Darkrock Guard Image

     More than two-hundred years ago, a hoard of orcs and goblin-kin came down from the Spines and began first raiding and then colonizing. As the raids increased, King Bruenor Battlehammer Collected his most elite warriors; he girded them in his best gear and placed Rynwyn Dærygdättyr of the Deephew Clan (known as Commander Wyn Wildstorm) as their leader and sent them north. Their military exploits were such that the hoard was broken and driven back, never to bother the lands again until recently.

     Seeing how they raised the morale of the soldiers and settled the fear of the populace, he named them the Darkrock Guard and made them an elite order of warriors. In the years since, the kings have acknowledged the need for wilderness knowledge, stealth, connection to the gods, and, yes, even magic – now this has become an order of the elite adventurers of all types. A decade ago, after once again repelling orcs, the queen decreed that many of the guard should venture into the realm and present the best face of the dwarves to possibly garner more allies.

 This is only available to non-dwarves on GM approval!

      You are a member of this elite order. You travel the realm, in the name of your king, to work against evil, learn of any threats to dwarven-kind, and provide a magnificent impression of your kingdom to others.

 You may be recalled to defend the kingdom in case of dire circumstances.

 Note: The Darkrock Guard are representatives of the dwarven kingdoms, they defy the “dwarven stereotype” they don’t get falling-down drunk, they do their best to remain groomed and clean, and they tend to bite-back that aggressive surliness common among their race (they’re probably still surly – they just dress it in a more ‘diplomatic’ suit).

       They carry an emblem of their station with them, (as a necklace, cloak pin, or the like) and they well know its symbolism:

A gold ring, symbolizing a unity of brotherhood, fidelity – you would trade your life for one of your fellow guard members. Within the ring is a field of red symbolizing honor – the blood shed by your predecessors in the name of the order and your kind. On the red field is a hand of black, gripping an axe of mithril-silver; the black fist symbolizes the steady strength of your resolve and oath of protection made, the mithril axe symbolizes truth, duty, purity, and action – the actualization of your sworn oath to defend, protect, and aid your kingdom, their allies and any good in the world.

 If someone not of the guard has one of these emblems know it was likely stolen, or the owner is no longer living.

 
Skill Proficiencies: Your training as a Guard has given you an advantage on History, Nature, and Religion when it concerns the dwarven people and an advantage with History for your specialty race (chosen by the language you choose - or can be your race if you are not a dwarf).

You receive two from the following list of skills: Deception, History, Insight, Intimidation, Investigation, Nature, Perception, Persuasion, or Religion

Tool Proficiencies: Calligrapher's Supplies
Languages: You get the Dwarven language automatically - even if you aren't a dwarf.

Choose one of the following (this is your specialty race): Common, Elven, Giant, Gnomish, Goblin, Halfling, Orc, Sylven, Undercommon.

Equipment: Darkrock Guard Uniform, Darkrock Guard Emblem, Traveler's Clothes, Dagger, Calligrapher' Supplies, and a pouch containing 15 gp.
 
Feature: Respected Status

You receive shelter and aid equivalent to their capabilities from dwarves, especially shield dwarves, and those who are allied to the dwarven kingdoms. This will almost certainly come in the form of allied powers granting you food, shelter, and minor healing; more taxing aid, such as refitting your gear, providing sanctuary, greater healing, or grant you royal personnel to aid you will only be done on promise of a return in kind. Obviously, what is considered appropriate will be different whether the benefactor is dwarven and how good a relationship they have with the dwarves. Pushing your station too much could mean an uncomfortable interview with your lord.

As for those of lower standing, this help comes in the form of shelter and meals, and minor healing, as well as possibly more direct assistance, such as rallying to aid a guard when outnumbered in a fight, aiding them with scouting and information, or concealing them from enemies if need be. This is rarer than the standard aid as they have no way to get repayed unless the guard makes a point to.

 
 
Suggested Characteristics

Although the Guard is open to any class, the majority are fighters and paladins, so most of the characteristics revolve around honor and combat.

d10 Personality Trait
1 I don’t run from evil. Evil runs from me.
2 I face problems head-on. A simple, direct solution is the best path to success.
3 I'm a perfectionist in all I do. Anything worth doing is worth doing right.
4 I idolize a past member of the Guard, know all their accomplishments, and try to live up to my image of them.
5 I judge people by their actions, not their words.
6 I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
7 I always act respectfully towards others and try to show respect for local customs.
8 I plan everything carefully, battles, journeys, audiences, even expenses. To run into something impulsively is to court disaster - only in desperation.
9 I love storytelling, to take a group of people through a grand and epic adventure while we set around a fire is a nearly lost art.
10 I stoically hide my pain & my emotions, even when enduring severe hardship - I rarely even complain.
d8 Ideal
1 I try to help those in need, no matter what the personal cost. (Good)
2 Civilization would be better off if civilized people made it their duty to strengthen the bonds of community and security. (Lawful)
3 No one has excavated a mine alone. Only by working together can we accomplish great things. (Any)
4 Intellectual curiosity and public discourse are the cornerstones of civilization. (Chaotic)
5 I stand beside my companions and allies, regardless the cost. (Lawful)
6 My word is my bond. (Lawful)
7 I hold a position that demands respect but I believe that everyone should be treated with dignity regardless of station. (Good)
8 If you stop fighting, then you’ve let the villains win. (Neutral)
d8 Bond
1 I fight for those who cannot fight for themselves.
2 My order means everything to me, and I’ll die before I dishonor it.
3 I will prove the nobility of my lord to those who live outside of our lands.
4 The thrill of danger is more addictive than any civilized vice.
5 I reject villainy - so long as I am present, none will be bullied or oppressed.
6 Nothing is more important than my people, and I will defend them with my life.
7 Those who stand beside me in a fight will earn my respect.
8 Even a hated enemy who shows me honor can expect the same in return.
d8 Flaw
1 I’d rather eat my armor than admit when I’m wrong.
2 I am suspicious of strangers and expect the worst of them.
3 I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
4 I am completely reckless. The risk is worth it; if I succeed, I'll be a legend, if I fail, I at least won't be called a coward.
5 I have trouble stopping once I start drinking. It tastes too good.
6 I have trouble keeping my thoughts to myself; my tongue often lands me in trouble.
7 I dismiss the opinions of others quickly, my ideas are far superior.
8 I judge others harshly, and myself even more severely.
 
Darkrock Guard Image

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