Dungeons and Dragons – Mystara
Gazetteer #6 – The Known World – The Dwarves of Rockhome
Source: The Dwarves of Rockhom (0e-gaz-06)
The home of Dwarves in Mystara. Dwarves have a reputation that is both good and bad. One the good side, they are known as loyal, hard-working, dependable and fierce defenders of their homes. On the other side, they are considered… well, a little dull.
Rockhome Character Options
- Starting Languages: Common (Thyatian) and Dwarven (Rockhome).
- Religions of the Region – Dwarf and Gnome Pantheon
- Available Races
- Available Classes –
- Barbarian – Path of the Ancestors, Path of the Ancestral Guardian, Path of the Battlerager
- Bard – College of the Jester, College of Lore, College of Valour
- Cleric – Domain of Air, Domain of Darkness, Domain of Earth, Domain of Fire
- Druid – Circle of the Land (Mountain, Shadowlands)
- Fighter – Banneret, Battle Master, Champion, Clacking Mercenary, Hospitaller, Shield Bearer
- Monk – Way of the Drunken Master, Way of the Elements (Air, Darkness, Earth, Fire), Way of Iron
- Paladin – Oath of Battle, Oath of the Crown, Oath of Perfection
- Ranger – Beast Master, Gloom Stalker, Monster Slayer
- Rogue – Assassin, Thief
- Sorcerer – Divine Inspiration, Divine Soul, Elemental Essence (Air, Darkness, Earth, Fire), Runechild, Shadow Bloodline, Shadow Magic
- Warlock – Pact of the Celestial, Pact of the Genie Lord (Air, Darkness, Earth, Fire)
- Wizard – Ring Warden, School of Artifice, School of Clockwork
Rockhome in the Known World
Locations of Note
Jhyrrad: This is a failed dwarven settlement. Location of Black Earth Cultists.
– (Tales of the Yawning Portal – Sunless Citadel and Forge of Fury)
Great Dwarven Clans of Rockhome
- Clan Buhrodar (Earth – Stonebound) – Theocratic Do-Gooders
- Clan Everast (Earth – Stonebound) – High-Brow Aristocrats
- Clan Hurwarf (Dark – Shadowbound) – Isolationist Zealots
- Clan Skarrad (Fire – Craftbound) – Progressive Technocrats
- Clan Syrklist (Earth – Stonebound) – Free-Trade Agitators
- Clan Torkrest (Earth – Stonebound) – Military Imperialists
- Clan Wyrwarf (Air – Hillbound) – Dwarven Pariahs
Meaning of Name: The Buhrodar Family is descended from a dwarven religious fighting brotherhood, the “Order of Golden Battle ” or “Buhrad-hrodar.” The order, conceived nearly two thousand years ago, regarded the struggle against humanoids (such as orcs and goblins) to secure Rockhome’s borders as a holy crusade. Over a period of 500 years, the Buhrad-hrodar were instrumental in pushing the humanoids out of Rockhome’s borders, but their numbers were whittled down to practically nothing in the process. Around 500 BC, when Rockhome’s borders had become more or less secure, the Order was formally disbanded, but certain of its members banded together as a family. This Buhrodar family was deeply involved in the spiritual needs of the Rockhome dwarves, and a disproportionate number of Buhrodars were (and are) dwarf-clerics. Gradually, the Buhrodar family grew large and prosperous, coming co dominate other families of similar interests.
Description: Today, the Buhrodars are a theocratic clan: they believe that the power of Rockhome government should be in the hands of the clerics devoted to the Immortal Kagyar. Kagyar had given them their first laws and commands, and what is government, after all, but an organization dedicated to the carrying out of laws? They are not, however, malevolent clerics plotting to take over the nation; patient and industrious, they work to fulfill the needs of their people, and take on all the duties and responsibilities they can manage, thus keeping a strong hand in the management of the kingdom of Rockhome.
Relations With Other Clans: The Buhrodar families tend to be on good terms with the militaristic Torkrests. They are on fair terms with the Everast clan-would be on better terms but for their slow, patient efforts to jockey power away from the Everasts. They are on more or less neutral terms with the Hurwarfs, Syrkliscs, and Wyrwarfs, but do not like the Skarrads, believing that the intense pursuit of technology detracts from the pursuit of faith and philosophy.
Philosophy: All a dwarfs duties and activities should be considered in light of his spiritual development and of the Immortal Kagyar’s philosophies; all of Rockhome’s dwarves should let themselves be substantially guided by the nation’s dwarf-clerics; technology is a distraction from spirituality.
Meaning of Name: “Everast’ which has been often mispronounced in human tongues as “Everest” simply means “High Mountain.” lt is the name of one of the oldest dwarven clans: dwarf genealogists say that the legendary dwarf-king Denwarf was created on the slopes of the highest of Rockhome’s mountains, itself called Everast or The High Mountain, and that one of the first dwarves created to serve Denwarf took that name as his own. Since that time, and since the legendary disappearance of Denwarf, many members of the Everast clan have been kings of Rockhome. They usually took the name Everast as their coronation name, as has the current king.
Description: By tradition, the dwarves of the Everast clan are thoroughly grounded in the trades of diplomacy and administration. The general belief among the families is that ruling is a profession, best accomplished by trained specialists (nobles), and that all the best interests held by clerics and traders and builders won’t mean a thing if the nation is poorly run. Consequently, the Everast clan families tend to be very aristocratic, but also very accomplished at organization and at rulership.
Relations With Other Clans: The Everast families are on fair terms with the Buhrodar and Torkrest clans, and would be on better terms but for those clans’ meddling attempts to increase their power. They are on good terms with the Skarrads and Syrklists, whom they see as of pursuing ends very much in the interests of Rockhome. They are neutral to the Wyrwarfs, and on bad terms with the Hurwarfs, whom they see as working against the best interests of Rockhome.
Philosophy: Everyone in Rockhome has a place and a role; the dwarf-cleric advises, the engineer builds, and the Everast ruler rules, and dwarves should confine themselves to their own proper roles.
Meaning of Name: The clan name translates literally as “Caveborn.”
Description: There is actually no Hurwarf Family; the Hurwarfs sprang not from the leadership of a specific family but from the cooperation of several families which share a philosophy. That philosophy is Isolationism: The theory that dwarves have their nation and their mountains, and that they don’t need any other race, nor does any race need them. Were the Hurwarfs to come into power, trade with the outside world would gradually be shut off, the mountain passes to the outside world further fortified, and the dwarves of Rockhome would live their existences with little or no contact with the human world. Despite the unsociable nature of this philosophy, the Hurwarfs are not mean-spirited or angry dwarves; they are as merry and industrious among their kind as any other dwarves, but are ten times as surly and suspicious when in the presence of non-dwarves. Hurwarfs are good miners, engineers, and explorers of cavern systems.
Relations With Other Clans: The Hurwarfs are on bad terms with the Everast families, whom they feel are ruling along poor and harmful lines; with the Skarrad families, who encourage the exchange of information with outside nations and races; and with the Syrklist families, who thrive on trade with outside races and nations. They are on neutral terms with the Torkrest, Buhrodar, and Wyrwarf clans, whom they feel are doing proper dwarven tasks, even if they’re not helping to crack down on all this free trade and communication with non-dwarves.
Philosophy: Dwarf society is slowly being polluted and stretched out of shape by all this ill-advised contact with outside races; the only reason for a dwarf to adventure outside Rockhome is to gain information on the outside world which should be used against it; trade and communications with humans and other races serve only to turn dwarves into pale reflections of these other races.
Meaning of Name: The clan name is corrupted from “Skyr-rad,” or ” Iron-forge”.
Description: The Skarrad families, in general, are experts in the advancement of architecture and engineering, but are more widely known for their developments in the creation of machinery and technology. Though a dwarf belonging to one of the Skarrad families does not have to be a technological whiz himself, he is likely to be a firm believer in the Skarrad philosophy. This is the idea that only by pursuing the arts of mechanical engineering and mechanical sciences can dwarves keep enough of an edge or advantage over the other humanoid races to remain powerful and free. Consequently, they strive to put Skarrad representatives in key dwarven policy-making positions to advance their cause. They are notorious workhorses, even for dwarves.
Relations With Other Clans: The Skarrads are on bad terms with the Hurwarf families (because the Skarrads oppose the Hurwarfs’ isolationist ideals) and the Buhrodar clan (as the Skarrads don’t have the time or inclination for all the philosophical fol-de-rol about which the Buhrodars are so concerned). They are on a neutral basis with the Torkrests and Wyrwarfs-they have nothing against these dans, and very little in common with them. They are on good terms with the ruling Everast and Syrklist clans; the Everast families support the increase of science in Rockhome, and the Syrkliscs dominate trade, which helps make scientific advance possible. They are one of the few dwarven clans with good relations with Gnomes who they treat as dwarves, much to the disgust of other dwarves.
Philosophy: Only by learning how the world and the sciences work can dwarves continue to be the craftmasters of the world; every new scientific development enriches the craftsman’s art; nothing should be allowed to stand in the way of technological progress.
Meaning of Name: The term “Syrklist” refers to a very specific color – in human terms, the hue of freshly-polished plate silver in the brightest of light. It is the name of the mining and trading family which eventually came to dominate other such families and became the head of the Syrklist Clan.
Description: Members of Syrklist families tend to be miners, craftsmen, and traders. They are disinterested in politics, except to keep restrictions on mining and trade light and tolerable; they are interested in adventure as a way of gaining precious materials and knowledge about the level of craftsmanship among other races in the outside world. Collectively, the Syrklist families are wealthy and influential.
Relations With Other Clans: The Syrklists are on good terms with the Everast and Skarrad dans, because of the mutual interests the three clans have; they are neutral to the Torkrest, Buhrodar, and Wyrwarf families, who just do their duties and leave the Syrklists more or less alone; and they are bitterly opposed to the Hurwarfs’ isolationist policies, more so even than the Skarrad families.
Philosophy: If Rockhome is to remain rich, strong, and in the forefront of the craftsman’s art, it must keep up frequent and prosperous trade with the non-dwarf nations outside Rockhome, particularly with the busy and inventive humans.
Converting Syrklist Dwarves in BECMI to 5th Edition – The average Dwarf has Dwarf levels converted over to fighter with with an additional level of fighter for every two dwarf levels. Each of the Letter advancement counts as a level of fighter with every two also gaining an additional level. Starts at Rank C and goes to Rank M.
Dwarven Clans – Torkrest
Nordenshield – Bolto (Gemwright, Karameikos – Specularum, M130, Ftr13),
Meaning of Name: The Torkrests are another of the oldest of Rockhome dwarven families, famous for their fighting abilities. The name is a corrupted version of “Tor-Kres,” meaning “Strongtooth;’ who was the eponymic founder of the clan and was a hero during the reign of the legendary King Denwarf.
Description: The Torkrest families are mostly fighter-clans, and Torkrests dominate the officer ranks of the Rockhome military. They work hard to influence Rockhome policies; they want to make sure of profit for the cream of Rockhome society and scientific advances to strengthen the already-formidable Rockhome army. It is a reasonable assumption of the Torkrest minds that members of the disciplined and efficient military are best suited to the rule and future planning of the nation’s dwarves. There is no likelihood in the near future of a military coup – Rockhome is sound, its dwarves are happy, and there is no need (yet) for a military takeover. Should the nation go soft or slack, though, the Torkrests are ready to take the responsibility for the future of Rockhome.
Relations With Other Clans: The Torkrests are on good terms with the Buhrodars, who have a history of precise military application in the interests of the dwarves. They are on fair terms with the Everast families, who understand the nation’s need for these capable military personnel but mistrust them. They are neutral co the Skarrads, Hurwarfs, and Syrklists, with whom they have little in common. They are on bad terms with the Wyrwarfs, whom they hold in contempt.
Philosophy: can only remain strong through the maintenance and strengthening of its army, and so long as the Rockhome government considers the military to be merely equal with its trade families and engineering clans and clans fostering other, lesser functions, the military must continue to seek to increase its role in Rockhome politics. Let us not forget the need to remind these other clans of their true place in the world, particularly the much-despised diggers in soil, the farmers.
Converting Torkrest Dwarves in BECMI to 5th Edition – The average Dwarf has Dwarf levels converted over to fighter with with an additional level of fighter for every two dwarf levels. Each of the Letter advancement counts as a level of fighter with every two also gaining an additional level. Starts at Rank C and goes to Rank M.
Meaning of Name: The term “Wyrwarf’ translates roughly as “Born to Hunger.” It’s a derogatory term the dwarves apply to a variety of lower-class families: criminals and descendants of criminals, outcasts from the more respectable clans, and farmers (especially farmers). The dwarves hold the menial chore of growing food to be the work of the most lowly and unfortunate dwarves.
Description: It was during a long-ago meeting of the dwarven Grand Council that one dwarven senator laughingly referred co the nation’s farmers and other unfortunates as the “Wyrwarf Clan” a cruel and joking comparison of the most despised segment of the nation’s population to a powerful clan. It was a prophetic jest, though. Not long after, several farming families of the Stahl Lowlands banded together to protest the abuse that the Stahl garrison tended to heap upon them. They did so by withholding crops due to the tax-takers and then ambushing and savagely beating a company of soldiers that arrived to seize the taxes by force. Brought before the King of Rockhome, the protesters were exonerated and freed, the Stahl garrison punished, and the “Wyrwarf Clan” had its first success. Over the next several decades, the farmers of Rockhome banded together and began co exert more and more pressure on the nobles of Rockhome, based on a simple and unspoken threat: “Leave us be or go hungry.” Over a period of two centuries, this political leverage has given the Wyrwarfs official recognition as a clan and places on the Senate. Most of the other clans of Rockhome have chosen to ignore the Wyrwarfs, now regarding them as just another clan with a working specialty, albeit a sorry and somewhat despised one.
Relations With Other Clans: The Wyrwarfs are on neutral terms with most of Rockhome’s clans. The exception is the Torkresr clan, which still considers the Wyrwarfs to be contemptible upstarts who need to be broken up and put back in their place.
Philosophy: If they bother you, let ’em starve. If they bother you some more, stick ’em with a pitchfork. Without food, the nation dies: we are therefore equal in importance to the most bombastic of senators, mightiest of generals, and cleverest of engineers, and we shall let no slight go unpunished.
Section of Notes Still Under Construction
– Copper – found near the northern hills.
– Red – found near the volcano’s.
– White – found near the Altan Tepe’s Mountains.
– Craftbound– can be found if you look hard enough.
– Hillbound (Wrywarf Clan) – Dwarven clan name means “Born to Hunger”. This is a clan of criminals, outcasts and farmers. They have become experts at growing plants and raising animals. Are considered outcasts and banished to the surface
– Shadowbound – don’t delve too deep.
– Stonebound (Buhrodar Clan) – Dwarven clan descended from a religious fighting brotherhood, the “Order of Golden Battle”.
– Stonebound (Everest Clan) – Dwarven clan named “High Mountain”. Nobility
– Stonebound (Hurwarf Clan) – Dwarven clan name means “Caverborn”. They believe in isolationism.
– Stonebound (Skarrad Clan) – Dwarven clan name means “Ironforge”. The engineers and architects.
– Stonebound (Skrklist Clan) – Dwarven clan name means “hue of freshly polished silver”. Interested in mining and trading.
– Stonebound (Torkrest Clan) – Dwarven clan name means “Strongtooth”. The main interest of this clan is warfare.
– Sky – a major port stop.
– Tinker – up the mountains, dwarves say they are not there, really.
– Vampire (Redtooth Clan)
Wrath of the Immortals Timeline
Phase One (Levels 1-5)
AC 1000 (Tier 1 – Level 1)
Introduction to Rockhome – A mini campaign introducing the area around rockhome and the dwarves relations to other races.
Still to be Edited
<-> (GAZ6) Race for the City. A border fort is in danger, and a brave group of scouts are sent to the capital for help.
<-> (GAZ6) Guard Duty. Protect a storehouse from troublemakers.
AC 1001 (Tier 1 – Level 2)
Mystery at Jhyrrad – Part 1 – A group of dwarven explores have gone missing exploring their ancestral halls of Jhyrrad. (Tales of the Yawning Portal)
Still to be Edited
<-> (GAZ6) On The Road – A dwarven caravan is heading into the Northern Reaches and a group of recruits get selected to be their guards.
AC 1002 (Tier 1 – Level 3)
Mystery at Jhyrrad – Part 2 – Venturing into the heart of a fallen dwarven city to find answers to an old mystery. (Tales of the Yawning Portal)
Still to be Edited
<-> (GAZ6) The Lizard Roundup – A group of soldiers are hired to guard a warehouse of lizard mounts who run amok in the Dwarven capital.
(dwt) The Phase Spider Lair – A contested mine is causing issues.
AC 1003 (Tier 1 – Level 4)
Mystery of the Travelling Dragonborn – Part 1 – Travelling from Darokin City in three caravans. On headed North, though Ethengar and into the Heldannic Territories. One Headed South, into the Five Shires, through Karameikos, then Thyatis and up the coast of Ylaruam and the Northern Reaches before reaching the Norwold Region. The Last caravan headed east into Ylaruam, then up into Rockhome and out into the Northern Reaches before making it unto the Norwold Region. (Tyranny of Dragons)
Still to be Edited
Giant Migration – The giants are migrating to the eastern end of Darokin, southern and eastern Rockhome, western Northern Reaches, eastern Karameikos, and western Ylaruam. (rumour)
<-> (GAZ6) The Kidnapping of Thrais – A leader of the Skarrad clan has been abducted and a group of soldiers have been sent to recover him.
(mdt) There are Things in the Planes and the Earth – exit from a mine.
Tome of Beasts II Lairs – Tragedy at Thyrdun Outpost
AC 1004 (Tier 1 – Level 5)
Attack of the Fire Giants – A settlement in the borders of Rockhome, Vestland and the Soderfjord Jarldoms called Triboar is attacked by Fire Giants. (Storm kings Thunder)
Still to be Edited
(GAZ6) The Lost Caverns – Colonists are lost and a new path needs to be blazed to find them, if they still survive.
(mdt) Dwarven Dread – A corrupted dwarf is causing issues.
(mdt) Look Not with Thine Eyes, But Thine Mind – A new tunnel is discovered.
Tome of Beasts II Lairs – Caverns of the Crystalline Monolith
Phase Two (Levels 6-10)
AC 1005 (Tier 2 – Level 6)
Still to be Edited
(GAZ6) Fear and Loathing in the Khanates – Squads of dwarven soldiers are making their way to Ethengar to help them against the Glantrian’s.
AC 1006 (Tier 2 – Level 7)
Against the Giants – Time has come to deal with the giants. (Storm Kings Thunder)
Still to be Edited
(GAZ6) Hammerfall – The hilltop dwarves learn of a attack from the Stone Dwarves and ask for assistance.
(GAZ6) Metal Amok – The dwarven artificers have built a new contraption and need to have it tested as the last test group have disappeared.
AC 1007 (Tier 2 – Level 8)
Forge of the Fire Giants – Talks with the Clans of Fire Giants located in the Rockhome Region. (Storm Kings Thunder)
Mystery of the Dwarves – A group of dwarves request aid in a pilgrimage to a holy site. (Princes of the Apocalypse)
The Day Magic Died – The war between the Dwarves and Giants ends suddenly and the Dwarves return home. No one knows why, and it is unclear if either sides was a victor in the war.
Still to be Edited
(GAZ6) Road of Woe – Building a road along the Darokin Tunnel is failing.
AC 1008 (Tier 2 – Level 9)
Still to be Edited
GAZ6 – War With the Underside – Too many deaths are happening in the lower caverns, the king orders an investigation. Wed Group (Bradshaw)
GAZ6 – Dragonlair – Red dragons appear to be moving into the area with Dragonborn, a diplomatic team has been sent to discuss their intentions.
Tome of Beasts II Lairs – Tunnels Below Skulltop Tor
AC 1009 (Tier 2 – Level 10)
Still to be Edited
GAZ6 – Clan Wars – War between the various dwarven clans with the gnomes becoming involved.
GAZ6 – Redtooth – The vampire troubles in the mountains needs to be dealt with, the king commissions a expedition to end it.
Phase Three (Levels 11-15)
AC 1010 (Tier 3 – Level 11)
Relic Hunter – Orcsplitter – A lost relic of the Dwarves might help the world right now. (Princes of the Apocalypse)
War of the Giants – Part 1 – A war with the Giants starts in Rockhome. (Tales of the Yawning Portal)
AC 1011 (Tier 3 – Level 12)
Rheddrian’s Investigation Bureau – The Knight’s Rivett Inn expands out to Dengar (Rockhome), Thyatis City (Thyatis), Zeaburg (Northern Reaches) with services to its employees at each site.
AC 1012 (Tier 3 – Level 13)
AC 1013 (Tier 3 – Level 14)
- Timeline – AC 1013 – Rockhome
- Still to be Edited
- CM6 – Where Chaos Reigns – A portal to another world hold answers.
AC 1014 (Tier 3 – Level 15)
- Timeline – AC 1014 – Rockhome
- Still to be Edited
- GAZ6 – The Beast from the Klintest Depths – The lake monster in angry and the dwarf arcanists have developed a contraption to allow them to hunt it back to its lair.
Phase Four (Levels 16-20)
AC 1015 (Tier 4 – Level 16)
- Timeline – AC 1015 – Rockhome
- Still to be Edited
- GAZ6 – Raid on Jotunheim – The dwarves take on the Giants to push them out of their mountains
AC 1016 (Tier 4 – Level 17)
AC 1017 (Tier 4 – Level 18)
AC 1018 (Tier 4 – Level 19)
Time Travel – Where Chaos Reigns – A portal to another time hold answers to the world in flux. A team needs to travel to where time has been manipulated and decide whether to interfere or have everything they know disappear into the possibilities of what might have happened. (CM6 – Where Chaos Reigns – Levels 17-19)
War of Darokin – Part Eight – The Heldannic Knights arrive to fight the great horde travelling through the Northern Reaches, Rockhome, Ylaruam and Darokin. (Spring Event – Wrath of the Immortals – ZT – Heldanners Hit Thar)
AC 1019 (Tier 4 – Level 20)
Phase Five (Levels 21-25)
AC 1020 (Tier 5 – Level 21)
- Timeline – AC 1020 – Rockhome
- Still to be Edited
- GAZ6 – The Dynast – A path to Immortality.
- GAZ6 – The Epic Hero – A path to Immortality.
- GAZ6 – The Paragon – A path to Immortality.
- With the war over, the dwarves of Rockhome emerge from their caverns, sweep up a bit, and return to life as normal.
- 2022-01-15 – Added in AC 1010 to 1020.
- 2021-10-25 – Added in AC 1008 and 1009 with the Timeline cleanup.
- 2021-08-22 – Added in the AC 1010 and 1011.
- 2021-05-09 – Moved the mini campaign to its own post.
- 2021-02-28 – Adding details into Character Options.
- 2020-08-24 – Timeline cleanup.
- 2020-08-06 – Added in Timeline for AC 1007.
- 2020-04-23 – Migrated from content from my google site to here.
- 2020-03-03 – Added in Timeline for AC 1006.
- 2020-02-18 – Added in Timeline for AC 1005.
- 2020-01-14 – Added in Timeline for AC 1004.
- 2019-12-31 – Added in Timeline for AC 1003.
- 2019-12-14 – Added in Timeline for AC 1002.
- 2019-12-17 – Added in Timeline for AC 1001.
- 2019-12-11 – Added in Timeline for AC 1000.
- 2019-11-28 – Races and Religion getting an update.
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Class Builds –
Artificer – Bombardier (Tinkerkin),
Barbarian – Totem Warrior (Plamin, Camdu),
Bard – College of Valour (Sunfey),
Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey),
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Monk – Way of the Elements (Tidal),
Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild),
Sorcerer – Wild Magic (Shadowfey),
Warlock – Celestial (Llewell),
Wizard – Bladesinger (Nerye),
Dragon – White (Calcryx).
Multiclass – Cleric/Wizard (Xhall), Rogue/Cleric (Dracnomir), Rogue/Sorcerer (Yodrey), Wizard/Rogue (Traladaran)
Floorplans – Thyatian
Session Recordings – Campaign Journals
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