longer existed. Never again would the dwarves submit to the rule of a single king, not even a dwarf. They declared the birth of a new nation, a formal alliance of the clans that would one day rival the kingdom of old: The Mror Holds.
National Character
The Mror dwarves are a passionate people. They are driven by pride, clan loyalty, and a fierce love of life -- food, drink, battle, and all the myriad experiences the world has to offer. Among strangers, a Mror dwarf often hides his true thoughts and feelings behind a grim mask. But in the company of friends, dwarves embrace life with unparalleled zest.
The Mror dwarves are fierce negotiators, favoring intimidation over subtle diplomacy. Most hold honor in high regard, and the oath of a Mror lord is said to be as unbreakable as adamantine. Nothing is ever reliable in Eberron, however, and while the Mror may on the whole be more honorable than humanity, the word of an Aurum concordian is often worth little more than the wind.
The Mror dwarves have been merchants for centuries, but they have been warriors for millennia. Even when Karrn enforced the peace of Galifar, the dwarves continued to train their children in the art of war. While the Mror Holds were largely isolated from the Last War, the orc raiders of the Jhorash'tar remain a constant threat, and the crags and chasms are home to ogres, trolls, and far worse things. The greatest heroes of the Holds hunt in the depths of Khyber, stalking runehounds, umber hulks, and other aberrations in the shadows below the mountains. Some assume that because the Mror are wealthy, they are soft -- while in fact they are harder than stone and sharper than steel. Gold is a new weapon for the Mror dwarves; they have never forgotten the way of the axe.
While the Mror dwarves are proud of their young nation and the power that they wield, old feuds and rivalries still remain, and the dwarves are extremely competitive. Generally these conflicts are out in the open; two teamsters will race to reach a destination, two merchants will undercut one another; two nobles will back different hawks in a hunt. Members of the Aurum are known for pursuing secret vendettas with darker and deadlier consequences. Some say that the Aurum is a clan in its own right, that its power is greater than any of the families of old. Most of the honorable lords feel that the Aurum represents a corruption of clan virtues. They say that true Mror are iron and gold, but those who serve the Aurum are gold alone -- influential but soft and unreliable.
Mror Fashion
Humans often see the Mror dwarves as greedy and vain. The truth is more complicated. Most Mror dwarves appreciate fine workmanship in a way that few others can comprehend; the dwarves will literally fall in love with objects. Looking at a beautiful goblet, a dwarf sees the toast he will share with his wife (when he finds her). A Mror dwarf can tell stories about every valuable object he owns, either looking to the past he has shared with his treasure or the future he expects to have.
Beyond this, the Mror see personal appearance as far more than simple vanity. A dwarf's accoutrements reflect his wealth and thus, his power, but they also indicate his appreciation of beauty, his judgment, and his intelligence. A poorly dressed merchant has a hard time in business. If he cannot judge the worth of his own clothes, who will trust his merchandise? As a result, a Mror dwarf may spend more on his clothing, armor, jewelry, and weapons than on his home. The Mror are stoic and content to endure physical discomfort and hardship. Sleeping on stone is preferable to wearing drab clothing.
As a result of this, a troop of Mror soldiers are a colorful sight. Dwarven armor is typically coated with enamel or covered with complex engraving. Weapons are equally striking; in addition to colorful hafts and gilded blades, many are made in unusual designs personalized to the warrior. Jewelry is very important to the Mror and often carries special significance, indicating rank within a clan, military honor, or civic office. A Mror dwarf can recognize the significance of another dwarf'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).
In contrast, Mror architecture is stark and functional. Possessing darkvision, dwarves have little need for windows, though most buildings are lit out of deference to gnome and human immigrants. The Mror dwarves derive pleasure from good company, fine food, strong drink, and physical activity. They rarely bother with soft cushions or similar comforts. A wealthy merchant is more likely to spend his profits on beautiful clothes or finely crafted weapons than on lush carpeting and feather comforters.
The Mror Dwarves in Battle
When Prince Karrn led his forces into the Ironroot Mountains, he found a culture engaged in constant warfare. The dwarves placed more value on weapons and armor than home and hearth, and the Mror villages were pale shadows of the cities of Galifar. This was but one of the factors that led Karrn to call the dwarves "barbarians." While the Mror find joy in battle, they are not raging berserkers. Most Mror soldiers have warrior levels, and there are many fighters among the Mror Holds. Other combat classes are uncommon, though Clan Droranath is noteworthy for having true barbarians.
Most Mror soldiers prefer heavy armor and close combat, and typically focus on Power Attack and its related feats. Mror warriors traditionally name weapons and shields. When a dwarf 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 Mror culture. A dwarf may develop his own, or he may adopt the battle call of an honored ancestor. Dwarves wish to be remembered on the battlefield, and their colorful armor and mighty cries reflect this fact.
Elite Mror troops generally follow the path of the fighter. Because honor and military skill are both held in high regard by the dwarves, kensai and knight protectors can also be found in the service of the clan lords. Dwarven defenders guard the vaults of House Kundarak, and there are a few frenzied berserkers in Clan Droranath. The dwarf fighter substitution level presented in Races of Stone is appropriate for Mror characters.
While Mror smiths constantly improve their skills, they do not possess the uncanny skills of their ancestors. If you use Races of Stone, Mror dwarves do not have the ability to produce dwarfcraft items or dwarven armor, and they cannot create magic forges. Such items might be found as relics of the first age, however, and a DM could choose to introduce a smith who has mastered these ancient techniques and learned to produce improved armor or weaponry.
Magic among the Mror Dwarves
While priests of Kol Korran and Onatar have always had a place in the mountains, prior to Karrn's Conquest there was no tradition of arcane magic among the dwarves of the Ironroot Mountains. It is clear that the dwarves of the first kingdom possessed runesmiths and artificers of considerable skill, but this knowledge was lost when the clans were exiled from the depths. In recent centuries, the Mror dwarves have learned much from working with gnomish immigrants. Some clans are beginning to reclaim the secrets of the first age. Wizards are still uncommon, but a handful of artificers work in the depths, and most holdfasts contain magewright smiths and other simple spellworkers.
Mror Gnomes
Many outsiders have trouble with the image of dwarf bankers; they see dwarves as warriors, not bean-counters. In fact, the dwarves have little interest in book-keeping. The dwarves have the gold. They take pride in their ability to protect their vaults. They know how to drive a hard bargain. But the paperwork? That's where the gnomes come in.
When Karrn brought order to the Ironroot Mountains, he paved the way for a massive gnomish immigration. The gnomes of Zilargo were inquisitive, diplomatic, and skilled miners in their own right. Karrn initially brought gnomes to the mountains to serve as translators, mediators, and advisors. The dwarves were more comfortable dealing with gnomes than with humans, because clan lords disliked looking up at the invaders. For their part, the gnomes saw a tremendous amount of potential in the mountains, and many of the gnomish families sent envoys east. These immigrants played a major role in shaping the mercantile culture of the emerging nation. Most clans have a close relationship with one or more of the gnomish clans. House Sivis and House Kundarak have very strong ties. Sivis gnomes uncovered the full potential of the Mark of Warding and helped Clan Kundarak find its place among the dragonmark houses, and Sivis notaries and stonesenders play a crucial role in the Kundarak banking guild. Most gnomes in the Mror Holds maintain ties with their families in Zilargo, but a few have broken ties with the homeland and fully embraced Mror culture.
Because the dwarves place great importance on personal appearance, the number of gnome tailors and estheticians in the Mror Holds is growing. Gnome prestidigitation experts excel at keeping colors fresh, and wealthy Mror pay good platinum for the latest gnome glamerweave designs.
The Clans
Mror 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 Mror Holds.
The great clans are Mroranon, 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 EberronCampaign Setting for more information).
Questions to Ask
When you play a Mror PC or NPC, consider the following:
* What is distinctive about your appearance? What image are you trying to project?
* Are you pursuing a feud with a member of another clan? What wrong has been done to you? How serious is the conflict?
* What is the name of your weapon? Do you have a personal battlecry?
* Mror dwarves often collect a particular type of object: jewels, goblets, daggers, and so on. Do you follow this tradition? What do you collect?
* If you are from the Mror Holds, there's probably a family business you could settle into. Why have you left the holds?
* Will you try to keep your word? If so, be very careful about making promises. A known oathbreaker is held in low regard in the Mror Holds.