D&D 5E: Trickster's Gambit - Societal Elements
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.
Language
All Dwarves speak High Dwarven as well as the Dwarven Trade Tongue (common).
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. It is notable, probably due to cultural influences from other races, that many of the dwarven pantheon are not depicted as dwarven in stature or form.
The Wanderer
Tall and grey, the Wanderer is depicted as a lanky male figure in traveling clothes burdened under a pack with a gnarled staff to lean on. The wolves and bears and ravens and other creatures of the wild are known to approach him and whisper secrets and news from afar.
The Lady
Lithe and young, the Lady is depicted as a young girl clad in a dark cloak with her long blonde hair flowing free behind her and deep, dark eyes. If one looks closely, it is said the twinkling stars can be seen in the depths of her cloak and her eyes.
The Lady bears a pair of bone daggers, stained a deep red along the blades.
The Smith
Stout and solid, the Smith is a figure in bronze and iron, faceless and massive. The smith is always depicted at his forge and always has a great hammer in his fist.
The Never
Depicted as a dwarven lad in cloak and slippers of mist and fog, the Never exists both within and without the bounds of time. The Never bears no weapon or scepter, but his hands are said to be colder than the ice in the depths of the Lost Sea and able to reach through flesh and take hold of the heart within a man.
The Three
As implied by their title, the three have three distinct forms. The first that of a young girl clad in flowers and laughter. The second a stately matron heavy with child clad in the green growth of the forest. And finally the last form that of an withered crone clad in bark and moss.
HUMANS
Though the most prolific of the races by far, humans never had the years or the singularity of purpose to ever gain much of a foothold on the world stage. However, humans are extremely adaptable and may be found in nearly every society, though most of them dwell within the Empire.
Language
Humans speak Dwarven Trade (Common) as well as the Human Tongue.
Note: Human language is consistent (with regional accents and dialects) below the clanlands, but the Barbarian Tongue is an entirely different language.
Government
For the most part, humans don't establish their own governments beyond family structure with the addition of judges where there numbers are great enough.
Religion
Humans tend to adopt the deities of the people they dwell among.
ELVES
Elves may be found as wanderers throughout the lands of the Shattered Coast and are generally accepted the way a grazing horse might be accepted. Noticed but ignored.
Presumably a land exists where the elven people hold sway, but if it does it is a closely guarded secret.
Language
Elves speak Dwarven Trade (Common) and Elvish.
Government
Elves typically submit to the laws of the lands they inhabit. If they have their own government, it is not known.
Religion
Elves quietly worship the sister goddesses Maerlwyn and Marwolaeth.
Maerlwyn
Taking the aspect of a tree spirit, Maerlwyn is the goddess of endurance and growth, nurturing the elven people wherever they may wander. Three glowing stones circle her head at all times and her feet, like roots, forever sink into the ground.
Marwolaeth
Lithe and young, Marwolaeth is depicted as a young girl clad in a dark cloak with her long blonde hair flowing free behind her and deep, dark eyes. If one looks closely, it is said the twinkling stars can be seen in the depths of her cloak and her eyes.
Marwolaeth bears a pair of bone daggers, stained a deep red along the blades.
GNOMES
Rare in the lands, most Gnomes dwell beneath the mountains in the Hall of the Mountain King or in the vast expanse or the Hartshorn forest. Gnomes have a very close bond with the Dwarves.
Language
Gomes speak Dwarven Trade (Common) and either High Dwarven or Elvish
Government
Gnomes are loosely governed by a circle of elders in each village or community, but studiously follow and submit to Dwarven law as well.
Religion
Gnomes tend to follow Dwarven or Elvish Deities.
TIEFLINGS
Language
Government
Religion
Taam'at the Eye
Lok'mal
Lady Shi
Lithe and young, Lady Shi is depicted as a young girl clad in a dark cloak with her long blonde hair flowing free behind her and deep, dark eyes. If one looks closely, it is said the twinkling stars can be seen in the depths of her cloak and her eyes.
Lady Shi bears a pair of bone daggers, stained a deep red along the blades.
The Gyre of the Great Sands
DRAGONBORN
Language
Government
Religion
The Wyrm
Sik'vodili
Lithe and young, Sik'vodili is depicted as a young girl clad in a dark cloak with her long blonde hair flowing free behind her and deep, dark eyes. If one looks closely, it is said the twinkling stars can be seen in the depths of her cloak and her eyes.
Sik'vodili bears a pair of bone daggers, stained a deep red along the blades.
HALFLINGS
Language
Government
Religion
Mok Ji
Jon Kon
Kuolema
Lithe and young, Kuolema is depicted as a young girl clad in a dark cloak with her long blonde hair flowing free behind her and deep, dark eyes. If one looks closely, it is said the twinkling stars can be seen in the depths of her cloak and her eyes.
Kuolema bears a pair of bone daggers, stained a deep red along the blades.
GIANTS
Language
Government
Religion
Elemental Forces
Halfling Deities
BARBARIANS
Language
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 even the totems.
Like the Dwarves, Barbarians do not name their deities, preferring descriptive titles.
Totems
Day
Night
The Lady
Lithe and young, the Lady is depicted as a young girl clad in a dark cloak with her long blonde hair flowing free behind her and deep, dark eyes. If one looks closely, it is said the twinkling stars can be seen in the depths of her cloak and her eyes.
The Lady bears a pair of bone daggers, stained a deep red along the blades.