The World of Ohmarr
Dreshen Hold

History and Politics
The original cavernous homes of the dwarves were evacuated during the Wild Storm, and surviving dwarves established a new clanhold in the easternmost edge of the Iron Mountains. It was named Dreshen Hold for the eldest surviving clan leader at the time of its founding. The current Hold Leader is his son Dreshen Rath the Short-Bearded. Having lost many of their number during the evacuation of the old holdings, the primary concern of the dwarves is to rebuild their population and to build the caves of Dreshen into a new dwarfhome as splendorous if not moreso than the old dwarfholdings left behind. Although the main cave of the hold is natural, dwarves have been mining out and engineering new and deeper tunnels for decades to recreate the ancient underground halls of their old homes. Because it will take a long time to complete the hold, some dwarves have simply settled in the nearby mountains on the surface, and a few have even settled land near the Grattock border, and crafting and trading with the humans there.

Dwarves are expected to be obedient in all things to their immediate clan elders, literally the eldest member of their clan. Inter-clan issues and issues with outsiders are brought to the Hold Leader, who is the eldest descendant of the founder of a hold, in this case, Dreshen Rath. Dwarves, being a self-sufficient and practical people, usually can manage themselves through common sense and compromise, and usually go to their leaders for only the most urgent or difficult of problems.

Like dwarves of other worlds, most Dreshen Holders are renowned for their stone and metalwork, and most dwarves know at least a little about mining and stonecutting. Dwarven steel is the finest in the land, and the masters of its making will never reveal its secrets; weapons, armor, and other items made from this steel are high in demand from human and even elven traders. Dwarven metalwork is probably the most traded item out of Dreshen.

Inhabitants
There is only one race of dwarves in the world of Ohmarr, and only dwarves are allowed to live in the Hold. While visitors may be granted the privelege of staying for brief periods of time to conduct trade or discuss mutual political interests, no one but the dwarves is allowed to live in the mountain hold (Some would argue, "Who would want to, anyway?"). On the other hand, dwarves who wish to leave to hold and explore, trade, or adventure, are permitted to do so at their own will, although members of the usually insular and introverted race tend to stay at home. Although dwarves are tolerant of other races, they are proud of their heritage and their practicality, and tend to think they are a superior race. This is not something they are militant about; it is simply a fact in their minds, to be believed or ignorantly discounted. Dwarves get along with humans well enough, although they disdain human impulsiveness. Of the humans, dwarves like the Elseki best because of the Elseki's own reputation for high quality craftsmanship. Elves are far removed enough from the dwarves that they rarely interact. Dwarves also respect Elven craftsmanship but consider the races often too frivolous, interested in flamboyant (in dwarven minds) artistry and luxury rather than practicality and clan security.

Some dwarves who do travel occasionally end up mating with humans, although this is fairly rare. Their offspring, half-dwarves, are considered outsiders and are welcome into the hold only as guests, since their human tendencies mar dwarven common sense and skill, and the dwarf which participated in their conception must have been content to wander and leave dwarven society, and therefore was no longer part of the hold to begin with. Some dwarves and half-dwarves do live alongside one another in the small holdings on the surface near Dreshen, however, and live together there in relative peace and goodwill.

Adventuring
The inhabitants of Dreshen Hold and the dwarves that live near it are of two minds about adventuring: one side, favoring practicality, have little interest in exploring the Wilderness, preferring to finish the construction and establishment of their new home. The other side, following dwarves' pride in their ancestry, wish to set out to the sites of the old clanholds, if not to clear out and regain their old homes, but at least to recover many ancestral artifacts left behind during the evacuation. Dwarven artifacts tend to be very powerful, and often dwarven adventurers want seek them out before human or elven fortune hunters do. The mines of the old Nemesh Hold also contain a rare ore called Celestite, which dwarves seek out–unfortunately, this resilient and easily enchantable metal has not yet been found in the caves of their new home.

Adventurer dwarves usually set out in groups to brave the Wilderness together, although indviduals have been known to leave alone on a family quest. Dwarven adventurers also band with adventurers of other races, acknowledging that a diverse and multi-skilled group is often needed for a successful outing.

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The World of Ohmarr is a fantasy world created for use for a Dungeons and Dragons d20 System game. The campaign information here is posted for players' use within the restrictions of the Open Game License published by Wizards of the Coast for the d20 System. You must have the Dungeons and Dragons Players Handbook to play this game. The campaign world itself is MY (Death Quaker's) creation, and all original material belongs to me, ©2002. Please do not use or reproduce any of the original world material without my permission or without crediting me.