Ebonyr Campaign Setting

Mar Zhud

The Sea Dwarves of Ebonyr, the Mar-Zhud, are seafarers that set sail in colossal Clan-Arks that contain entire families, carrying their wares to the scattered settlements of the Ebony Isles and beyond. 

Overview

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.