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Dazhdvog1

Description[]

Dazhdvog [DAʒD-vawg] are stout hard skinned short snouted dog-like people. They have triangular ears on top of their heads, that can be independently manipulated, large eyes that tend toward dark colors, and very short fur that is either black, brown, or grey (or combinations of those colors). An average Dazhdvog stands about 4'9" (145cm) tall, and weigh about 130lbs due to their naturally stocky frame and dense build.

History[]

Culture[]

Dazhdvog culture is loosely based on medieval Russian culture. They make up about 20 percent of the ("common") population of Kaernest.
Dazhdvog culture stresses a high value on justice and peace. As such they often get used as negotiators and mediators in disputes.
The Dazhdvog mostly live underground, but hold lands above ground for farming. They are avid miners and stone workers. Due to the amount of time they spend underground, and that darkvision is monochromatic, they tend not to bother with dyes when making clothes, leaving clothes their natural color. They wear lots of wool and fur. Miners collect all manners of things from below ground, typically trading metal ores to the Sektarri for tools (to mine more with) but keeping some copper, silver, and gold for their own uses (as these are relatively easily worked). While some of their metals also go to their dragons as tribute, the vast majority of their gems are used as tribute, typically cut before being sent. Dazhdvog ranchers raise sheep and goats. These differ from the species that we know as they both have darkvision and the sheep make much better climbers than real world sheep. Both goats and sheep have horns. Farmers raise mostly root vegetables and fungi.
The Dazhdvog have a strong positive relationship with the Sektarri, trading with them and passing through their cities with no real inconveniences. They also have a positive relationship with the Fluvarri, sharing space with them along the rivers, and often using them to transport larger stones to building sites. They also trade vegetables and wool for fish and other food stuffs.

Places[]

The Dazhdvog are the only race other than the Sektari to hold their own kingdom, as its underground in uncontested lands. Drakkenosk sits under the largest mountain chain.

Magic[]

Their magic includes Healing and Protection.

Pathfinder 2E[]

Heritages[]

Anvil Master[]

You are a descendant of a famed crafter and have your own amazing talent. You become trained in Crafting (or another skill if you were already trained in Crafting) and gain the Specialty Crafting skill feat, but you can pick two different specialties instead of one.

Bloodhound[]

Your ancestors were famous trackers, and you carry in your blood that same gift of the hunt. You gain a special sense: imprecise scent with a range of 30 feet. This means you can use your sense of smell to determine the location of a creature, but it remains hidden. In addition, you gain a +2 circumstance bonus to Survival checks to Track creatures that you have previously sensed with your scent.

Oathkeeper[]

Growing up, you never tried to lie to get what you wanted, and even when necessary, lying makes you uncomfortable. You gain a +1 circumstance bonus to Perception checks to Sense Motive and to Perception DCs against attempts to Lie to you. Furthermore, you gain a +2 circumstance bonus to Diplomacy checks to convince others you speak the truth when you are telling the truth, and you take a –4 circumstance penalty to Lie and to your Deception DC against Sense Motive.

Thickcoat Dazhdvog[]

You come from the colder climes. You gain cold resistance equal to half your level (minimum 1), and you treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on). You don’t need to succeed at a flat check to target a concealed creature if that creature is concealed only by snow. Unless you wear protective gear or take shelter, environmental heat effects are one step more extreme for you.

Ancestry Feats[]

  • Dig Quickly (1) - Create difficult terrain, kick up dirt, or put out a fire.
  • Dazhdvog Doughtiness (1) - Reduce Frightened condition quickly.
  • Dazhdvog Lore (1) - Trained in Diplomacy, Survival, and Dazhdvog Lore.
  • Dazhdvog Weapon Familiarity (1) - Dazhdvog Weapons: Light Hammer, Maul, Light Pick, Pick, Warhammer
  • Esteemed Visitor (1) - Critical Failures of (some) Diplomacy checks are only considered failures.
  • Eye for Treasure (1) - Trained in Crafting, +1 to Recall Knowledge based on Crafting, gain "Crafter's Appraisal" feat.
  • Rock Runner (1) - Not bothered by difficult terrain caused by rubble and uneven ground.
  • Stonecunning (1) - Notice even small inconsistencies in stonework.
  • Unburdened Iron (1) - Ignore Speed penalty from armour worn.
  • Boulder Roll (5) - Push a foe into an empty space.
  • Defy the Darkness (5/W) - Gain Greater Darkvision, but not able to use spells or items with the "Darkness" trait.
  • Dazhdvog Weapon Cunning (5) - Dazhdvog Weapons: Light Hammer, Maul, Light Pick, Pick, Warhammer; gain the weapon's Critical Specialization effect.
  • Loyal Empath (5) - Use Aid to help other's Will Saves.
  • Sheltering Slab (5) - Vertical stone near you helps protect from being Flat Footed.
  • Echoes in Stone (9)
  • Mountain's Stoutness (9)
  • Stone Bones (9)
  • Stonewalker (9)
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