TEXT: Backgrounds of Faerûn:
  Backgrounds of Faerûn:
  Backgrounds of Faerûn:
  Backgrounds of Faerûn:    
  The Dwarven Kingdoms
  The Dwarven Kingdoms
  The Dwarven Kingdoms
  The Dwarven Kingdoms
  Enrich your characters with this supplement containing backgrounds
  Enrich your characters with this supplement containing backgrounds
  Enrich your characters with this supplement containing backgrounds
  Enrich your characters with this supplement containing backgrounds
  for six of the Forgotten Realms dwarven subraces: the tough arctic
  for six of the Forgotten Realms dwarven subraces: the tough arctic
  for six of the Forgotten Realms dwarven subraces: the tough arctic
  for six of the Forgotten Realms dwarven subraces: the tough arctic
  dwarves, the resplendent gold dwarves, the dour gray dwarves, the
  dwarves, the resplendent gold dwarves, the dour gray dwarves, the
  dwarves, the resplendent gold dwarves, the dour gray dwarves, the
  dwarves, the resplendent gold dwarves, the dour gray dwarves, the
  hopeful shield dwarves, the mysterious urdunnir, and the savage wild
  hopeful shield dwarves, the mysterious urdunnir, and the savage wild
  hopeful shield dwarves, the mysterious urdunnir, and the savage wild
  hopeful shield dwarves, the mysterious urdunnir, and the savage wild
  dwarves!
  dwarves!
  dwarves!
  dwarves!
  
  Welcome To The Realms
  I
  n the "Backgrounds of Faerûn" supplement, we
  focused on the human kingdoms. In each of these
  smaller supplements, we investigate groups of the
  other races that inhabit the world. Thematically,
  they'll be grouped by family such as Dwarf, Elf, or
  Gnome.
   
  Each supplement will contain races both old and new, their
  equipment, their spells, and many other features for these
  races. Existing races will be given the regions they're native
  to with bonds for each. If you're picking one of these races,
  they're intended to work with the existing backgrounds in the
  Player's Handbook or with the backgrounds from the
  "Backgrounds Of Faerûn" supplement.
   
  If you use a new race, they'll include the race as well as a
  background specific to that race. Additionally, they'll come
  with extra content to help you get into the mindset of playing
  these rare and unusual races. As with the "Backgrounds Of
  Faerûn" supplement, the backgrounds for new races are
  intended to be mixed with another background or can be
  used as is.
   
  Remember to always check with your Dungeon Master if you
  wish to play one of these races.
   
  How To Combine Backgrounds
  Let's say you wanted to be an arctic dwarf but you wanted to
  combine the "Hunter On The Ice" background with the "Folk
  Hero" from the Player's Handbook.
   
  First, you would choose which of the two backgrounds you
  want to take the skill, tool and language proficiencies from.
  This is the background you also take your equipment from.
   
  Second, you choose which of the two backgrounds you want
  to take your feature from. Either the hunting dog companion
  from the arctic dwarf or the rustic hospitality that the folk
  hero enjoys.
   
  Lastly, you'll pick one trait, ideal, bond, and flaw, one each
  from either background table. For example, you could choose
  the folk hero trait and ideal, but use the arctic dwarf bond and
  flaw.
   
   
   
   
   
   
   
   
   
   
   
   
   
  On the "Backgrounds of Faerûn"
  The supplement "Backgrounds of Faerûn" is another title
  written by myself on the Dungeon Master's Guild. It's
  intended to be a supplment for the human dominated
  kingdoms of the realms and is otherwise the same as this
  book. It's not a books of racial specific backgrounds, as many
  cities in the Forgotten Realms allow all sorts of different folks
  from different backgrounds.
  If you don't own it, don't worry. The rules contained in each
  of these smaller supplements are more than enough to use
  for your characters.
  If you do happen to own it, then the rules here are easily
  combined with those rules. Instead of just having a "Halruaan
  Bounty Hunter", you could mix the Halruaa background with
  the star elf background and the folk hero background to have
  a star elf folk hero that's native to halruaa, with the bonds,
  traits, ideals, flaws, equipment and features of all three
  backgrounds!
   
  Art Credits
  Covers: A Storm in the Rocky Mountains, Mt. Rosalie, 1866  
  Page 1: MonstersOfFaerun-DWARVES! by Wizards of the
  Coast.  
  Page 4: Old Dwarf by Ivan Dedov  
  Page 7: 4e_mm_dwarves by Wizards of the Coast  
  1
  Backgrounds of Faerûn - The Dwarven
  Kingdoms
  
  Arctic Dwarf
   
  "The first thing I saw was a flash of white hair, atop a pale
  form no more than a few feet high. As it raised a large heavy
  looking club, I figured I was done for. As it came down beside
  me, it crashed through the snow and into the head of some
  white serpent, killing it. A smile and a nod, and the he was
  gone back into the blizzard."
  -- Excerpt take from report written by Gillias Mort, Yellow
  Feather scout.
   
  Nearly all dwarves in Faerûn trace their clan lineage back to
  the kingdom of Bhaerynden. Arctic dwarves, so the scholars
  have gleaned, instead hail far from the other side of the world
  near Kara-Tur and the hordelands.
  The great glacier is a cold and inhospitable place with
  powerful beasts and extreme weather ready to kill those not
  wary enough to heed the dangers of that realm. Yet it's this
  place that the arctic dwarves are most at home.
  Arctic dwarves tend to be as wide as they are tall, with pale
  skin ranging from blue to white. Their hair is also white and
  usually goes down to their waist although females do not
  possess beards like the other dwarven races. Their eyes are
  typically blue.
  The Good Of The Many
  Most dwarves are concerned with personal wealth or
  enriching their clan. Arctic dwarves care very little for either,
  with the weight of gold just being one more thing that could
  end up killing you. Instead, they are collectivists only caring
  for the greater good of all.
  There are no divisions of clan or family, with every child
  being raised by the community together. This allows them to
  ensure the children will understand that only together do they
  survive. Elders in the clan are given no responsibilities,
  rewarded for their service by removing that burden for their
  remaining days.
  Natural Born Riders
  Being hunter gatherers and not craftsmen, there is much
  time for skills that can be applied both as work and a hobby.
  To this end many arctic dwarves learn to raise, care for, and
  ride enormous dogs. Leatherworking is also an important
  skill as crafting the ropes, leads, and saddles require just as
  much attention and skill as a hunting dog.
  Fast Friends
  Even with their remote homes, arctic dwarves have had
  regular contact with other races. They view men as a short
  lived, other dwarves or gnomes as alien, and elves are
  creatures of awe and wonder.
  Giants, on the other hand, are creatures that have earned
  the title of most hated foe of the arctic dwarves.
  Arctic Dwarf Adventurers
  Because of the importance of the community, arctic dwarves
  rarely leave their own kind. When they do, it's often because
  they're on a quest for their community.
   
  Arctic Dwarf Names
  Arctic dwarf names tend to be short, rarely longer than three
  syllables. Their names are unisex, with no discernable
  difference between genders.
  Some examples of these names are Uliit, Oonalok, Tolkep,
  Kotar, Aarot, Eeten, Kar, Tuk and Loht.
  Arctic Dwarf (Dwarf Subrace)
  Arctic dwarves are stout and can easily shrug off cold
  temperatures. They speak their own language called Kurit as
  well a language called Uluik which is known to most
  denizens of the great glacier.
   
  Ability Score Increase Your Strength score increases by
  1.
  Speed Arctic Dwarves base walking speed is 25 feet.
  Size Halflings average about 3 feet tall and weigh about 65
  pounds. Your size is Small.
  Child of the Great Glacier Because of the harsh nature of
  their homelands Arctic dwarves enjoy having a resistance to
  cold equal and advantage on saving throws against cold.
  Hunting Spear Proficiency Arctic dwarves hunt using a
  special oversized spear and as such have proficiency using it.
  This weapon is identical to a trident.
  Arctic Dwarf Size
  Gender
  Average Height
  Average Weight
  Male
  2'10" - 3'4"
  52 - 82 lbs
  Female
  2'6" - 3'
  42 - 72 lbs
  Kerrenderit (Magic Arrows)
  Kerrenderit are coin-sized ice crystals of exceeding
  sharpness that could be magically enhanced to form deadly
  arrowheads. Kerrenderit were nurtured by the arctic dwarves
  in caves carved into the Great Glacier and they took a long
  time to form. These caves and Kerrenderit are one of the few
  forms of magical crafting the Arctic Dwarves posses.
  Arrowheads crafted from Kerrenderit count as magical,
  dealing an extra 1d6 cold damage. Hunting spears could be
  created from this material, but it takes months for
  arrowheads to form and it would take much much longer for
  enough material to form a spear head.
  2
  Backgrounds of Faerûn - Arctic Dwarf
  
  Hunter on the Ice
  Arctic Dwarf
  Found all across the great glacier, these dwarves have a tight
  knit community but are quite friendly.  
   
  Skill Proficiencies: Nature, Survival  
  Tool Proficiencies: Leatherworker's Tools and Vehicle
  (Riding)  
  Equipment: A large fur coat made from polar bear hide, a
  leather harness for a hunting dog, a tent with two bedrolls,
  and a belt of leather pouches filled with 5gp worth of gems.  
  Region: Damara, Nar, The Sword Coast North, and Vaasa.  
  Suggested Classes: Barbarians, Druids, and Rangers.
  Feature: Hunting Dog
  You have a large companion dog. It acts independently of you
  and always obeys your directions. It rolls it's own initiative
  and acts on its own turn. A hunting dog can't attack unless
  you use an action to command it to do so. It can take any
  other action on it's own.
  If your hunting dog dies, you can return to your homelands
  to gain the service of another one, but it takes at least a
  month to train it.
  Suggested Characteristics
  Gregarious and friendly, arctic dwarves are open minded and
  open hearted yet keen hunters and always aware of nearby
  danger.
  d8
  Arctic Dwarf Personality Trait
  1 There's nothing that can't be said with a smile.
  2 When others need help, I'm the first one to pitch in.
  3 I really don't understand obsession with wealth.
  4 If there's work to be done, I'm not resting.
  5 There are few things as important to me as my dog.
  6 I spend each night praying to the world around me so it
  doesn't kill me while I sleep.
  7 It's difficult for me to fit into the mindsets of others.
  8 I treat new friends like family.
  d6
  Arctic Dwarf Ideal
  1 Respect: The world is harsh and powerful, respect it or
  die. (Lawful)
  2 Structure: The way things are, works. Trying to change
  that invites death. (Lawful)
  3 Community: Together, we can do great things. (Good)
  4 All For One: The individual is only as important as the
  part they play for the whole group. (Good)
  5 Trust: Of all the things that can kill us in the wild, we
  should never worry about it coming from our own.
  (Neutral)
  6 Creativity: Creating things is what separates us from the
  wild beasts, art is important to our culture. (Chaotic)
  d6
  Arctic Dwarf Bond
  1 Prey to hunt on the glacier has been thin, I travel to
  find new sources of food.
  2 I've been banished by my clan for actions that they'll
  never know saved them from grave danger.
  3 The bite of wanderlust often fails to pierce our arctic
  skin, yet it still pierced mine. I wander for adventure.
  4 I was captured by drow and taken to the underdark for
  years. Having escaped, I know not where I am.
  5 Having found a weapon crafted in some far country, I
  wish to learn to craft such weapons myself so now I
  travel.
  6 Our dogs are enormous, but I've heard tales of larger. I
  travel afar to see if I can acquire a herd of these beasts.
  d6
  Arctic Dwarf Flaw
  1 I'm so honest I find it difficult to conceive others could
  lie to me.
  2 Being used to pitching in, I often will start to help
  before I realize who I'm working for.
  3 When I'm left alone, I often am at a loss for motivation.
  4 I have a love for animals and can't always recognize
  when those animals would love me as a snack.
  5 My hatred for giants often distracts me from the task at
  hand.
  6 Anything unfamiliar to me, which is nearly everything,
  needs to be investigated as thoroughly as possible.
   
  Roleplaying Arctic Dwarves
  Remember that these dwarves are very different
  from their cousins. They don't find personal wealth
  to be appealing, they aren't greedy and they aren't
  dour. They have a grand love for life, for their
  community, for their dogs and for nature.
   
  They particularly appreciate excellent
  craftsmanship. Because of their limited resources,
  everything is crafted to a meticulous level for
  failing to craft something is wasteful.
   
  Above all, be gregarious and friendly. To the
  Arctic dwarf, things that are dangerous are
  obviously dangerous and everything else is
  something to appreciate.
  3
  Backgrounds of Faerûn - Arctic Dwarf
  
   
   
   
   
   
   
  4
  Arctic Dwarf Scout
  Small humanoid (dwarf), any alignment
  Armor Class 13 (Leather Armor)
  Hit Points 114(12d8 + 48)
  Speed 25ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 8 (-1) 17 (+3) 10 (+0) 13 (+1) 15 (+2)
  Skills Animal Handling +3, Survival +3
  Damage Resistance Poison, Cold
  Senses darkvision 60 ft., passive Perception 11
  Languages Kurit, Uluik
  Challenge 4 (1,100 XP)
   
  Child of the Great Glacier. Arctic dwarf scouts have
  advantage on saving throws against cold.
  Adept Rider. Arctic dwarf scouts ride their dog
  mounts into battle and can wield their hunting
  spears in two hands while mounted.
  Actions
  Multiattack. Arctic dwarf scouts make two melee
  attacks with their Hunting Spear.
  Hunting Spear. Melee or Ranged Weapon Attack: +8
  to hit, reach 5ft. or range 20/60 ft,. one target. Hit
  11 (1d6 + 8) or 13 (1d8 + 8) if used with two
  hands to make a melee attack, plus 3 (1d6) cold
  damage.
  War Dogs
  Medium Beast, unaligned
  Armor Class 13 (Natural Armor)
  Hit Points 13 (2d8 + 4)
  Speed 40ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 10 (+0) 15 (+2) 3 (-4) 12 (+1) 11 (+0)
  Damage Immunity Cold
  Senses passive Perception 13
  Challenge 1/4 (50 XP)
   
  Bred for Ice Riding. War Dogs can move on icy
  terrain without suffering disadvantage.
  Actions
  Bite. Melee Weapon Attack: +7 to hit, reach 5ft.,
  one target. Hit 7 (1d6 + 4) piercing damage. If the
  target is a creature, it must succeed on a DC 11
  Strength saving throw or be knocked prone.
  Backgrounds of Faerûn - Arctic Dwarf
  
  Gold Dwarf
  Proud Defenders of Faerûn
  Confident warriors, shrewed traders and naturally
  materialistic, when most folks in the realms think of a dwarf
  they picture a gold dwarf.  
   
  Choose one of the regions use those bonds with the
  background you chose for your gold dwarf.
   
  Region: East Rift (Near Dambrath, Elfharrow, and Halruaa),
  Smoking Mountains (Unther), and Turmish.
   
  Roleplaying a Gold Dwarf
  Of all the dwarf subraces, gold dwarves are the
  most high and mighty when it comes to how they
  see themselves. 
   
  They are more judgemental than other dwarves of
  other races, except when it comes to humans and
  halflings for their sense of trade.
   
  East Rift Gold Dwarf
  d6
  Bond
  1 Having lost so many friends and family in the rift, I
  travel now to escape that horror.
  2 I adventure to pay for my work in the arts. Grand works
  of art to honor our gods and dwarves everywhere.
  3 When the rift fell, I fought against drow and other
  horrors for days. I ended up getting lost in the
  underdark and not escaping for over a year. I can't go
  home, so I adventure instead.
  4 I've been all over the south of Faerûn and made
  enemies everywhere: from the Border Kingdoms to
  Halruaa and beyond. I keep moving to stay ahead of
  them.
  5 Riftfall was the end of my clan: I am the only surviving
  member. I left to find myself a partner to found a new
  lineage in the name of my ancestors.
  6 In the rift, drow have harassed us forever. With no ties
  left back home, I now travel to exterminate their kind.
   
   
   
   
   
   
   
   
   
   
   
   
  Smoking Mountains Gold Dwarf
  d6
  Bond
  1 A dragonborn saved my life during a dragon attack. I
  travel with them as payback.
  2 A tiefling warlock cursed my bloodlines to die. Now all
  our children die before coming of age. I seek out this
  fiend to destroy them.
  3 I used to be a slave-runner, bringing slaves from all over
  to Unther, before it left this world. Now that Unther is
  back, I'm thinking about getting back into business.
  4 The blind dragon of Mt. Temmikant is often thought
  harmless. I know better, because I've spoken to him.
  Now, he's blackmailing me to find someone to cure his
  blindness.
  5 My mountains are my home, and my home is infested
  with flaming beasts. I adventure to acquire the means
  to remove this menace from my home.
  6 A gnome of Lantan once visited, trying to collect
  magma from a volcano to power some device. He died,
  and I'm trying to return his device home.
  Turmish Gold Dwarf
  d6
  Bond
  1 When mount Kolimnis errupted, tens of thousands
  died. I took that as the gods displeasure with our
  mining, and packed up. I have yet to find a suitable new
  home, but my past is behind me.
  2 Long ago, my kind destroyed a powerful dragon named
  Stormcrossing. I had a nightmare that this dragon has
  been reborn in a distant land. As my grandsire delivered
  the killing blow, I believe it's my place to put this
  dragon down.
  3 From Ironfang keep, the rest of the Vilhon Reach is
  protected from deurgar. I travel to train other dwarves
  in our special deurgar fighting techniques.
  4 In Gildenglade, I found a special precious stone. With
  some strange inner light our priests called 'Moradin's
  Laugh', I've been told it's my destiny to turn this into a
  magical item of legend!
  5 The elves of Gildenglade are our allies, as are their half-
  human spawn. Yet their kind makes me uncomfortable
  as they were our enemies in years now long past. I left
  Turmish to seek new mines with less elves.
  6 I was exploring the caverns in Kolimnis when I came
  across a chamber that some wizard had obviously set
  up long ago. Within was a journal detailing many
  dungeons few have heard of. I adventure to discover
  these for myself.
   
  Sources
  Gold Dwarves are in the Player's Handbook as the subrace
  "Hill Dwarf".
  5
  Backgrounds of Faerûn - Gold Dwarf
  
  Gray Dwarf
  Dwellers In The Dark
  Gray dwarves are often called pragmatists, overly practical
  and joyless and yet this couldn't be further from the truth.
  They enjoy the suffering of others, inflicting pain and
  breaking slaves.  
   
  Use the Underdark bonds below with the background you
  chose for your gray dwarf.
   
  Region: Northdark (The Underdark)
   
  Roleplaying a Gray Dwarf
  Gray Dwarves are solem and stoic, often not
  showing emotion at all. This is because decades of
  slavery taught them that positive emotions are
  fleeting and pain is always around the corner.
   
  Gray dwarves may be cruel, but they're nothing if
  not practical and honest. They don't believe there
  is time for lies unless they're more practical than
  truths.
   
  Pessimism and cynicism rule your attitude, but
  that doesn't mean you are always dour. A good rule
  of thumb is to have one thing that is your
  weakness: something you secretly love.
   
  Perhaps you have a special place for slaves and
  you treat yours particularly well or your weapon was
  handed to you by a mentor you highly respect.
  Whatever it is, you tend to keep it close to the
  chest so other deurgar don't think you odd or ill.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Gray Dwarf Bonds
  d6
  Bond
  1 I was a merchant in a trading hub, when a madness
  swept over the entire city. I ran, but now I'm lost and
  have found myself near the surface with no way home.
  2 Ambushed. I was travellin' down a tunnel when a purple
  worm swallowed me whole. Deposited me whole too.
  Now I'm working my way back home with next to
  nothing.
  3 Illithids. I hate them, because I was slave to one. Lived
  just under Waterdeep. I managed to escape, but now
  I'm in a blasted surface city where my kind are hated.
  4 Luskan is my kind of town, a place where anything goes
  for someone with money. I'm to setup trade deals with
  a merchant there.
  5 Cormyr is a land humans are fond of. Our raiding party
  wanted to take them down a peg and show them what
  comes after pride. Their purple dragon crusaders
  stopped our attack but I got away. Now I plot my
  revenge on the plum colored bastards.
  6 We enslave derro because it's easy. They break without
  much effort. I've got so many of 'em, extra to sell.
  Some big important noble from Unther wanted to take
  some off my hands. His knife ended up in my back, but
  he didn't make sure I was dead. I tried to get my
  revenge and failed, but now he's on the run. I'll get him,
  one day.
   
  Sources
  Gray Dwarves can be found in the Sword Coast Adventurer's
  Guide as an optional race.
  6
  Backgrounds of Faerûn - Gray Dwarf
  
  Shield Dwarf
  Roots In The Mountains
  Build for the future: be it a place for your clan, a powerful
  item to protect your home or a large family to keep your
  name.
  Shield dwarves are stoic, having a sense of tradition and
  balancing it with the love for adventure and finding treasure.  
   
  Choose one of the regions use those bonds with the
  background you chose for your shield dwarf character.
   
  Region: Damara, Impiltur, the Sword Coast North, Vaasa, the
  Vast, and Western Heartlands.
   
  Roleplaying a Shield Dwarf
  Shield dwarves are split into two minds thanks to
  something they call the "Thunder Blessing", a time
  when many dwarves had much larger families and
  often had twins. They saw this as a blessing from
  their god, encouraging them to explore the world
  around them.
   
  Your dwarf will likely have strong feelings, either
  prefering tradition or expansion. In either case, they
  should have a craft that is important to them as a
  skill to have mastered.
   
  Your dwarf won't be as proud or stubborn as a
  gold dwarf, but still might have a streak that
  frusterates their companions.
   
  Damara Shield Dwarf
  d6
  Bond
  1 Rarely seen, us Damaran dwarves like to be left alone in
  our mines. Except the mine my clan digs in is going
  dry. I need to find a new source of metal and gems.
  2 I was moving a large shipment of bloodstone when
  Frostmantle stopped us. A companion was shipping
  drugs and we were all arrested. I was sold into slavery
  but that's behind me. I'm a free dwarf and it's a large
  world.
  3 I was herding Rothé when I saw them. Warlock knights
  of Vaasa, attacking a village. I ran them down and
  helped defend the villagers. While the knights decided
  to route, that wasn't before one blasted me with some
  dark bolt. I woke up and was on a boat, travelling to
  Westgate.
  4 Deep under the Galena mountains, a group of Deurgar
  made a deal with a powerful demon that killed many of
  my clan. I will hunt down the ones responsible and put
  the souls of my clan to rest.
  d6
  Bond
  5 Frost giants are the bane of our existence. A particularly
  nasty one, Jolentung, had attacked one of our surface
  forts. In the raid, my father's magical hammer was
  stolen, and I aim to return it.
  6 I hate the blasted cold, so now I travel south. I don't
  care where I go, as long as they don't know what the
  word 'snow' means.
   
  Impiltur Shield Dwarf
  d6
  Bond
  1 Years ago, I found a particularly valuable bloodstone
  vein. I made a deal in secret with a family member for
  us to split the money but they backtracked and took
  full claim. I tried to fight it but was falsely accused of
  being a traitor and was exiled.
  2 In a raid against our clan, I defended a hobgoblin
  general and captured him. In exchange for his life, he
  gave me plans for a hidden hobgoblin fortress in the
  mountains near Mulmaster. I have to warn the city
  before the hobgoblins attack!
  3 A distant relation of mine near Triboar has informed me
  they've re-opened a lost mine and wants my help
  clearing it out of danger.
  4 I've been cursed by Abbathor to steal gold equal to the
  weight of my sin. I adventure so I need not steal from
  those I care about.
  5 The earthspur mountains are filled with all sorts of lost
  treasures. One day, whilst looking for such treasures, I
  fell through a portal and ended up in a far away land.
  6 Unlike most of my kin, I travelled to the Monastary of
  the Yellow Rose and learned from the monks there.
  They've told me to travel afar to find myself.
   
  7
  Backgrounds of Faerûn - Shield Dwarf
  
  Shield Dwarf
   
  Sword Coast North Shield Dwarf
  d6
  Bond
  1 In the sewers of Luskan, I double crossed some
  unsavoury individuals. They captured me and now I'm
  on a job for them to pay back their kindness of letting
  me live.
  2 Silverymoon is a source of artistic inspiration for many.
  To myself, it's a promise of a more beautiful world and
  so I adventure to find and create more beautiful things.
  3 Near Neverwinter are the sword mountains, home to
  the troll known as Black Tusk. He ate my parents
  travelling the roads, and for that I'll have revenge.
  4 The vast caverns below Waterdeep known as
  undermountain. It's here I've decided to venture and
  find my fortune.
  5 The frozen world of the Ten Towns, a forlorn place to
  be sure. That's why I chose it as a place to lay low from
  an assassin paid to kill me.
  6 I had moved to Daggerford with my sibling to explore
  the ruins of Dragonspear castle. We got into trouble
  and they died. I now wander to escape their death.
   
  Vaasa Shield Dwarf
  d6
  Bond
  1 My clan sits in the west galena mountains, overlooking
  Hulburg. The small human fort-town treated us well,
  especially in the past winter that left us dwarves with
  little food. I'm travelling as a favor for a merchant who
  was particularly kind to me.
  2 I was part of a band retaking the Delhalls. During a rest
  period we were taking, I explored a bit and found a map
  for a distant dungeon, marked with the words
  "Wyrmskull Throne".
  3 Lost-Sarphil overlooks the Moonsea. Most dwarves
  think I'm crazy, but the waters have always called to
  me. I took what little money I had and turned to a life
  of sailing.
  4 I've got a friend who is in trouble. She's sick, and thinks
  she's going to die soon. I adventure to find a cure for
  her sickness. One day I'll return to the Cave of
  Whispering Winds to help my silver dragon friend.
  5 Telos is an achievement between humans and dwarves,
  a grand symbol of our co-operation. But surely, Telos
  couldn't have been the only place a primordial has
  fallen. I adventure, looking for the death-sites of more
  primordials.
  6 The trade-town of Avang sits on the edge of Vaasa. All
  sorts of strange folk come into the town trading from
  afar. Seeing these unusual sorts has inspired me to
  walk the world and educate myself to the things I do
  not know about.
   
   
  The Vast Shield Dwarf
  d6
  Bond
  1 The Earthspur mountains are filled with ancient dragon
  hordes, but the various clans of dwarves all lay claim to
  them. I'm going to travel far and find a horde of my
  own, using it to settle my own hold.
  2 It was a mistake, even delving into that crag. A few
  miles of tunnels and a crack in the wall and I ended up
  in a tomb. I had no idea it was a tomb of a high elf.
  Now the spirit of that tomb has me on a geas to pay for
  my transgressions.
  3 There was a local legend about a cavern near High
  Haspur with thousands of valuable gemstones. A rival
  of mine bet me that he would find it before me. Well I
  lost that bet, and now I have to travel to a distant land
  and find a gemstone of suitable size for him.
  4 Dwarf relationships are complicated. My clan has set
  me into a marriage with another clan from Damara. I
  have no intentions of marrying for political gains, and
  so I've run away.
  5 I've recieved a vision from Dumathoin, keeper of the
  deep secrets. He showed me a chamber with a stone
  that can protect our clan for generations. I don't
  recognize where this chamber was, so I travel to find it.
  6 The Vast is just a bit too human-centric for me. I travel
  to find somewhere more suitable to dwarven needs.
   
  Western Heartlands Shield Dwarf
  d6
  Bond
  1 Elturel is a bastion of safety. Between the Companion
  and our knights (the Hell-Riders), I've been inspired to
  hunt and destroy undead myself.
  2 Deep within the Stormhorns, it's said there's a city that
  exists here and on the plane of earth called Grodd. I'm
  gathering adventures so we might venture forth!
  3 My cousin was Thelarn Swifthammer. He fell in a great
  battle with orcs on the Hill of Lost Souls. I want to say
  goodbye by visiting his grave.
  4 Darkhold is still the main headquarters for the
  Zhentarim. The hills surrounding it are filled with maze
  like catacombs filled with horrors put there by the
  former dark leadership. They pay well for those willing
  to clear out these monsters, and I aim to get paid.
  5 My life partner was killed by a powerful vampire and
  turned. I travel in search of them so I might put their
  soul to rest.
  6 There are many adventuring groups that get their start
  in the heartlands. For someone who can pay, my axe is
  theirs.
  Sources
  Shield Dwarves are in the Player's Handbook as the subrace
  "Mountain Dwarf".
  8
  Backgrounds of Faerûn - Shield Dwarf
  
  Urdunnir
   
  "With all seriousness I tell you, the dwarf lifted the sapphire
  and took a bite out of it! He gave a little wink and then walked
  right through the wall, leaving behind no trace. I decided at
  that point, never to try orcish rum again."
  -- Kurothor Silverhelm, dwarven hunter from Calimport.
   
  Dwarves are a long lived people with roots that go so deep
  into the past, some events get lost to history. The dwarves of
  Shanatar talk of their long lost cousins: dwarves crafted by
  Dumathoin meant to be a secret from the world.
  Around the same height and weight as a shield dwarf, their
  skin is light gray and their eyes are always silver. Both
  genders tend to have hair and beards ranging from black to
  silver, often in a peppery mix.
  Stone Poets
  The urdunnir see the world as a large sculpture crafted by the
  dwarven gods. The surface is a place other races have
  defaced but their homes remain untouched.
  Gemstones play an important role in their society, being a
  food source and considered the highest gift of the gods. This
  is because the gods have gifted dwarves with the ability to
  turn these rough gems into perfect works of art.
  In Balace With The World
  Urdunnir have a unique lack of a sense of danger. Because of
  their abilities, few things can contain the Urdunnir and so
  anything dangerous enough to be a threat is simply avoided.
  Because of this, they also lack any matial prowess, having
  none of the traditional weapon training the other dwarven
  races typically have.
  Expert Artisans
  The urdunnir rarely venture out of their homes, and so focus
  on spending their time becoming experts at their crafts.
  Sometimes this is learning to perfect their combat
  techniques, useful in protecting their homes. Others learn
  how to shape stone and gem, to offer the gods great works of
  beauty.
  No matter what they decide to focus upon, their lives
  become entirely dedicated towards perfecting that activity.
  Upon their death, a urdunnir is honored by having their
  bodies merged with the stone surrounding their homes.
  Family First
  Urdunnir are setup in clans, much like other dwarves.
  However, these clans are much smaller and more personal
  than other dwarven clans. Age is considered a blessing of the
  gods, given as a way to ensure knowledge is acquired by the
  clans.
  Book learning and clan teaching are how most of the
  urdunnir share knowledge, with elders teaching others when
  they're too old to continue perfecting their skills.
   
   
   
  Urdunnir Adventurers
  It's rare that the urdunnir adventure away from home.
  Fighters and paladins tend to be assigned to defend the
  borders of their cities from hated enemies such as purple
  worms or the Xorn.
  Other urdunnir bring knowledge of the gods or world
  surrounding them to their clan mates. These clerics and
  druids are quite common in urdunnir society.
  Precious few arcanists, usually sorcerers, exist within the
  urdunnir ranks, often focusing on elementalism.
  Urdunnir rarely multi-class, as that goes against their ideal
  of becoming the paragon of your focus.
  Urdunnir Names
  The Urdunnir have gutteral names that sound like stones and
  minerals, much like other dwarven races. However their clan
  names tend towards simple gem names like ruby, sapphire or
  onyx.
  Male First Names: Kolnar, Deleer, Mozun, Telimbyr,
  Reikinar, and Eidum.
  Female First Names: Seldath, Amasine, Shess, Melinar,
  Zenia, and Elamar.
  Common Clan Names: Ruby, Sapphire, Onyx, Sardonyx,
  Garnet, Topaz and Peridot.
  Urdunnir Traits (Dwarf Subrace)
  Your Urdunnir character has the following racial traits.
  Ability Score Increase Your Wisdom score increases by 1.
  Stone Walk. At third level, you can move through stone as
  the Meld With Stone spell, except you may move within the
  stone and you cannot breathe while within the stone. You can
  use this ability once per short rest.
  Stone Shape. At the fifth level, you gain the Stone Shape
  spell. You can use this ability once per long rest.
  Gem Hunter. Urdunnir do not eat regular food. Instead
  they consume gems and other precious stones.
  Languages Urdunnir.
  Urdunnir Size
  Gender
  Average Height
  Average Weight
  Male
  4'4" - 5'0"
  180 - 244 lbs
  Female
  4'2" - 4'8
  150 - 214 lbs
  Roleplaying An Urdunnir
  Urdunnir are well educated, honest and caring.
   
  Their isolation has given them no sense of pride,
  considering all their works as the gods and their
  clan knowledge working through them.
   
  Likewise, they have next to no sense of what is and
  isn't dangerous about the world around them.
  When in doubt, they use their Stone Walk ability to
  escape.
  9
  Backgrounds of Faerûn - Urdunnir
  
  Urdunnir
  Hidden Children of Dumathoin
  The secretive and elusive race of gem eating dwarves were
  put into the world by Dumathoin as a mystery, a legend for
  other dwarves to write myths about.  
   
  Skill Proficiencies: History, Perception  
  Tool Proficiencies: Two artisan's tools chosen from the
  following: Jeweler's tools, Mason's tools, Potter's tools, or
  Smith's tools.  
  Equipment: A set of common clothing, a set of artisan's tools
  with which you are proficient, a book specific to your area of
  learning, and a leather beltpouch with ten gems worth 10 gp
  each. 
  Region: Oldonnar (the Underdark) 
  Suggested Classes: Cleric, Druid, Fighter, Paladin, Sorcerer
  Feature: Focus On Learning
  Choose one of the focuses below or roll randomly on the
  table. You have a special focus with this skill, that you keep
  honed to the upmost of your ability. You have advantage when
  rolling Arcana, History, Nature, or Religion checks related to
  that focus.
  Likewise, you know the approximate value of any items
  related to your focus.
  d8
  Learning Focus
  1
  Gem cutting
  2
  Stone working
  3
  Pottery
  4
  Metal Working
  Suggested Characteristics
  Urdunnir are elusive and mysterious, but they enjoy being a
  myth. They are most often mistaken for old shield dwarves,
  and so they'll often not correct others who make this
  assumption.
  Their clan is important to them, as is knowledge. Their
  downtime is most often spent crafting, which is their form of
  prayer.
  d8
  Urdunnir Personality Trait
  1 There's nothing more valuable than knowledge.
  2 Like the depths of the world, my trust runs deep for
  those I call friend.
  3 Perfecting my skill in my craft is everything, it's my
  reason for being.
  4 What me worry? Why should I worry when I can just
  step through stone away from my problems?
  5 I have a delicate sense of taste, I strive to taste only the
  most expensive gems.
  6 I'm heretical: I believe that our kind should be
  contacting others, to discover more about the world.
  7 There's nothing I enjoy more than a good joke.
  8 A stone is simply rock, but a statue shows the time and
  workmanship that went into it. So too do I hone my
  martial prowess.
  d6
  Urdunnir Ideal
  1 Family: You owe your existence to your clan, fewer
  things are as important as they. (Lawful)
  2 Security: The secret of our presence in the world has
  kept us safe, maintain that secrecy. (Lawful)
  3 Beauty: The gods will is to make the world as beautiful
  as can be, and we will work that will. (Good)
  4 Trust: You should never have cause to question your
  brothers and sisters. (Neutral)
  5 Peace: We don't have enemies because we understand
  that to begin violence is to invite it. (Neutral)
  6 Faith: The god Dumathoin keeps us safe, spend time to
  thank our father-god for that. (Neutral)
  d6
  Urdunnir Bond
  1 Xorn are our most hated foe. I seek out connections to
  the plane of earth to close them, forever sealing their
  connection to our world.
  2 I am an ambassador for our people, to the surface
  dwellers. I am to meet with important people and find
  out how we are to fit into their world.
  3 I am a Crusader Under The Mountain, a holy knight of
  Dumathoin who searches the overworld for secrets to
  return home with.
  4 Late one night, I heard a whispering in my ear. The
  voice told me to find out the hidden things of the
  world. I thought it was Dumathoin but this voice has a
  name I've never heard of: Vecna.
  5 My home was assaulted by drow who somehow
  divined our location. Now I'm searching for a new
  home for my clan.
  6 Inspired by the art I found in a sunken citadel, I travel
  the surface to learn how their arts are studied so I
  might better my own skills.
  d6
  Urdunnir Flaw
  1 Most of my kind are suspicious of elves, but I
  downright hate them!
  2 We are taught that secrets must be kept for good of
  the clans, however I can't keep a secret for my life.
  3 It never fails to happen: I'm too aloof to see danger
  until it's far too close.
  4 When crafting, I'm always trying to add more and more
  intricate details until I inevitably ruin my project.
  5 I encountered a deurgar once. I am now fearful that an
  invisible menance lurking about.
  6 Good enough is never good enough for me. I strive for
  perfection.
  10
  Backgrounds of Faerûn - Urdunnir
  
  Wild Dwarf
   
  "Fire mountains flow. White dwarves flee fire. They food, or
  friend?"
   
  "Let the jungle decide, brother."
  -- Buddor Two Toe, spiritual leader of his clan.
   
  The term "chultan dwarf" actually describes two separate
  groups. One continued their blood driven habits of mining the
  earth for metal and minerals. These are shield dwarves that
  are long since separated from the rest of their kind. The other
  took to the jungles around Chult and are a force to be
  reckoned with, called "wild dwarves".
  Chultan shield dwarves are nearly all albinos with pink
  eyes and pale skin while wild dwarves are more tanned with
  dark colored hair. Both groups of chultan dwarves prefer not
  to wear clothing at all.
  Kill Or Be Killed
  Wild dwarves all believe that the world is as nature designed:
  kill or be killed. Eat or be eaten. Thus, all of them are trained
  with a keen hunters sense. The only thing they respect more
  than power is their elders.
  Primitive Yet Powerful
  Wild dwarves lack a lot of the modern benefits that other
  races enjoy. All food and clothing comes from the world
  around them. Because of this, they develop clever ways to
  bring down foes, and when craft weapons and armor.
  Nomads, Not Comrades
  While wild dwarves do have clans like other dwarves, their
  clans are created as required. When one clan gets too large, it
  splits and both clans move away so as not to over hunt in a
  specific area. Family isn't important, only the dwarves to your
  left and right matter.
  Wild Dwarf Adventurers
  Wild dwarves don't typically adventure unless it is thrust
  upon them. The dangers of the jungle require them to
  outnumber their foes as much as possible and the loss of
  even a single dwarf to adventure is dangerous for the entire
  clan.
  When meeting races outside of their clans, they typically
  are reserved. Most races they have no knowledge of except
  for humans, yuan-ti, and goblins: races they have a dislike
  towards.
   
   
   
   
   
   
   
   
   
   
  Wild Dwarf Names
  Wild dwarves tend to have names that sound like grunts or
  other low bass sounding words.
  Male Names: Jok, Durig, Ramak, Toolog, Gurnt, and Kol.
  Female Names: Eyt, Tsea, Jat, Qinnik, Sebit and Usi.
  Wild Dwarf Traits (Dwarf Subrace)
  Albino chultan dwarves use the standard Shield Dwarf
  subrace from the Player's Handbook.  
  Your wild dwarf character has the following racial traits.
   
  Ability Score Increase Your Constitution score increases by
  1.
  Speed Wild dwarves base speed is 20 feet. They also have
  a climb speed of 10 feet.
  Hardy. In addition to the usual poison resistance dwarves
  have, wild dwarves also have advantage on saving throws
  against resisting diseases.
  Jungle Weapon Training. Your Dwarven Combat
  Training is replaced with this ability, granting you proficiency
  with handaxes and blowguns.
  Languages Dwarven and Chultan.
   
  Roleplaying a Wild Dwarf
  Wild dwarves find little joy in life, instead they
  think of moments that would bring joy as chances
  for disaster to occur.
   
  You tend to not wear clothing and have no sense of
  privacy or decency. If someone were to walk in on
  you in private, embarassment or shame would
  never occur to you.
   
  Material wealth means nothing to you, but items
  that help you in combat or help you escape danger
  are considered highly valuable.
   
  Most wild dwarves would rather perish in suicidal
  combat than waste away due to disease or being
  infirm.
   
  Wild Dwarf Size
  Gender
  Average Height
  Average Weight
  Male
  2'10" - 3'4"
  50 - 82 lbs
  Female
  2'8" - 3'6"
  40 - 72 lbs
  11
  Backgrounds of Faerûn - Wild Dwarf
  
  Wild Dwarf
  Harsh Survivor
  The world of the wild dwarf is harsh. Yuan-ti regularly
  attempt to enslave them, the goblins of the jungle want to eat
  them and the dinosaurs would stomp them into the mud. All
  this, and yet they still stand.  
   
  Skill Proficiencies: Nature and Survival  
  Tool Proficiencies: Choose two artisan's tools from the
  following: Cook's utensils, Leatherworker's tools, Painter's
  supplies, or Weaver's tools. Instead of a tool, you may choose
  one of the following musical instruments: Drum, or Horn.  
  Equipment: A set of paints used in putting camouflage on
  your skin, an artisan tool or musical instrument you are
  proficient with, a dose of knockout poison, and two large
  gems worth 15 gp each. 
  Region: Chult  
  Suggested Classes: Barbarian, Druid, or Ranger.
  Feature: Makeshift Tools
  With the permission of your DM, your character can spend an
  hour to build themselves improvised tools you otherwise lack.
  These tools are not sufficent enough to allow you to have
  advantage on any rolls related to them, but they are functional
  enough otherwise.
  Suggested Characteristics
  Wild dwarves tend towards being more dour than their shield
  dwarf cousins. They are more focused on survival and any
  form of comfort tends to make them uncomfortable.
  d8
  Wild Dwarf Personality Trait
  1 I sleep with one eye open and my weapon in hand.
  2 The idea of spending money to get things is weird. I
  insist on bartering my skills instead.
  3 I usually stow away an extra weapon or food in unusual
  places, just in case.
  4 If someone is nice to me, they're probably working
  some angle.
  5 Good? Evil? I don't give a heap about 'morals'.
  6 I never say anything I don't mean, even if it hurts.
  7 Food is better uncooked, I prefer the taste of raw meat.
  8 The first thing I think when I come across a monster:
  can I tame it and ride it?
  d6
  Wild Dwarf Ideal
  1 Sacrifice: The clan must be protected, even if it costs
  your life. (Lawful)
  2 Order: Your elders know best, their words could mean
  the difference between life and death. (Lawful)
  3 Wit: To be clever in the hunt is to survive. Traps,
  poisons, and outnumbering your foes are just some
  tools you use. (Neutral)
  d6
  Wild Dwarf Ideal
  4 Balance: Morality has no use in the jungle. The dinosaur
  cares not if it's meal was moral. (Neutral)
  5 Tribe: Your tribe is your life. Everything they are, you
  carry with you. (Good)
  6 Survival: If it would save the clan, there is little you
  wouldn't sacrifice. (Evil)
  d6
  Wild Dwarf Bond
  1 I've always excelled at making poisons for my tribe. I
  travel to find better poisons to use.
  2 I was swallowed by a dinosaur. My tribe thought I was
  dead. If I return, they'll think me cursed. Now I travel
  the world, calling myself walking dead.
  3 The night sky whispers to me, drawing me away from
  my clan as I follow the stars as I wander.
  4 I was captured by slavers from Calimport and sold to a
  merchant. I killed him and escaped. Now I don't know
  what to do.
  5 I fell into a tomb while scouting and found a mirror that
  displayed a swamp. I was able to step through, but not
  return from this strange place.
  6 I want to kill and wear the skin of a powerful dinosaur.
  d6
  Wild Dwarf Flaw
  1 I've no shame and I never will. My nudity is beautiful.
  2 The discomfort of others when I'm around is amusing.
  3 I'll take whatever I want, no one is strong enough to
  stop me.
  4 I prefer others not talk to me and think me dumb.
  5 I value my own hide so much, I'd throw a friend down a
  hill to save myself.
  6 My kind aren't known for their greed, but I'm learning
  to be comfortable with material possessions.
   
  Wild Dwarf Knockout Poison
  Attacking and striking foes with a weapon coated
  in this poison causes the following effects:
   
  On Hit: 3 (1d6) poison damage, and make a
  Constitution saving throw (DC 14).
   
  On a failed save, the target's speed is halved, it
  takes a -2 penalty to AC and Dexterity saving
  throws, and it can't use reactions.
   
  On its turn, it can use either an action or a Bonus
  Action, not both. At the end of each of the affected
  creature's turns it may make another saving throw
  to end the effect.
   
  Wild dwarf knockout poison costs 150 gp.
  12
  Backgrounds of Faerûn - Wild Dwarf
  
  13
  Wild Dwarf Champion
  Medium humanoid (dwarf), Lawful Neutral
  Armor Class 13
  Hit Points 67(9d8 + 27)
  Speed 20 ft., climb 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16(+3)
  12(+1)
  17(+3)
  9(-1)
  11(+0)
  9(-1)
  Damage Resistances Poison
  Senses passive Perception 9
  Languages Dwarf, Chult
  Challenge 2 (450 XP)
  Hardy. Wild dwarves have advantage on saving
  throws against disease.
  Poisoner. Creaures who fail saving throws against a
  wild dwarf champion's weapons are poisoned.
  A poisoned creature's speed is halved, it takes a -2
  penalty to AC and Dexterity saving throws, and it
  can't use reactions.
  On its turn, it can use either an action or a Bonus
  Action, not both. At the end of each of the affected
  creature's turns it may make another saving throw
  to end the effect.
  Actions
  Handaxe. Melee or Ranged Weapon Attack: +4 to
  hit, range 20/60 or reach 5ft., one target. Hit 6
  (1d6 + 3) slashing damage and 3 (1d6) poison
  damage and the target must succeed against a DC
  14 Constitution saving throw or be poisoned.
  Blowgun. Ranged Weapon Attack: +4 to hit, range
  25/100 ft., one target.
  Hit 1 piercing damage and 3 (1d6) poison damage
  and the target must succeed against a DC 14
  Constitution saving throw or be poisoned.
  Backgrounds of Faerûn - Wild Dwarf
  
  Legal
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  14
  Backgrounds of Faerûn - Legal
  
  Inside you'll find resources to help you roleplay a
  Inside you'll find resources to help you roleplay a
  Inside you'll find resources to help you roleplay a
  Inside you'll find resources to help you roleplay a
  Inside you'll find resources to help you roleplay a
  dwarf from many of the regions in the Forgotten
  dwarf from many of the regions in the Forgotten
  dwarf from many of the regions in the Forgotten
  dwarf from many of the regions in the Forgotten
  dwarf from many of the regions in the Forgotten
  Realms. 
  Realms. 
  Realms. 
  Realms. 
  Realms. 
     - 3 New sub-races
      - 3 New sub-races
      - 3 New sub-races
      - 3 New sub-races
      - 3 New sub-races     
     - 6 Dwarven Backgrounds
      - 6 Dwarven Backgrounds
      - 6 Dwarven Backgrounds
      - 6 Dwarven Backgrounds
      - 6 Dwarven Backgrounds     
     - 3 New NPC Stat Blocks
      - 3 New NPC Stat Blocks
      - 3 New NPC Stat Blocks
      - 3 New NPC Stat Blocks
      - 3 New NPC Stat Blocks     
     - 1 New Material
      - 1 New Material
      - 1 New Material
      - 1 New Material
      - 1 New Material     
     - 1 New Poison
      - 1 New Poison
      - 1 New Poison
      - 1 New Poison
      - 1 New Poison     
  This supplement is standalone, but works with
  This supplement is standalone, but works with
  This supplement is standalone, but works with
  This supplement is standalone, but works with
  This supplement is standalone, but works with
  the entire "Backgrounds of Faerûn" (available on
  the entire "Backgrounds of Faerûn" (available on
  the entire "Backgrounds of Faerûn" (available on
  the entire "Backgrounds of Faerûn" (available on
  the entire "Backgrounds of Faerûn" (available on
  the DMs Guild) line. 
  the DMs Guild) line. 
  the DMs Guild) line. 
  the DMs Guild) line. 
  the DMs Guild) line. 
  Other supplemts from this line:
  Other supplemts from this line:
  Other supplemts from this line:
  Other supplemts from this line:
  Other supplemts from this line:     
  - Backgrounds of Faerûn 
  - Backgrounds of Faerûn 
  - Backgrounds of Faerûn 
  - Backgrounds of Faerûn 
  - Backgrounds of Faerûn      
  - Backgrounds of Faerûn: Dwarven Kingdoms 
  - Backgrounds of Faerûn: Dwarven Kingdoms 
  - Backgrounds of Faerûn: Dwarven Kingdoms 
  - Backgrounds of Faerûn: Dwarven Kingdoms 
  - Backgrounds of Faerûn: Dwarven Kingdoms      
  - Backgrounds of Faerûn: Elven Kingdoms 
  - Backgrounds of Faerûn: Elven Kingdoms 
  - Backgrounds of Faerûn: Elven Kingdoms 
  - Backgrounds of Faerûn: Elven Kingdoms 
  - Backgrounds of Faerûn: Elven Kingdoms      
  - Backgrounds of Faerûn: The Small Folk 
  - Backgrounds of Faerûn: The Small Folk 
  - Backgrounds of Faerûn: The Small Folk 
  - Backgrounds of Faerûn: The Small Folk 
  - Backgrounds of Faerûn: The Small Folk      
  - Backgrounds of Faerûn: Blood of Gruumsh 
  - Backgrounds of Faerûn: Blood of Gruumsh 
  - Backgrounds of Faerûn: Blood of Gruumsh 
  - Backgrounds of Faerûn: Blood of Gruumsh 
  - Backgrounds of Faerûn: Blood of Gruumsh      
  - Backgrounds of Faerûn: Children of the Planes 
  - Backgrounds of Faerûn: Children of the Planes 
  - Backgrounds of Faerûn: Children of the Planes 
  - Backgrounds of Faerûn: Children of the Planes 
  - Backgrounds of Faerûn: Children of the Planes     
  - Backgrounds of Faerûn: Underwater Nations 
  - Backgrounds of Faerûn: Underwater Nations 
  - Backgrounds of Faerûn: Underwater Nations 
  - Backgrounds of Faerûn: Underwater Nations 
  - Backgrounds of Faerûn: Underwater Nations      
  - Backgrounds of Faerûn: The Scaled Kingdoms 
  - Backgrounds of Faerûn: The Scaled Kingdoms 
  - Backgrounds of Faerûn: The Scaled Kingdoms 
  - Backgrounds of Faerûn: The Scaled Kingdoms 
  - Backgrounds of Faerûn: The Scaled Kingdoms     
  - Backgrounds of Faerûn: The Forgotten Folk 
  - Backgrounds of Faerûn: The Forgotten Folk 
  - Backgrounds of Faerûn: The Forgotten Folk 
  - Backgrounds of Faerûn: The Forgotten Folk 
  - Backgrounds of Faerûn: The Forgotten Folk      
  - Backgrounds of Faerûn: Nations of Destruction
  - Backgrounds of Faerûn: Nations of Destruction
  - Backgrounds of Faerûn: Nations of Destruction
  - Backgrounds of Faerûn: Nations of Destruction
  - Backgrounds of Faerûn: Nations of Destruction
  - Backgrounds of Faerûn: Points of Light 
  - Backgrounds of Faerûn: Points of Light 
  - Backgrounds of Faerûn: Points of Light 
  - Backgrounds of Faerûn: Points of Light 
  - Backgrounds of Faerûn: Points of Light      
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Settings/Forgotten Realms/Backgrounds of Faerun/Backgrounds of Faerun - The Dwarven Kingdoms.pdf