D&D 5E: Trickster's Gambit - Societal Elements

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Dwarves

Dwarves, mostly through longevity, industry, and an inclination to step in and get things done, have come to control much of the Shattered Coast. Dwarves tend to be staunch and loyal, steadfast allies and grudge holding enemies. They are also brutally efficient and will hammer out a truce or work to keep the peace rather than drag out unnecessary and costly hostilities.

Government

The Dwarven people have a king who is more a spiritual leader than political, though the wise Matron will steer her house on the word of the king if she knows the way the wind blows.

The dwarven king is always a woman, but otherwise may rise from any of the five High Houses.

The Five High Houses

The day to day burden of governing the Empire falls to the Matriarchs of the Five High Houses and those they appoint to make decisions for them throughout the Empire. In addition to general duties they all share, each House has a particular demesne that is its personal bailiwick.

House d'Amasku: House d'Amasku is in charge of trade and commerce, moving goods throughout the Empire and beyond, including the construction of drays and wagons and the great stoneships. The current king is of House d'Amasku.
House d'Ruvyn: House d'Ruvyn is in charge of all things miliary, such as training and arming men and women to fight and planning tactics and strategy.
House d'Sceva: House d'Jaala is in charge of all things mercantile, from crafting and weaving to artisan goods of the Dwarven people.
House d'Caarn: House d'Caern is in charge of all things related to building and construction. From lowly roads to the cities of the realm, if it was built, d'Caern saw to its building.
House d'Jaala: House d'Jaala is in charage of all things related to life, such as food and water and healing, the growing of crops, the tending of animals, the transfer of water where it is needed, etc.

Religion

The Dwarves use no names for their gods, referring to each, instead, by descriptive title.

The Wanderer

The Lady

The Smith

The Never

The Three

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Humans

Government

Religion

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Elves

Government

Religion

Maerlwyn

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Gnomes

Government

Religion

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Tieflings

Government

Religion

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Dragongorn

Government

Religion

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Halflings

Government

Religion

Mok Ji

Jon Kon

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Giants

Government

Religion

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Barbarians

Government

Religion

Barbarians mostly revere spirits of nature and each clan is consecrated to a particular totem spirit that they rever and try to emulate.

But there are spirits that transcend the totems

Day

Night

The Slain God

The Ancient Mist

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Goblinoid

Government

Religion

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