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Dunduren

History & Culture

Stubborn, stout, honor bound, folk with strong connections to the element of earth, they are known to hold grudges to those they feel have wronged them.

What do Dunduren know?

The Dunduren kingdoms have been around for thousands of years. They know a great deal about the cursed valley, the Valorians, and the world of Paradise Vale, though most refuse to speak about much of it. Once stalwart allies with the Aldfaer in an age long past, they now harbor nothing but resentment towards the Aldfaer and their many descendants and offshoots. Because of their dour natures, and often uncompromising values, the Dundurens have few allies and many enemies. Fortunately they are master weapon smiths and exceptional warriors, facts that keep those aforementioned enemies well at bay.

Controlled a large territory on the western edge of paradise Vale their kings hold dominion above and below the earth. They are constantly at war with the outlying giants clans of the northern mountains, and below ground their evil cousins the Duergar as well as the hateful Drow.

Their knowledge of the far East sis quite limited.

Important

Races do not provide stat bonuses or penalties. Instead add +2 to one stat, +1 to a second stat, and -1 to a third stat after performing point buy. Valorians can instead choose to add +1 to all six stats.

Stubborn, stout, honor bound, folk with strong connections to the element of earth, they are known to hold grudges to those they feel have wronged them.

Dunduren Traits

  • Age: Dunduren mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.
  • Alignment: Most Dunduren are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong belief in honor but they are known to hold grudges against people who have wronged them.
  • Size: Dunduren stand between 4 and 5 feet tall and average about 150 pounds. You size is Medium. Often they are as wide as they are tall, not from obesity, but just a tremendous stoutness.
  • Speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing Heavy Armor or over encumbrance.
  • Low-light Vision: A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light.
  • Dour Demeanor: At character creation, you can choose to reduce your charisma score by up to 3 points. If you decrease it by 3, you may increase constitution or wisdom by 1 point. These adjustments are made AFTER point buy is completed.
  • Dunduren Resilience: You have advantage on saving throws against poison, and you have Resistance against poison damage.
  • Book Of Grudges: Dunduren believe that if they are wronged, the person who wronged them should never be trusted, and never be forgotten. Most Dunduren keep track of all the times they have been wronged in books they carry with them. The Dundurdens’ hatred can cause curious effects to certain names written in these books. While a single Dunduren will often maintain scores of names in their grudge books, certain names can be given special emphasis.
    • By focusing on a single name over the course of a long rest they can either emphasize that name, or forgive that name. While emphasized, the dunduren has advantage on every roll related to that specific target. This must be the full name as known to the Dunduren, you could not simply list “Orc Chieftain” for example. This benefit ends if the target’s name is forgiven. A name can only be forgiven with permission from your GM.
    • A Dunduren can only have a total number of names in their Grudge Book emphasized equal to 1 plus the reverse of their Charisma Modifier (Minimum of 1). An example of this would be if you had a character with a -2 modifier, you would be able to write 3 names in the Grudge Book. The base minimum increases by 1 for every 5 total character levels the Dunduren has. If this book is ever lost of destroyed, the dunduren can create a replacement using any blank book they like and spending a long rest to “make it their own.”
  • Stonecunning: Whenever you make an Intelligence (History) Check Related to the origin of stonework, you are considered proficient in the History Skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  • Languages: Dunduren and one language of your choice.

Additional Dunduran Information

Here are some sample Dunduren Names.

Here are some art samples.

The Tippler Dwarves

Cousins of the the dour and grump Dunduran, the Tippler Dwarves like to drink and brew drink and drink brew. They have small settlements in rocky foothills across Paradise Vale. Dunduran do not especially like their Tippler cousins, but cannot deny the masterful brewing skills.

  • If you would like to play as a Tippler dwarf, their stats can be found here.
  • Build a standard Dwarf and use Tippler as the sub-race.
  • Replace darkvision with low-light vision.

Gods of the Dunduren

The Dunduren have their own pantheon of gods they worship. All the gods of this pantheon, collectively called The Stoneheart, are related by blood.

  • Grailgrim Stoneheart, God of Grudges, Battles, and Honor (Protection, War)
  • Queen Vindra Gemseeker, Goddess of Wealth (City, Forge)
  • Galdams, Prince of Pleasure, God of Ale, Love, and Loss (Ambition, Graves)
  • Princess Dekru, Earthshaper, Goddess of Earth, Nature, Mining (Nature, Tempest)
  • Unger Morningstar, God of Light & Life (Life, Light)
  • Kepdar Deepdeath, Goddess of the Hated Seas and Oceans, and poor deaths (Death, Water)

For a list of all domains checkout this page.

For more information on the inferior Gods of the lesser races, please checkout The Gods of Paradise Vale.

Why go East?

Dunduran operating out of The Outpost could be seeking wealth, adventure, or tracking down someone who has wronged them or their clan.

Tippler Dwarves could be in the Eastern lands because they got lost, blacked out and woke up there, or decided to ply their trade and hone their craft in new lands.

This west marches has been closed down.

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