Most
of the Mar-Zhud clans live in "fleets" of gigantic Dwarf-Ships that ply
the oceans and islandways. They often have permanent settlements on
islands, but some smaller fleets are completely independent of land.Sea
Dwarves are still masters of stone, able to find and explore many of
the underwater caverns created by geographical upheavals. They are
responsible for many of the historical record regarding life on and
below the seas.
Arts and Crafts
Most Mar-Zhud are master shipbuilders, longshoremen, and traders. They tend to be taller and leaner than most dwarves. They have dark skin and black hair, though their eyes are either blue or green, with occasional purple. Unlike other dwarves, they have very short beards and very little body hair.
Physical Traits
They stand 4 to 5 feet tall and weight anywhere between 120 to 160 pounds. A typical life span is about 250 to 350 years, but some as old as 400 years have been known. They have all the normal traits as regular dwarves, except their feet and hands have a small amount of webbing to help facilitate swimming.
Societal Traits
Sea
Dwarves,
in general, are a gregarious, trading people. They are
literate, social, and surprisingly well-tempered compared to their
brethren. They can at times be overcautious, which comes from life at
sea, but can also be mistaken for standoffish or scheming.
The
Fleet ships are run by a "Compass-Master" who is usually a Patriarch,
and a "Prayerwright" - a priest and archivist who is usually female.
Combined they run the day-to-day operations of the fleet, tending to
the administrative and religious needs of the clan.
Saving Throws
Same as Pyr-Zhud dwarves except +3 vs. water-based attacks or spells.
Clan-Arks
It's
been rumored that he bottoms of their vessels are often painted with
designs to ward the ships against the attacks of the great serpents
sometimes seen in the dangerous waters among the isles. Others claim
the sigils call and enslave spirits of the sea to speed the ship to its
destination or to defend it from attack. The clerics of the Mar-Zud say
nothing as to the truth of these tales.
GM SECRET
The
sigils painted upon the hulls of the Mar-Zhud clan-arks are the symbol
of an ancient pact between the Mar-Zud and the Aquillion living in the
seas off Ebonyr's coasts. These sigils give the Mar-Zhud clan-arks
free passage through the seas controlled by the ravenous shark-men. The
Aquillion are also supposed to assist Mar-Zhud ships when attacked by sea
beasts or enemies, but this part of the agreement is generally ignored.
The
dwarves
cannot reveal the meaning of their ships markings, for they do
not remember the details of the accord with the Aquillion only that
they are able to sail through areas where any other vessel would
disappear and that occasionally a shark spirit assists in a battle
against an attacking sea creature.