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The Races - Summary

Dwarves

The Clans

Dwimmerfolk

The Dwimmerfolk are the most widespread dwarven clan in Vestar. Following the fall of DwimmerHome, they undertook widespread colonization of suitable mountain ranges and deep caverns, establishing numerous small- to medium-sized fortresses and halls.

The Dwimmerfolk are ruled by a King who sits in the Hall of DwimmerHall, located in a deep cavern beneath central Vestar. Their history has brought them into contact with many surface races during their long search for a homeland, resulting in both alliances and enmities. They remain particularly focused on vengeance against the Orcs of Mardak for the destruction of DwimmerHome.

Renowned as master craftsmen, the Dwimmerfolk have produced some of the most significant and powerful works of equipment seen across Sentretta.


Tambor Outcasts

The Tambor Outcasts are dwarves who were either exiled by their clans or chose to abandon clan life entirely. They dwell in the ore-rich mountain of Tambor in southwestern Vestar and seek only to practice their crafts in peace, apart from the conflicts of other races.

Tambor has long been regarded as a truly neutral party in the inter-nation conflicts of Vestar, going to great lengths to maintain this stance.

They are also well known for having aided the Dwimmerfolk after the fall of DwimmerHome, providing sanctuary and a safe haven for re-arming and recovery for a full year.


Storm Dwarves

Underhall

At the personal request of the King of Skyshaft, due to severe price gouging on dwarven freight moving west from the Slate Hills through Oroneal, the Thane of the Deeping Halls dispatched an expedition of Dwimmerfolk to test a bold theory.

The expedition established itself at the base of the northernmost waterfall and quickly began excavating into the rock face. By the time the elves of Oroneal became aware of the settlement and attempted to remove it, the dwarves had already retreated underground and sealed themselves behind magically reinforced gates.

As the base camp expanded, the Storm Dwarves of the Slate Hills joined their Dwimmerfolk kin in a rare display of unity. Together, they constructed a massive lock and winch system carved directly into the hillside. Over the course of a decade, the dwarves quietly acquired significant waterfront property throughout the city.

When construction was complete, the final stone barriers were collapsed simultaneously at both the waterfall basin and the city above, revealing the full scope of the project.

The unveiling of the massive winch immediately reduced trade costs through the city. Dwarves charged only 15 gold pieces per vessel to move boats and barges up or down the system, eliminating Oroneal’s trade bottleneck and allowing uninterrupted river travel through the Cantos, Lake Senta, and even as far as the Thadal Empire before overland transport became necessary.

The Storm Dwarves and Dwimmerfolk share the profits equally, along with responsibility for maintenance and defense, drawing resources from both the Slate Hills and the Deeping Halls.


Dwarven Legends

The Golden Age

One of the most enduring dwarven prophecies speaks of a coming Golden Age of prosperity for the clans.

This age is said to begin “when all three dwarfhomes stand strong and thriving together in unity,” and when “the Shaft of Sky’s veins glow with the glimmer of the dim.” This is commonly interpreted to mean that Skyshaft, DwimmerHome, and a mysterious third dwarven homeland will all be reclaimed and flourishing under dwarven rule. The reference to the “Shaft of the Sky” is believed to indicate Skyshaft itself, perhaps tied to its dwindling mithril reserves.

The dwarven people look toward this future with hope and anticipation, having endured immense hardship and loss, with little relief beyond perseverance and fortune.


Humans

The humans of Sentretta are numerous and diverse, spread across many cultures and political entities.


Nestor

Nestor is the largest city in northern Vestar, a vast metropolis governed by a Baron Council that has ruled since the city’s formation nearly one thousand years ago. The “Holdings of Nestor” is the formal designation for the expanding cities and districts that align with, or fall under, Nestorian authority.


Calad

The Kingdom of Calad is a small yet politically influential feudal realm located south of the once-great dwarven hold of Skyshaft. Calad formerly worked alongside the humans of Santhur and the dwarves of Skyshaft to safeguard the Great Northern Route from wilderness threats. Today, Calad bears sole responsibility for protecting travelers and trade along this vital passage.


The Fental League

The Fental League is a union of border fortress towns that cooperate to defend the northern territories from Walushi incursions.


Guthlafell

Guthlafell is a newly reborn kingdom, reforged from a collection of failed city-states and minor realms following an epic campaign led by a formidable barbarian warrior queen.


Santhur

The Kingdom of Santhur, ruled by the Fistfury Kings, was once a bastion of peace and stability. In recent times, however, the realm has fallen upon hard days.


Thassians

Guthlafell is a newly reborn kingdom, reforged from a collection of failed city-states and minor realms following an epic campaign led by a formidable barbarian warrior queen.


Sevillians

The Guildmasters and Silver-Tongued Traders of the South

  • Overview:
    The Sevillians are an ancient people from the southern lands, renowned as master traders, guild leaders, and bureaucrats. They are the architects of commerce and law in the confederacy, often acting as mediators, negotiators, and power brokers in both politics and trade.

  • Culture & Traits:

    • Highly skilled in negotiation, persuasion, and legal matters.
    • Prefer to resolve conflicts with words and contracts rather than violence.
    • Known for their cleverness, adaptability, and ability to “sell salt to the Maresians.”
    • Physical combat is not their strength; instead, they rely on wit and alliances.
  • Abilities & Skills:

    • +2 Charisma, +1 Intelligence, -2 Strength, -1 Constitution.
    • +2 to Insight, +1 to Deception, +3 to Persuasion, -2 to Athletics, -2 to Acrobatics.
  • Reputation:

    • Seen as wily and clever, sometimes untrustworthy but always valuable in a negotiation.
    • Their guilds and laws are respected (and sometimes feared) across Sentretta.
    • Often called upon to mediate disputes or broker deals between rival factions.
  • Role in the World:

    • Ancient masters of guilds and trade networks.
    • Bureaucrats and lawmakers in the confederacy.
    • Frequently involved in major political and economic events, both as advisors and as principal actors.
  • Rumors & Legends:

    • Some say a Sevillian can talk their way out of any trouble—or into any vault.
    • Their guilds are rumored to have influence in every major city, sometimes even outmaneuvering kings and emperors.