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		 hield Dwarves(Base Race- DWARF, Sub Race- Shield Dwarf)  
		 The sculpted halls and echoing chambers of dwarven kingdoms 
		are scattered throughout the Underdark like forgotten necklaces of 
		semiprecious stones. Dwarven kingdoms such as Xonathanur, Oghrann, and 
		Gharraghaur taught the less civilized races of Faerun what it meant to 
		hold and wield power. Unlike the ancient human empires, the dwarves 
		distrusted magic, so they were never seduced by the heights of magical 
		folly that toppled Netheril and Imaskar. Instead, the dwarves become 
		locked in eternal wars with goblin-kind and the other dwellers in the 
		Underdark. One by one, the dwarven empires of the north failed, leaving 
		only scattered survivors in the mountains or unconquered sections of the 
		Underdark. The clans that survived these battles are the shield dwarves. For 
		many human generations there were divided into two types: the Hidden, given to reclusion and secrecy, and the Wanderers, 
		comfortable with other races and inclined to exploration. Since the 
		Thunder Blessing, the older members of Hidden clans are beginning to 
		change their hearts. Within a few decades the differences between Hidden 
		and Wanderer may become meaningless.  * Ability Adjustment: +2 Constitution, -2 Charisma.  * Darkvision: Dwarves can see in the dark up to 60 feet.  * Stonecunning: +2 bonus to Search checks when inside.  * Lore Affinity: +2 bonus to Lore checks.  * Weapon Familiarity: Dwarven waraxes are treated as martial rather 
		than exotic weapons.  * Hardiness vs. Poisons: +2 racial bonus to saving throws against 
		poison.  * Hardiness vs. Spells: +2 racial bonus to saving throws against 
		spell and spell-like effects.  * Battle Training vs. Giants: +4 dodge bonus to Armor Class against 
		monsters of the giant type (such as ogres, trolls, and hill giants)  * Battle Training vs. Orcs and Goblinoids: +1 racial bonus to attack 
		rolls against orcs (including half-orcs) and goblinoids (including 
		goblins, hobgoblins, and bugbears).  * Favored Class: Fighter. A multiclass shield dwarf's fighter class 
		does not count when determining whether he takes and experience point 
		penalty for multiclassing. Dwarven culture extols the virtues of battle, 
		and the vocation comes easily to dwarves.    Regions: Damara, Dwarf (shield), Impiltur, the North, Silverymoon, 
		Vassa, the Vast, and Western Heartlands.  Found largely in the northern reaches of western and central Faerun, 
		shield dwarves are the dominant northern branch of the Stout Folk. 
		Renowned for their smithwork and craftmenship, shield dwarves had 
		endured a centuries-long decline in the face of never-ending wars with 
		orcs, goblins, giants, and trolls.  Shield dwarves are descended from the founders of Shanatar, a 
		legendary dwarven empire that once ruled the caverns beneath modern-day 
		Amn, Tethyr, and Calimshan. After Shanatar fell, the shield dwarves 
		migrated north, founding kingdoms such as Ammarindar, Delzoun, 
		Gharraghaur, Haunghdamar, Oghrann, and Sarbreen. Although those kingdoms 
		have also largely fallen, the Stout Folk of the North endure. The 
		Thunder Blessing has served as a welcome reprieve for the beleaguered 
		shield dwarves, giving hope that the descendants of ancient Shanatar may 
		one day reclaim the glory of their forebears.  Taller by half a foot than their gold dwarf cousins, shield dwarves 
		average 4 ½ feet tall and weigh as much as an adult human. The skin of a 
		shield dwarf is fair or lightly tanned, and her eyes are usually green 
		or silvered blue. Both genders wear their hair long, and males (and a 
		very few females) have long, carefully groomed beards and mustaches. 
		Hair color ranges from light brown to red, with all shades fading to 
		silver or white as time progresses.  Shield dwarves keep their word, whatever the cost, and are incredibly 
		stubborn, unwilling to concede an inch unless there is absolutely no 
		alternative. Such intransigence has enabled dwindling shield dwarf 
		populations to hold on to ancient strongholds with just a fraction of 
		their original defenders. However, it has also led to clan feuds and 
		long- standing misunderstandings with other races that have sapped the 
		strength of the Stout Folk. Shield dwarves love worked beauty, seeing 
		the world as raw material to be forged and shaped into something more 
		than the original.  Shield dwarves have the life expectancy and age categories defined 
		for dwarves in the Player's Handbook, but use the following random 
		height and weight characteristics instead of those described:  Shield dwarf, male: 4'2", +2d4, 145 lb., X(2d6) lb. Shield dwarf, 
		female: 4'0", +2d4, 110 lb., X(2d4) lb.  History   Shield dwarves trace their history back to Taark Shanat, third son of 
		the great ruling clan of Bhaerynden. In the legendary times more than 
		twelve thousand years ago, the Great Crusader and his eight sons led a 
		great westward migration of dwarves from Bhaerynden in hopes of founding 
		a new homeland. The Cloaker Wars pitted dwarves who followed Shanat 
		against the mysterious inhabitants of Rringlor Noroth, who rose from the 
		depths of a great chasm in a battle for control of the caverns of 
		Alatorin. The Stout Folk eventually prevailed, after Taark slew four 
		blue dragons who claimed the Rift of Dhalndar as their demesne. By the 
		hand of one of the dwarven gods, probably Dumathoin, the skulls of the 
		four wyrms cam together with a throne that emerged from the cavern floor 
		to form the Wyrmskull Throne. Taark renamed the wyrms' lair Brightaxe 
		Hall and founded of the kingdom of Alatorin. Shield dwarves mark the 
		founding of Alatorin as the beginning of the First Great Age of Shanatar.
		 One Alatorin was established, the eight sons of Taark Shanat set off 
		to found their own kingdoms in the caverns to the north (beneath 
		modern-day Tethyr and Amn). Each son claimed one of the children of 
		Moradin as his patron deity and so each of the subkingdoms they 
		established became tightly linked with the church of that particular god 
		or goddess. Around -9000 DR, skirmishing broke out between the eight 
		northern kingdoms, as each fought to extend its borders at the expense 
		of its neighbors. Over time, the skirmishes evolved into open warfare, 
		pitting thousands of dwarves against one another.  While these wars raged, the drow of Guallidurth took advantage of the 
		dwarves' distraction to attack the caverns of Alatorin, which were far 
		removed from the frontlines of the fighting. The First Spider War was 
		fought from -8170 DR to -8150 DR and ended with the capture of Brightaxe 
		Hall and the collapse of Alatorin. Aghast at their folly, the eight 
		reigning kings of that era forged an armistice, and turned their armies 
		against the drow. The Second Spider War raged from -8145 DR to -8137 DR, 
		and ended with the drow retreating from the caverns of Alatorin.  In triumph, the eight kings marched their armies back into Brightaxe 
		Hall, pledging never again to fight on another. Seeking to reclaim the 
		vision of Taark Shanat, the eight kings pleaded with their gods to pick 
		one of them to sit on the Wyrmskull Throne. In response, the gods 
		revealed the visage of the reigning king of Ultoksamrin, high priest of 
		Dumathoin. Shield dwarves mark this event as the beginning of the Second 
		Age of Shanatar and the elevation of Dumathoin as patron of their race.
		 Despite their newfound unity, dissension still lurked within the 
		breasts of many of Shanatar's citizens. The kings of both Barakuir and 
		Drakkalor both thought that they were entitled to sit on the Wyrmskull 
		Throne, backed by the whisperings of their gods who had sought to have 
		Moradin name them patron of the shield dwarves. Before such dissent 
		could erupt into open strife, the illithids of Oryndoll attacked the 
		eastern subkingdons in -8100 DR, beginning a conflict that came to be 
		known as the  Mindstalker Wars to the dwarves and the War of Cloven Thoughts to the 
		mind flayers. The illithids were driven back by -8080 DR, but in their 
		wake the surviving Stout Folk discovered that the caverns of Barakuir, 
		which had been cut off in the early days of the fighting, lay empty, 
		Clan Duergar had been carried back to the thralldom in the mind flayer's 
		realm.  The Second Age of Shanatar lasted for nearly 1,800 years. Around 
		-6150 DR, the drow of Guallidruth once again attacked the caverns of 
		Alatorin. The Third Spider War lasted nearly thirty years but ended with 
		the Stout Folk abandoning Brightaxe Hall to the drow. The dwarven 
		refugees brought the Wyrmskull Throne with them, marking the end of the 
		Second Age of Shanatar.  As the Third Age of Shanatar dawned, the emperor of Shanatar made 
		plans to establish a new subkingdom in the Realms Above. Dwarven scouts 
		were sent up to the surface around -6100 DR, where they allied with 
		humans of the region to oust the remaining djinni despots. The alliance 
		between the dwarves and the humans quickly foundered because the rulers 
		in Coramshan turned to evil gods. In response, the dwarves claimed the 
		surface lands north of the Marching Mountains as their won, establishing 
		the kingdom of High Shanatar around -5960 DR.  High Shanatar flourished for centuries under the rule of House 
		Axemarch, but the seeds of its destruction were planted within a century 
		of its establishment. A conflict over a looted tomb led to skirmishing 
		and eventually open warfare. The First Kingdom of Mir was established 
		after Iltaker fell to Murabir Mir of Coramshan in -5330 DR, marking the 
		beginning of the centuries-long expansion of Calimshan at the expense of 
		High Shanatar. By -2600 DR, the last known dwarves of High Shanatar had 
		fallen on the northern banks of the Sulduskoon River, and High Shanatar 
		was no more.  As High Shanatar struggled to hold on to its territories in 
		southwestern Faerun, Deep Shanatar struggled with challenges of its own. 
		Successive waves of emigration led many young dwarves north to found new 
		realms but also depleted the ranks of those who remained. Over time, the 
		northern kingdoms of Drakkolor, Korolnor, Sondarr, Torglor, and 
		Xothaerin slowly dwindled away as their inhabitants migrated north. The 
		kingdom of Oghrann was established beneath the Plains of Tun in -5125 
		DR. The coastal realm of Haunghdannar was established in the northern 
		Sword Mountains and along the northern Sword Coast in -4974 DR. 
		Ammarindar was founded beneath the Graypeak Mountains around -4160 DR, 
		and Delzoun, the Northkingdom, rose beneath what is now the Silver 
		Marches around -3900 DR.  Unfortunately for the shield dwarves, their conquests in the North 
		proved illusory, and the glory of Shanatar was never reborn. Oghrann 
		fell in -3770 DR, and Haunghdannar in -3389 DR. Delzoun and Ammarindar 
		lasted many more centuries, but the Northkingdom eventually succumbed in 
		-100 DR, and Ammarindar was overrun in 882 DR by lingering horrors 
		unleashed by the Netherese of Ascalhorn.  In the South, after centuries of decline, the final fall of Deep 
		Shanatar was precipitated by the Stout Folk themselves. Impelled by 
		centuries of bitter resentment, Clan Duergar invaded Ultoksamrin and 
		Holorarar around -1800 DR in a series of conflicts know as the Kin 
		Clashes. Only Iltkazar survived the gray dwarf invasion, leaving 
		Shanatar fallen in all but name.  Outlook   Despite their centuries-long decline and deserved reputation for 
		dourness and cynicism, shield dwarves have never succumbed to fatalism. 
		Shield dwarves had traditionally been divided into two camps – the 
		Hidden and the Wanderers – although such divisions have begun to fade 
		since the Thunder Blessing. While members of the former group have 
		literally hidden themselves away from the outside world, content to 
		pursue their traditional way of life, members of the latter group have 
		gone out into the world, unbowed by their face's relentless decline.  Shield dwarves are traditionally slow to trust and slow to forget 
		slights, but a dawning realization of their race's plight has left many 
		willing to seek out new ways of doing things unconstrained by 
		traditional prejudices or practices. Shield dwarves have a long and 
		proud tradition of adventuring, and many shield dwarves follow this 
		route simply in hope of equaling or exceeding the deeds of those who 
		have come before. Others seek to recover long-lost strongholds and 
		treasures that have fallen to orcs or others beasts. Since the Thunder 
		Blessing, the question for many young shield dwarves is not why they 
		should become adventurers, but why they should not.  Shield Dwarf Characters   Constant warfare with orcs, goblins, trolls, and giants have imbued a 
		strong martial tradition in shield dwarf culture. Most dwarves learn to 
		defend their homes and clan, with fighters, paladins, and martial 
		clerics being commonplace. Other shield dwarves focus on time-honored 
		skills, following the path of the expert or rogue. Arcane spellcaster 
		are quite rare, with few of sorcerous inclination. Common multiclass 
		combinations include fighter/cleric, fighter/paladin, and 
		fighter/expert.  Favored Class: A shield dwarf's favored class is fighter. 
		For centuries shield dwarves have fought a war of genocidal destruction 
		against orcs, goblins, trolls, and giants of the North. Fighters have 
		always served at the core of shield dwarf armies, even defiant in the 
		face of overwhelming odds.  Prestige Classes: Battleragers are legendary dwarven warriors who can 
		enter a divine battle frenzy through ritualistic singing. Given to 
		drinking, rowdy and boisterous singing, and drunken dancing, 
		battleragers love to plunge into close quarters battle, heedless of any 
		danger.  Shield dwarves of some accomplishment frequently adopt the dwarven 
		defender prestige class, and many of their clerics become runecasters.
		 Shield Dwarf Society   Although clan and class divisions were once strong among shield 
		dwarves, generations of decline have largely broken their once dominant 
		influence. While shield dwarves are still incredibly proud of their 
		bloodlines, individual accomplishments now count for more than 
		longstanding tradition of the dictates of class elders. Shield dwarves 
		life among the Hidden is still dominated by craft and forge, but 
		increasing numbers of shield dwarves are making their own way in the 
		world as adventurers or as craftsfolk dwelling in human-dominated 
		communities.  Shield dwarves are raised in tight family units, with clan elders 
		playing a diminishing role in overseeing their upbringing. Book learning 
		is common, and most children are apprenticed to learn a trade as they 
		near maturity. Adult shield dwarves are expected to support themselves 
		and their family as well as bring honor and riches to the clan. While 
		shield dwarves do not shy away from  displays of wealth, they avoid ostentatious or decadent behavior. As 
		shield dwarves age, they are honored for their wisdom and accorded 
		respect for their past accomplishments. Families and clans are expected 
		to honor their elders in death with solemn funeral rites and tombs 
		befitting the deceased's reputation and accomplishments.  Generations of Wanderers have created large and thriving dwarven 
		enclaves within most human settlements, with all shield dwarves welcome 
		as posrt of the loosely knit dwarven “clan". Shield dwarves occupy the 
		roles of smith or craftsmen in many human communities and are well 
		respected for their skill as artisans. Few shield dwarves turn away from 
		the venerations of the Morndinsamman, but most are quick to learn the 
		local trade tongue and make friends with other races.  Language and Literacy   Like all dwarves, shield dwarves speak Dwarven and employ the Dethek 
		rune alphabet. They also speak Common. The primary shield dwarven 
		dialect, Shanatan, dates back to the founding of Shanatar and is still 
		spoken by dwarves along the Sword Coast from the Shinning Sea to the 
		Spine of the World. To the east, in northcentral Faerun, most shield 
		dwarves speak the Galenan dialect, strongly influenced by the Damaran 
		human tongue.  Common secondary languages reflect the extensive trading contacts 
		maintained by shield dwarves with their neighbors in the North and 
		include Chondathan, Illuskan, and, to a lesser extent, Elven and Gnome. 
		The shield dwarves of northcentral Faerun are more apt to learn Damaran 
		than Illuskan as a secondary language. Many shield dwarves also learn 
		the languages of their traditional foes, including Draconic, Giant, 
		Goblin, and Orc.  All shield dwarf characters are literate except for barbarians.  Shield Dwarf Magic and Lore   Shield dwarves have been engaged in a perpetual war against 
		goblinoids and giants for centuries, so their magic reflects a martial 
		bent. Anything that helps slay more giants is a welcome addition to the 
		shield dwarf arsenal.  Among the Hidden, magic from the Illusion and Abjuration schools are 
		immensely important, because they guard a dwarf clan from discovery and 
		attack. The Hidden create layer after layer of protective spells to 
		guard entrance to their strongholds. Many an invading orc horde has been 
		tricked into leaving or frustrated into exhaustion without even seeing 
		the shield dwarves they're fighting.  Spells and Spellcasting Shield dwarves have a strong diving 
		spellcasting tradition, with many of the Stout Folk called to serve the 
		Morndinsamman as clerics, paladins, runecaster, or runesmiths. Arcane 
		spellcaster are much more rare, but increasing in number.  Spellcasting Tradition: Shield dwarves often take the Shield Dwarf 
		feat, which reflects their knack for creating armor and shields with 
		magic.  Unique Spells: Shield dwarves have created many divine spells over 
		the years, including mindless rage and shape metal.  Racial Magic Items Shield dwarves favor magic items that aid in 
		combat, whether offensively or defensively. Whether magic is best 
		employed to protect of attack is a centuries-old argument among the 
		shield dwarves. With Wanderers favoring magic weapons and the Hidden 
		favoring magic armor. In any case, all shield dwarves revere any magic 
		item that facilitates craftwork, because the urge to create flow 
		strongly in dwarven blood.  Axes and other blades are commonly crafted with keen, holy, lawful, 
		flaming, flaming burst, mighty cleaving, sundering, and stunning special 
		abilities. Hammers and maces are commonly crafted with holy, impact, 
		lawful, returning, shock, shocking burst, stunning, sundering, and 
		throwing special abilities. Armor is typically crafted with fire 
		resistance, fortification, and invulnerability special abilities, 
		reflecting a long tradition of battles against orcs, goblinoids, trolls, 
		and giants, and a deep understanding of metalworking.  Common Magic Items: Common examples of items favored by shield 
		dwarves include anvils of the blacksmith, style="FONT-STYLE: 
		italic">belts of dwarvenkind (often given as gifts to nondwarves who 
		help a dwarf clan), style="FONT-STYLE: italic">boots of the winterlands, 
		forges of smithing, banners of the weaponsmith, tongs of the armorer, 
		and whetstones of keen edge.  Iconic Magic Items: Shield dwarves have fabricated many unique magic 
		items as well, such as italic">doorbreakers[i], hammers of staggering 
		blows, and stonereavers. They are justly famous for foesplitter axes, 
		which are +1 keen battleaxes.  Shield Dwarf Deities   Shield dwarves have venerated the dwarven deities of the 
		Morndinsamman since the dawn of Shanatar, although their mythology has 
		evolved significantly over the millennia. Taark Shanat and his followers 
		in Alatorin venerated Moradin and Berronar, but worship of those deities 
		receded as Taark's eight sons set out to found their own kingdoms, each 
		choosing a patron deity of his won from among the eight children: 
		Dumathoin, Laduguer, Abbathor, Clangeddin Silverbeard, Vergadain, 
		Sharindlar, and the twins Diinkarazan and Diirinka.  When the eight kings came together to choose who would first sit on 
		the Wyrmskull Throne, Moradin selected the king of Ultoksamrin, who was 
		also the high priest of Dumathoin. This act cemented the Silent Keeper's 
		position as patron deity of the shield dwarves but strongly disappointed 
		Dumathoin's chief rivals, eventually leading to Laduguer's bitter exile 
		and Abbathor's enduring corruption. By the fall of Shanatar, the shield 
		dwarves had abandoned the worship of Laduguer, Diinkarazan, and Diirinka, 
		while younger gods such as Thard Harr, Gorm Gulthyn, Marthammor Duin, 
		Dugmaren Brightmantle, and Haela Brightaxe had arisen.  Dumathoin is considered the patron of shield dwarves, and his church 
		has by far the most adherents among shield dwarves. Miners and smiths 
		venerate the Silent Keeper, but he also has a small following among 
		those good and neutral-aligned shield dwarves seeking secrets of arcane 
		lore. The Mountain Shield is also considered the guardian of the dead 
		and is propitiated by most shield dwarves during burials. Dumathoin's 
		clerics take charge of all burials, inter the dead in secret vaults, and guard the funeral 
		wealth of great shield dwarves.  Marthammor Duin, the Finder-of-Trails, is venerated be those shield 
		dwarves who consider themselves Wanderers. He watches over good-aligned 
		adventurers, craftsfolk, explorers, expatriates, travelers, and 
		wanderers. Marthammor has a secondary aspect as the dwarven god of 
		lightning, which curiously has attracted a small growing number of 
		wizards and sorcerers who specialize in evocation magic. class=postbody>
		 Relations with Other Races  Shield dwarves get along with most other dwarven subraces, although 
		they regard gold dwarves arrogance as naive and have little 
		understanding for their barbaric wild and arctic dwarven kin. Shield 
		dwarves have a longstanding enmity for the descendants of Clan Duergar, 
		dating back to the Kin Clashes that marked Shanatar's final chapter, and 
		they attack duergar on sight.  Despite centuries of squabbling with elves and half-elves, shield 
		dwarves have always managed to put aside their differences with the Tel-quessir 
		in the face of outside threats. Shield dwarves have always gotten along 
		well with gnomes, particularly rock gnomes and deep gnomes. Colored by 
		their experience with lightfoots, shield dwarves find halflings to be 
		somewhat unreliable buy easy to get along with. Shield dwarves get along 
		well with most humans, particularly Illuskans, Tethyrians, Chondathans, 
		and Damarans.  Shield dwarves see half-orcs as little better than their hated 
		brethren, although exceptions do exist. The Stout Folk of the North 
		associate most planetouched with the horrors of Hellgate Keep and view 
		them with suspicion. Earth gensai are a notable exception and are 
		commonly welcomed in dwarven delves across the North.  Shield Dwarf Equipment   Shield dwarves commonly employ equipment such as armor lubricant, 
		mobile braces, rope climbers, thunderstones, and sunrods.  Arms and Armorer Shield dwarves favor a wide range of weapons, 
		including battleaxes, crossbows, gauntlets, handaxes, heavy picks, light 
		hammers, light picks, longswords, half spear, short swords, mauls, 
		throwing axes, and warhammers. More unusual weapons include dwarven 
		urgroshes, dwarven waraxes, horned helmets, spiked chains, spiked 
		gauntlets, spiked helmets, and spike shooters. Typical forms of armor 
		include breastplates, chainmail, half-plate, full plate, large steel 
		shields, and small steel shields. Less common forms of armor include 
		dwarven plate, grasping shields, and large mithral shields.  Whenever possible, shield dwarves fashion their armor from mithral; 
		their love of the metal matches the gold dwarves' admiration for 
		adamantine.  Animals and Pets  Shield dwarves favor bats (especially the common 
		bat), canaries, and small lizards such as the spitting crawler as pets 
		and familiars. They use pack lizards and mules as beasts of burden. 
		Shield dwarves commonly employ ponies or war ponies as steeds, except in Iltkazar, where riding lizards are still the norm. Favored breeds 
		include the Island pony, the Nether pony, and the Whiteshield (war 
		pony). The shield dwarves of the Far Hills employ dire bats as steeds 
		(fitted with exotic military saddles) to navigate the subterranean wells 
		they call home. Shield dwarf barbarians and battleragers often employ 
		boars as steeds.  
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