Dwarves are known as Khuzdul on Hârn. They are a little more common than the Sindarin because they trade with humans on a larger scale than the Sindarin do. Khuzdul resemble their d20 counterparts fairly well. They could pass for short, very stocky humans (and often do). The term Khuzdul is also plural. Instead of saying Dwarven axe, you would say Khuzan axe


The Dwarves of Hârn are as materialistic as the Sindarin are spiritual. As a group, they tend to be secretive, acquisitive, jealous, stubborn, and very clannish. But they are also polite and have strong sense of racial and personal honor. Dwarves may live 200-300 years. In that span they will rarely, if ever, forget friend or foe.

The Khuzdul do not enjoy agriculture, preferring to obtain foodstuffs through the trade of their finely wrought crafts. The cropland and pastures around Azadmere are worked by Jarin, who, while acknowledging the rule of the Khuzan King, Hazmadul III, are accorded a large degree of independence. Additional foodstuffs are imported from [[Kaldor]. The Khuzdul are master-traders and drive a hard bargain.

Khuzan males outnumber females by about three to one. As such, the males are very protective of their females.

Physical Description

Khuzdul bear a superficial resemblance to humans, but average just under five feet in height. They are stocky and possess strength out of proportion to their size. Outsiders find it hard to distinguish between the sexes, but rarely see female Dwarves anyway. In any case, the Khuzdul, like the Sindarin, are not particularly fertile.


The Khuzdul are not fond of the Sindarin who, they believe, betrayed them during the Atani Wars and failed to assist them during the Tyranny of Lothrim; the Khuzdul have long memories. They will kill Gargun on site, and since Gargun tribes surround Azadmere, there is constant skirmishing. The Khuzdul tend to treat humans with polite coolness, but presenting the head of a Gargun to a dwarf is likely to meet with a favourable response.

A few Khuzdul have settled outside Azadmere for trade and profit, although they are often the butt of human jokes and prejudice. However, they cannot be subjugated. It is said that a dwarf enslaved will whither and die within a few months.

Dwarven Lands

Almost all of Hârn’s Dwarves reside at the mountain stronghold of Azadmere in the Sorkin Mountains. The locations of lost Khuzan towns are unknown, with the exception of Kiraz, which was abandoned 600 years ago. The royal Clan Tarazakh governs Azadmere.

Religion pr. The Khuzdul tend to separate religion from everyday life. They pray to the demigod Sereniel, Siem’s servant, but rarely ask favor of him. Khuzan religion is a personal matter. Dwarves tend to worship alone rather than meeting for mass. The basic purpose is to achieve unity with nature.


The Khuzdul will not teach their language to outsiders. When they trade they will speak only the language of their customers, which is usually Hârnic. The Khuzan script is called Runic. All Dwarves are taught how to read and write Runic.

  • +2 Constitution, -2 Charisma.
  • Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
  • Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +2 racial bonus on saving throws against poison.
  • +2 racial bonus on saving throws against spells and spell-like effects.
  • +1 racial bonus on attack rolls against gargun.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Appraise checks that are related to stone or metal items.
  • +2 racial bonus on Craft checks that are related to stone or metal.
  • Automatic Languages: Harnic and Khuzan.


Leriel OregonGM