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People
& Races > Dwürden (earth/spirit)
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The Dwürden have lived alongside
Uren civilization since
before memory, guiding and protecting the Uren from
other Elder Races. In those early times, the Dwürden
people were numerous and their cities rose upon every
land. Today their numbers have diminished, leaving
only a handful of scattered kingdoms (see Thirün,
Mirün, etal.). Dwürden are recognizable
by their short and often squat stature. Most are
proud of their long beards and large feet; both are
a sign of virility among their kin. Though long-lived,
the Dwürden are not an Immortal Race. Their
distrust and hatred for the Elve
is legendary; the scars of ancient battles between these
races may be found throughout the world. This ancient
warfare continues only in the Underearth.
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If the legends are to believed, the Dwürden
were the first of the Elder Races to meet with the Uren.
The Dwürden hoped and believed that the new
race would be as magicless as themselves. When
they learned their mistake they retreated to their stony
homes, more comfortable in the company of living rock
than among those that touch the Tapestry. There
are five main sub-races of Dwürden: Dwürden
Fal, Dwürden Flog, Dwürden
Mor, Dwürden Nar and Dwürden
Skral.
In time, Dwürden would appear that
could touch the Weave of Chaos and control its flow.
These adepts were spurned by the Dwürden
Fal and Dwürden Mor, who themselves never felt
the rush of magics in their blood. These "Unawakened"
Dwürden disparaged their brethren's magic-use with
names like [Elve-blooded] or [magic-thrall]. The
differences between the magical and Unawakened have
sparked many conflicts.
Throughout Dwürden society there
are two truths. The first truth is the innate
stubborness of the race, a trait found in all but the
most forgiving Fal. Many of the Dwürden remember
wrongs done against them for centuries. Among
the Uren of Vulmura, a popular phrase translates into
the double entendre "As stubborn as a Mor"
(rather than mule) where Mor refers both to a "mountain"
and the haughty subrace of the Dwürden. The
second truth is the race's phobic aversion to deep water.
Very few of the Dwürden can swim and fewer
willingly board boats and ships. This deep-seated
phobia extends to aircraft too (i.e. dirigibles, gliders,
etc.) but the rarity of such transportation means that
the fear very seldom manifests. In fact, many
Dwürden may be totally unaware of their fear of
flying for few have a fear of heights provided their
feet are firmly planted on soild stone.
Physiology: Most Dwürden
live about three to four times the number of years that
is standard for Uren (i.e. 180-240 years).
Language:
Most Dwürden languages share common properties.
A common property of the language is the absence
of the "sh" sound, which is pronounced
"ch".
Dwürden
> Dwürden Fal |
Peaceful and hard-working, the
Dwürden Fal are good neighbors and trustworthy
business partners. Fal society and habitats
so closely resembles that of the Uren, that many
confuse the two when passing through their lands.
Physiology:
Dwürden Fal are slightly taller and
have tan or darker complexions than their mountain
dwelling brethren. A typical Fal stands
about four feet. tall and weighs about 130 pounds.
Although well-muscled and stocky, they are
leaner than their Mor kin. The faces and
hands of the Fal are characteristically wrinkled
and dirt brown. Dwürden Fal are nearsighted,
unable to see objects very well at a distance.
Fal hair is mostly worn long with braids
commonly tied into both hair and beards.
Psychology:
The Dwürden Fal are less xenophobic and more
tolerant than the other Dwürden subraces.
These points, combined with their under-developed
sense of grudges make the Nal a likeable people
that are welcomed in many non-Dwürden communities.
Although the Nal maintain fair relations
with other Dwürden, there is disapproval
for friendly Nal relationships with hated races
or people.
Culture:
Mostly, the Dwürden Fal are a law-abiding
and peaceful race. They do not share the
history of war and warmaking that is attributed
to the Mor, and in several cases have established
good relationships with traditional Dwürden
enemies (i.e. Elve). There is no social
importance to bathing among them.
Many Dwürden Fal are simple
rural people that work small farms. The
Fal are skilled craftsmen and create masterfully
fashioned goods of all kinds. Dwürden
Fal often carry their wares to Uren and other
large population centers for sale, where they
can ask high prices for their crafts. Fal
crafts are usually sturdier than similar Uren-made
goods.
Language:
Many of the Dwürden Fal speak their
own tongue (Falwurd) in addition to local Dwürden
dialects. In addition, it is not uncommon
for Dwürden Fal to understand and speak local
Gnorm, Urdar,
and Ortor tongues.
Understanding of these languages is usually
shared within clans, based on the inhabitants
of surrounding areas.
Magic:
There are no magic users among the Dwürden
Fal.
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Type;
Medium Humanoid (Dwarf) |
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Constitution
+2 |
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Charisma
-2 |
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Vision;
Normal, Low-light |
--
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Base
Speed; 20 feet |
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Special
Quality; Appraise skill (Stone) bonus
1 |
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Special
Quality; Craft skill bonus 2 |
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Special
Quality; Poor Eyesight 3 |
--
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Special
Quality; Resistant to Magic 4 |
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Special
Quality; Resistant to Poison 5 |
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Special
Quality; Stonecunning 6 |
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Special
Quality; Weak Swimmer 7 |
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Aging;
Long (MA = 125,
O = 188, V = 250, Max = +2d%) |
--
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Automatic
Languages; Dwürden, Common |
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Bonus
Languages; Gnorm, Ogdar, Ortor, Urdar |
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Favorite
Class; Commoner or Expert |
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Level
Adj.
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+0
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- Appraise Skill (Stone).
Dwürden Fal characters gain a +2 racial
bonus for all Appraise skill checks relating
to stonework.
- Craft Skill Bonus. Dwürden Fal
characters receive a +2 racial bonus on all
craft skills relating to stone or metalworking.
- Poor Eyesight. Dwürden Fal are
myopic, and suffer a -2 to all ranged attacks
and -4 to all Spot checks for objects beyond
30 feet. Dwürden characters may take
a new feat called Keen Eyesight during character
creation to counteract this flaw. Keen
Eyesight may only be taken once and does not
stack with itself.
- Resistant to Magic. Dwürden Fal
characters are resistant to magic and spells.
They gain a +2 racial bonus against spells
and spell-like effects.
- Resistant to Poison. Dwürden Fal
characters are resistant to poison. They
gain a +2 racial bonus against all poison types.
- Stonecunning. Dwürden Fal characters
gain a +2 racial bonus on Search and Spot checks
that might reveal unusual stonework, sliding
walls, stonework traps, unsafe stone surfaces
and unstable stone ceilings. All of these
checks may be made within 10 feet of the suspect
surface. A Dwürden may actively search
for stonework traps as a rogue. Dwürden
Fal have a good sense of depth beneath the ground,
but a poor sense of height above it.
- Weak Swimmer. Dwürden Fal characters
are poor swimmers in addition to being very
dense for their size. They suffer double
Armor Check Penalties for swimming. Dwürden
that slip underwater rarely have their wits
enough about them to take a breath (Will save
DC 20). Most Dwürden Fal have an
understandable fear of deep water and ships.
Recommended traits:
Easygoing (UA35p87), Hardy
(UA35p88),
Stout (UA35p90);
Recommended flaws: Poor Reflexes
(UA35p91)
GURPS
Dwürden Fal Pkg. (100 CP character)
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Strength
+2 |
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+20 CP
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Health
+1 |
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+10 CP
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Bad
Sight (Nearsighted) |
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-25 CP
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Miserliness |
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-10 CP
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Quirk
(Do not shave beards) |
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-1 CP
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Reduced
Movement -1 |
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-5 CP
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Axe
or Hammer Skill (DX+1) |
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+4 CP
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Extended
Lifespan |
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+10 CP
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Group
Skill Bonus (Crafts) +1 |
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+6 CP
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Magic
Resistance +2 |
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+4 CP
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Night
Vision |
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+10 CP
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Reputation
+1 |
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+5 CP
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Balance
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+30 CP
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Adult Dwürden
Fal GURPS NPCs begin with a minimum of 100 CPs,
+ 1 CP for every year over 100. Every 10
years gained in this manner requires the character
take an additional no-refund quirk. Creation
of very old and ancient player characters is discouraged.
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Dwürden
> Dwürden Flog |
Arguably the least common of the
Dwürden, the Dwürden
Flog are also the most exotic. Living
in the deep Underearth near flows of magma, or
on the mountainsides of volcanoes and other seismic
regions, these Dwürden are infrequently encountered
by Uren. Other Dwürden races view the
Flog with great respect, as they are viewed to
be more "earthen" and therefore more
pure than the other Dwürden sub-races.
Physiology:
One of the more massive Dwürden sub-races,
the Flog can attain heights of nearly four and
half feet and weights near 200 pounds. Their
black skin is highly resistant to heat and fire
up to but not including magma.
Their yellow-orange eyes are accustomed
to both the gentle glow of molten rock and the
deep shadows of their labrynthian warrens. Their
vision however is inferior to that of the Nar
and Dwürden Skral races. The Flog suffer
no penalties in daylight.
Any
normally flammable material that a Flog touches
for three rounds will smolder and burst into flame.
Flog are incapable of wearing standard leathers
or working with wooden tools. A mug of water
in their hands begins to boil in ten rounds (one
minute). The touch of a Flog, or that of
a heat conducting weapon held for three rounds
or more inflicts an additional 1d6 of heat damage.
This is counted as a disadvantage for it
prevents the Flog from interacting to any extent
with outsiders. Metal weapons used in this
manner lose 1 hit point (rf. PHB35pp165,166)
per combat.
The
Dwürden Flog's seeming invulnerability to
heat and fire is contrasted by a vulnerability
to cold and water. Dwürden Flog cannot
live long outside tropical areas or away from
volcanic vents. Damage from cold or water
does normal damage plus an equal amount of subdual
damage, causing violent eruptions of "blood
steam" to explode from their bodies. Immersion
in cold or water does damage similar to Heat
Metal (rf. PHB35p239)
to the character. If the Flog takes cold
or water subdual damage equal to or exceeding
its Constitution score in any one round, the character
is also Slowed (rf. PHB35p280)
by the hardening effects of those elements until
the subdual damage is healed. Brief exposure
to normal cold or water has little effect as per
Heat Metal (rf. PHB35p239).
Culture:
The Flog are known by their neighbors
to be peaceful, but are avoided just the same.
They are renowned for their beautiful lava
sculptures and structures formed from molten rock.
Language:
Nearly all Flog can speak their own language
of Flogwürn.
Additionally, most Flog understand and speak
the languages of their trading (or curious) neighbors.
Although the race is rare, it is not uncommon
for the Flog to trade their artworks with neighboring
people. In areas where this takes place,
the Flog likely understand and speak the local
dialect. The Dwürden Flog are very
curious about other races.
Magic:
Unlike most of their Dwürden brethren,
the Flog have some limited magical potential.
Although Dwürden Flog cannot muster
the levels of magic to become successful wizards,
many have been known to develop knacks. Knacks
may only be "developed" at the time of character
creation, and are limited to: Kreadra (to create),
Müt (to change), Orykul (to divine), Phlogòstra
(fire ) and Tereth (earth). The most vulgar
magic that Dwürden Flog have been known to
weave are the creation of magma golems, used to
defend their communities and sacred places.
D&D
3.5 Dwürden Flog Pkg.
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Type;
Medium Humanoid (Dwarf, Fire) |
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Strength
+4 |
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Constitution
+2 |
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Charisma
-4 |
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Vision;
Normal, Low-light |
--
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Base
Speed; 20 feet |
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Special
Quality; Appraise skill (Stone) bonus
1 |
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Special
Quality; Craft skill bonus 2 |
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Special
Quality; Resistant to Heat 3 |
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Special
Quality; Resistant to Magic 4 |
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Special
Quality; Resistant to Poison 5 |
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Special
Quality; Incendiary Touch 6 |
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Special
Quality; Stonecunning 7 |
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Special
Quality; Vulnerability to Cold 8 |
--
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Special
Quality; Vulnerability to Water 9 |
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Aging;
Long (...)
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--
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Automatic
Languages; Flogwürn, other (local) |
--
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Favorite
Class; Fighter |
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Level
Adj.
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+1
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- Appraise Skill (Stone).
Dwürden Flog characters gain a +2 racial
bonus for all Appraise skill checks relating
to stonework.
- Craft Skill Bonus. Dwürden Flog
characters receive a +2 racial bonus on all
craft skills relating to stone or magmaworking.
- Resistant to Heat. Dwürden
Flog characters gain Resist Energy
(Heat) (rf. PHB35p272)
appropriate for their character level.
- Resistant to Magic. Dwürden Flog
characters are resistant to magic and spells.
They gain a +2 racial bonus against spells
and spell-like effects.
- Resistant to Poison. Dwürden Flog
characters are resistant to poison. They
gain a +2 racial bonus against all poison types.
- Incendiary Touch. (see
above)
- Stonecunning. Dwürden Flog characters
gain a +2 racial bonus on Search and Spot checks
that might reveal unusual stonework, sliding
walls, stonework traps, unsafe stone surfaces
and unstable stone ceilings. All of these
checks may be made within 10 feet of the suspect
surface. A Dwürden may actively search
for stonework traps as a rogue. Dwürden
Flog have a good sense of depth beneath the
ground, but a poor sense of height above it.
- Vulnerability to Cold. (see above)
- Vulnerability to Water. (see
above)
Recommended traits:
Abrasive (UA35p87), Hardy
(UA35p88),
Musclebound (UA35p89),
Relentless (UA35p90);
Recommended flaws: Slow (UA35p91)
GURPS
Dwürden Flog Pkg. (100 CP character)
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Strength
+3 |
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+30 CP
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Health
+1 |
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+10 CP
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Incendiary
Touch |
--
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-15 CP
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Quirk
(Do not shave beards) |
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-1 CP
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Reduced
Movement -1 |
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-5 CP
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Hammer
Skill (DX+1) |
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+4 CP
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Extended
Lifespan |
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+10 CP
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Group
Skill Bonus (Crafts) +1 |
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+6 CP
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Infravision |
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+15 CP
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Balance
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+59 CP
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Adult Dwürden
Flog GURPS NPCs begin with a minimum of 100 CPs,
+ 1 CP for every year over 100. Every 10
years gained in this manner requires the character
take an additional no-refund quirk. Creation
of very old and ancient player characters is discouraged.
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Dwürden
> Dwürden Mor |
Dwürden Mor are the classic
"True Dwürden". A rugid people, the
Mor live in mountain halls and remote stone cities,
away from the bustle of Uren populations and the
eyes of Elve borders. The Mor are expert
craftsmen and often wear garments and metalwork
of the finest quality. The Mor often adorn
their crafts with rare and precious gems, which
they covet above all things. The beauty
of Mor handiwork is found in the purity of its
materials and the masterful combination of shape
and function.
Physiology:
A stout, wide-shouldered people,
the Mor stands little over four feet tall and
average a solid 170 pounds. A thick-skinned
race, typical Dwürden faces are craggy with
hard features. Skin tones vary with region,
with most resembling the prevalent stone hue of
their homeland. Mor hair is black, brown
or gray with redder hues found in the southern
lands. Facial hair is found on both male
and female members of the race. Mor
hands and feet are wider in relation to their
bodies than those of the Uren.
Perhaps the most unique aspect
of Dwürden Mor anatomy are their uncalloused
feet. The soles of Mor children remain very
sore throughout much of their youth. Bandage-footed
Mor children are not an uncommon site in their
homes. This condition continues until the
child undergoes the rite of Korun-Farn. Korun-Farn
is the painful Dwürden practice of collecting
stones into the tender sole of one'’s foot.
Adulthood within many Dwürden Mor kingdoms
is defined by the time that Korun-Farn is complete.
The stones of heroic and famous Dwürden
serve as sacred reliquiae for ancestral shrines,
weapons and travelers' pendants. These stones
are distinguishable due to blood stains which
cover one-half of each stone.
Another
quality of stone that Dwürden Mor characters
possess is their strange bouyancy, or lack thereof.
Any Mor placed in water, sinks immediately
to the bottom and cannot swim or float through
any means of skill or talent. If there are
good swimmers among the members of this race,
it will never be known. A Mor's weight is
doubled in water.
Dwürden Mor do not have the
same vision difficulties as their Fal brethren.
Contrary to popular belief, the Mor cannot
see in the dark. Their underground cities
are sparsely lit with oil lamps, torches and luminous
fungi. Some believe that at one time the
Mor did see in the dark, but that those Dwürden
split off to become the Nar
and Skral.
Psychology:
The Dwürden Mor are a proud people,
taking great pains to appear perfect. It
is the mindset of the Mor that things to be done,
should be done correctly and that to do things
correctly requires great preparation and forethought.
Reckless and impulsive behavior is viewed
derisively.
Dwürden Mor have a strong
dislike (to call if "fear" would be
insulting) for water-travel. Getting a Mor
to board a sea-going vessel (or sometimes even
to cross a bridge) can be a heroic if not impossible
effort. Mor also dislike riding mounts though
have little problem with riding in wagons and
carts, so long as they are not bounced around
too much.
The stereotype of the Mor as a
serious people is not far from the mark. Unless
a Dwürden Mor trusts a non-Dwürden implicitly,
they will never let their "guard" down.
Their society does not produce jokers or
pranksters. Mor humor is very dry, but can
be found. Two items for which there is no
humor in the Dwürden mindset is the unending
war against goblinoids (which inhabit the same
remote regions) and their ancient hatred for the
Elve. If the ancient wars were ongoing,
more of the race might be trained to fight them
(and thus gain a combat bonus against them as
well). The truth however is that there are
few remaining (if any) that fought against the
Elve.
Culture:
Clans are extra-familial units which binds
many Dwürden together. In the distant
past clanbrothers may share some common ancestor
or event. Clans are very important to the
Dwürden Mor, and often recognizable to strangers
(other Dwürden) from other areas. If
a heroic tale is to be told of a Dwürden,
it is an insult to not mention the Clan from which
that Dwürden was born. Some of the
more famous Clan Dwürden are: Boldrin,
Nardrak, Stonnum,
Tendar, and Wyrnmor
Bal.
The Dwürden Mor are expert
engineers, craftsmen and miners. Their stone
cities and mountainside fortresses are wondrous
and nigh impregnable. Their masterful works
have stood unchanged since the dawn of their race.
Ancient Dwürden Mor structures have
been found that the Elder Race has no memory or
record of building.
Language:
Dwürden Mor speak their own tongue
Dwurnmor, which
they claim to be the mother tongue of all the
Dwürden races. Dwurnmor is also called
Morwurd. The written word of Dwurnmor is
called Murdwürmor.
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Type;
Medium Humanoid (Dwarf) |
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Strength
+2 |
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Dexterity
-2 |
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Charisma
-2 |
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Vision;
Normal, Low-light |
--
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Base
Speed; 20 feet |
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Feat;
Toughness |
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Special
Quality; Appraise skill (Stone) bonus
1 |
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Special
Quality; Combat (Goblinoids) bonus
2 |
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Special
Quality; Craft skill bonus 3 |
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Special
Quality; Dodge (Giants) bonus 4 |
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Special
Quality; Poor Eyesight 5 |
--
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Special
Quality; Resistant to Magic 6 |
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Special
Quality; Resistant to Poison 7 |
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Special
Quality; Stonecunning 8 |
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Special
Quality; Sinking Stone 9 |
--
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Aging;
(MA = 175, O = 263,
V = 350, Max = +3d%) |
--
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Automatic
Languages; Dwürden, other (local) |
--
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Bonus
Languages; Elve, Gnorm, Ogdar, Ortor,
Urdar |
--
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Favorite
Class; Fighter |
--
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Level
Adj.
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+0
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- Appraise Skill (Stone).
Dwürden Mor characters gain a +2 racial
bonus for all Appraise skill checks relating
to stonework.
- Combat (Goblinoids) Bonus. Dwürden
Mor characters gain a +1 racial bonus on atack
rolls against goblinoids (i.e Ortor,
Urdar, Kururdar,
etc.)
- Craft Skill Bonus. Dwürden Mor
characters receive a +2 racial bonus on all
craft skills relating to stone or metalworking.
- Dodge (Giants) Bonus. Dwürden
Mor characters receive a +4 dodge bonus to Armor
Class when fighting giants (i.e. Ogdar, etc.).
- Poor Eyesight. Dwürden Mor are
myopic, and suffer a -2 to all ranged attacks
and -4 to all Spot checks for objects beyond
30 feet. Dwürden characters may take
a new feat called Keen Eyesight during character
creation to counteract this flaw. Keen
Eyesight may only be taken once and does not
stack with itself.
- Resistant to Magic. Dwürden Mor
characters are resistant to magic and spells.
They gain a +2 racial bonus against spells
and spell-like effects.
- Resistant to Poison. Dwürden Mor
characters are resistant to poison. They
gain a +2 racial bonus against all poison types.
- Stonecunning. Dwürden Mor characters
gain a +2 racial bonus on Search and Spot checks
that might reveal unusual stonework, sliding
walls, stonework traps, unsafe stone surfaces
and unstable stone ceilings. All of these
checks may be made within 10 feet of the suspect
surface. A Dwürden may actively search
for stonework traps as a rogue. Dwürden
Mor have a good sense of depth beneath the ground,
but a poor sense of height above it.
- Sinking Stone. (see
above)
Recommended traits:
Abrasive (UA35p87), Brawler
(UA35p88), Hardy
(UA35p88),
Stout (UA35p90);
Recommended flaws: Poor Reflexes
(UA35p91),
Slow (UA35p91)
GURPS
Dwürden Mor Pkg. (100 CP character)
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Strength
+2 |
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+20 CP
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Greed |
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-15 CP
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Intolerance
(Elve) |
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-5 CP
|
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Intolerance
(Ortor) |
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-5 CP
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Miserliness |
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-10 CP
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Phobia
(Drowning) * |
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-15 CP
|
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Quirk
(Do not shave beards) |
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-1 CP
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Reduced
Movement -1 |
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-5 CP
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Axe
or Hammer Skill (DX+1) |
|
+4 CP
|
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Toughness |
|
+10 CP
|
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Extra
Fatigue +2 |
|
+6 CP
|
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Extended
Lifespan |
|
+10 CP
|
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Group
Skill Bonus (Crafts) +1 |
|
+6 CP
|
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Magic
Resistance +3 |
|
+6 CP
|
|
Night
Vision |
|
+10 CP
|
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Imperturable |
|
+10 CP
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Balance
|
+26 CP
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* Whether
Dwürden Mor are as dense as stone or
their fear of crossing water is such that
they become paralyzed with inaction, Mor sink
to the bottom of all water entered (see Drowning,
rf.
B22). Dwürden Mor may not take
skills related to Swimming or Boating.
Adult Dwürden
Mor GURPS NPCs begin with a minimum of 100 CPs,
+ 1 CP for every year over 100. Every 10
years gained in this manner requires the character
take an additional no-refund quirk. Creation
of very old and ancient player characters is discouraged.
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Dwürden
> Dwürden Nar |
The Dwürden Nar live in the
deepest tunnels and caverns of the Underearth.
The photophobic Nar never willingly venture
into the surface lands of light. Their
world exists in total darkness, except for the
deepest magma flows and the spark of steel on
steel.
Physiology:
Those rare explorers that have seen Nar
corpses exposed to torch-light reported frail
Dwürden frames with angular features, pale
skin and tangled hoary beards. Strangest
of their features were their saucer white eyes,
unbroken by iris or pupil. In the Visìktim
Eríbim the Nar are described as:
"...a starved specimen
of Dwürden hauled from the very Nether of
the Underearth with a skin taut and sallow and
teeth and nails an unnatural hue of ebony. The
explorers that provided the cadaver claimed that
its flesh once shone like ivory, but their torch-lit
obversations must be weighed carefully, for they
subsisted on fungi and cave-worms for untold weeks
before emerging themselves not a little Unhinged
by the harrowing experience. Another most
curious observation of the Nar's body is that
despite its long journey and inevitable hardship
such travel takes on all things, the body appears
in perfect form as if only a moment has passed
since its final breath. No sign or scent
of decay clings to its lifeless form as if its
chest might rise with breath and heartbeat again
with each and any moment that passes."
Few Nar grow taller than four feet
in height and fewer develop muscles more than
the tight but powerful sinews which hold their
skeletons together. By standards more appropriate
for denizens of the plentiful surface, the Nar
appear skeletal and even frightening with there
lidless eyes and black fingernails and teeth.
Only the Dwürden Mor recognize the
Nar as the allies that they are against the Darkness
and the fallen Skral.
The
Dwürden Nar have two senses that allow them
to thrive in the dark Underearth. The first
sense is Darkvision, a sight that is shared by
the adversarial Skral. The second sense
is Od-sight, a magical perception that makes the
Nar very difficult to surprise. The Od-sight
picks up on the smallest cues of movement, changes
in the air, smell and temperature. With
the sense the Nar can tell how large a room is,
how many people are in the room, and how close
the nearest are. While not as precise as
other visions, the Od-sight grants the Nar a +2
racial bonus to Listen, Search, Spot and Initiative
while in the Underearth. Darkvision does
not reveal a blended Skral, but Od-sight may alert
a Nar that one is near. Torches, lanterns,
Light (rf. PHB35p248)
and Contiunal Flame (rf. PHB35p248)
create a blinding enivornment for the Nar.
Psychology:
The Nar feel blind without their Od-sight
and do not voluntarily leave areas where there
is ambient Od magics.
Culture:
Most Nar societies are draconian. Every
member of the Clan is an efficient piece of the
whole. Freedoms are not sought or given.
The Dwürden Nar keep corrals of slaves
which include Dwürden Nar that have not lived
up to the Code, but are usually comprised of members
fromother races. Slaves are a useful commodity
in the Nar culture, though most are short-lived.
Slave life is short and unforgiving in the
Underearth.
Magic:
Unlike most Dwürden sub-races, the
Nar are fully competent users of magic, at least
as good as their Uren counterparts. Many
of the realms where they live radiate strongly
with magic and a power called Od.
Od is a warping force that corrupts all
which come into contact with it. Less hardy
creatures than Dwürden can be killed by the
power, while the Dwürden seem to be transformed
by it. Odnar
are those Dwürden that have been changed
by the power of Od. Odnar commonly have
extra limbs, or body parts and are always frightening
to behold. Depending on the Clan, Odnar
may be viewed with disgust or respected. It
is this same magic that provides all Nar with
the Od-sight.
Dwürden Nar spellcasters are
capable of mastering nearly all arts accessible
to their Uren counterparts. Nar magic-users
typically study those arts or domains specific
to their Clan. Whereas one Clan may only
study Phlogoòstra and Müt, while another
specializes with Kreaádra, Tereth, and
Or Dnur. Clan spellcasters rarely specialize
in more than four arts (including Pyrádra).
|
|
Type;
Medium Humanoid (Dwarf) |
|
|
Dexterity
+2 |
|
|
Charisma
-2 |
|
|
Vision;
Darkvision |
--
|
|
Base
Speed; 20 feet |
|
|
Special
Quality; Appraise skill (Stone) bonus
1 |
|
|
Special
Quality; Craft skill bonus 2 |
|
|
Special
Quality; Od-sight 3 |
|
|
Special
Quality; Resistant to Magic 4 |
|
|
Special
Quality; Resistant to Poison 5 |
|
|
Special
Quality; Stonecunning 6 |
|
|
Special
Quality; Weak Swimmer 7 |
--
|
|
Aging;
(MA = 125, O = 188,
V = 250, Max = +2d%) |
--
|
|
Automatic
Languages; Dwürden, other (local) |
--
|
|
Favorite
Class; Ranger |
--
|
|
|
Level
Adj.
|
+0
|
- Appraise Skill (Stone).
Dwürden Mor characters gain a +2 racial
bonus for all Appraise skill checks relating
to stonework.
- Craft Skill Bonus. Dwürden Nar
characters receive a +2 racial bonus on all
craft skills relating to stone or metalworking.
Od-sight. Dwürden Nar receive
the benefits of Od-sight (see above)
while in Underearth regions where there are ambient
Od magics. Od-sight cannot be used to "see",
but allows the Nar to perceive changes to its
environment. Od-sight does not require conscious
effort and may alert sleeping Nar to changes in
their surroundings with the same effectiveness
as hearing or smell.
- Resistant to Magic. Dwürden Nar
characters are resistant to magic and spells.
They gain a +2 racial bonus against spells
and spell-like effects.
- Resistant to Poison. Dwürden Nar
characters are resistant to poison. They
gain a +2 racial bonus against all poison types.
- Stonecunning. Dwürden Nar characters
gain a +2 racial bonus on Search and Spot checks
that might reveal unusual stonework, sliding
walls, stonework traps, unsafe stone surfaces
and unstable stone ceilings. All of these
checks may be made within 10 feet of the suspect
surface. A Dwürden may actively search
for stonework traps as a rogue. Dwürden
Nar have no sense of their depth beneath the
ground, but an excellent sense of depth in relation
to other Underearth regions.
- Weak Swimmer. Dwürden Nar characters
are poor swimmers in addition to being very
dense for their size. They suffer double
Armor Check Penalties for swimming. Dwürden
that slip underwater rarely have their wits
enough about them to take a breath (Will save
DC 20). Most Dwürden Nar have an
understandable fear of deep water and ships.
Recommended traits:
Aggressive (UA35p87), Cautious
(UA35p87), Nightsighted
(UA35p89),
Quick (UA35p89),
Spellgifted (UA35p90);
Recommended flaws: Frail (UA35p91),
Meager Fortitude (UA35p91)
GURPS
Dwürden Nar Pkg. (100 CP character)
|
|
|
Dexterity
+2 |
|
+20 CP
|
|
Callous |
|
-6 CP
|
|
Greed |
|
-15 CP
|
|
Intolerance
(Racial) |
|
-10 CP
|
|
Quirk
(Do not shave beards) |
|
-1 CP
|
|
Reduced
Movement -1 |
|
-5 CP
|
|
Sense
of Duty (Clan) |
|
-10 CP
|
|
Axe
or Hammer Skill (DX+1) |
|
+4 CP
|
|
Weakness
(Rare; Daylight) * |
|
-10 CP
|
|
Acute
Hearing +2 |
|
+4 CP
|
|
Acute
Taste and Smell +2 |
|
+4 CP
|
|
Acute
Vision +2 |
|
+4 CP
|
|
Alertness
+1 |
|
+5 CP
|
|
Extended
Lifespan |
|
+10 CP
|
|
Dark
Vision |
|
+25 CP
|
|
|
Balance
|
+19 CP
|
* In
addition to the standard rules for (-20 CP) Weakness
(rf. CI106),
any Dwürden Nar who is exposed to true daylight
must make a successful HT check for every minute
exposed or be temporarily blinded. Checks
against lesser light sources are made as: lanterns
(HT-2), torches (HT-3). All damage from
daylight leaves burn scarring.
Adult Dwürden
Nar GURPS NPCs begin with a minimum of 100 CPs,
+ 1 CP for every year over 100. Every 10
years gained in this manner requires the character
take an additional no-refund quirk. Creation
of very old and ancient player characters is discouraged.
|
Dwürden
> Dwürden Skral |
The Skral live in the deepest caverns
and subterranean realms of the Underearth. It
is uncommon for the Dwürden Skral to venture
to the surface. If there are sub-race of
Dwürden that could be considered as a whole
Evil, the Skral would be that group. Those
that know of the Skral know of their tempers,
their hunger and their treachery. It was
the Skral that turned on their Dwürden kin
during the great Elve wars of ages gone. To
this day it is not known what the foul race was
paid but more and more it is believed that their
actions were freely given.
Physiology:
The shortest of the Dwürden races,
Skral average just below four feet in height,
making them well adapted to the small tunnels
and warrens of the Underearth. Skral Darkvision
is unsurpassed among the Dwürden races.
The Skral appear as dark-skinned Dwürden
of slight build. The eyes of the Skral are
pale white, but are not blank like those of the
Nar.
The Skrals' most striking quality
is their supernatual ability to blend with their
natural rock surroundings when standing still.
The Nar blending ability works against Darkvision,
Low-light and Normal visions. Torches, lanterns,
Light (rf. PHB35p248)
and Contiunal Flame (rf. PHB35p248)
create a blinding enivornment for the Skral. Unlike
the Nar, the Skral do not benefit from Od-sight.
Psychology:
The Skral are chaotic and Evil. They
are unable to maintain large communities or long
alliances. One of the few circumstances
when Skral are able to work together toward a
common goal is against the Nar, their hated Underearth
kin. The Skral hatred for the Dwürden
Nar is nothing short of pathological; Skral and
Nar cannot exist together. There are many
"reasons" given for this relationship
but few add up. It is possible that the
war began within the fevered imagination of one
Skral mind and blossomed outward from there.
Each Skral views itself as a loner
and is suspicious of all others, Skral and otherwise.
Culture:
The Dwürden Skral seem to be embroiled
in constant battle with the Dwürden Nar and
Druul Nelveral.
The source of the Skral and Druul fight
is also unclear. The few Skral communities
that exist are built like fortresses. These
are rarely abandoned except for the gathering
of food and resources. The Skral maintain
few allainces with other Underrealms. Some
Skral have limited business contacts with the
trustworthy Mor, but all others are met with a
guarded hostility. The Mor as a race detest
the Skral, but deal with them ocassionally to
gain access to rare gems and minerals. Unlike
the Nar, who feel blind without the comfort of
their Od-sight, the Skral are more likely to venture
toward the surface.
Many Skral communities maintain
a wall of carved names listing all the enemies
of the people. Capture or killing of named
persons is encouraged and sometimes rewarded (see
Skral-Magic). There
are many ways of getting ones name on the walls,
but mostly anyone that wants someone dead may
chisel the name freely. Though Skral society
has few rules, an important one states that if
you kill the person who put your name on the wall
then your name may be removed, but not before.
This exchange is referred to as an assassin's
duel.
Language:
Most Dwürden Skral are familiar with
the languages of local subterranean races. Under
most circumstances, no Dwürden Skral will
know (or have heard of) Human Common, though most
underground realms share an Undercommon between
the races. Undercommon is usually not a
specific language, but rather a conglomeration
of words and phrases blended from the surrounding
racial tongues. The Skral language is called
Skwurn.
Magic:
Magic use is despised within Skral culture.
Those who practice the arts in or near Skral
communities are named "enemies of the state".
D&D
3.5 Dwürden Skral Pkg.
|
|
|
Type;
Medium Humanoid (Dwarf) |
|
|
Constitution
+2 |
|
|
Charisma
-4 |
|
|
Vision;
Darkvision |
--
|
|
Base
Speed; 20 feet |
|
|
Special
Quality; Appraise skill (Stone) bonus
1 |
|
|
Special
Quality; Combat (Elve) bonus 2 |
--
|
|
Special
Quality; Craft skill bonus 3 |
|
|
Special
Quality; Resistant to Magic 4 |
|
|
Special
Quality; Resistant to Poison 5 |
|
|
Special
Quality; Stonecunning 6 |
|
|
Special
Quality; Weak Swimmer 7 |
--
|
|
Aging;
(MA = 125, O = 188,
V = 250, Max = +2d%) |
--
|
|
Automatic
Languages; Skwurn, other (local) |
--
|
|
Favorite
Class; Fighter or Rogue |
--
|
|
|
Level
Adj.
|
+0
|
- Appraise Skill (Stone).
Dwürden Skral characters gain a +2 racial
bonus for all Appraise skill checks relating
to stonework.
- Craft Skill Bonus. Dwürden Skral
characters receive a +2 racial bonus on all
craft skills relating to stone or metalworking.
Combat (Elve) Bonus. Dwürden
Skral characters gain a +1 racial bonus on atack
rolls against the Elve.
- Resistant to Magic. Dwürden Skral
characters are resistant to magic and spells.
They gain a +2 racial bonus against spells
and spell-like effects.
- Resistant to Poison. Dwürden Skral
characters are resistant to poison. They
gain a +2 racial bonus against all poison types.
- Stonecunning. Dwürden Skral characters
gain a +2 racial bonus on Search and Spot checks
that might reveal unusual stonework, sliding
walls, stonework traps, unsafe stone surfaces
and unstable stone ceilings. All of these
checks may be made within 10 feet of the suspect
surface. A Dwürden may actively search
for stonework traps as a rogue. Dwürden
Skral have a good sense of depth beneath the
ground, but a poor sense of height above it.
- Weak Swimmer. Dwürden Skral characters
are poor swimmers in addition to being very
dense for their size. They suffer double
Armor Check Penalties for swimming. Dwürden
that slip underwater rarely have their wits
enough about them to take a breath (Will save
DC 20). Most Dwürden Skral have an
understandable fear of deep water and ships.
Recommended traits:
Aggressive (UA35p87), Dishonest
(UA35p87), Quick
(UA35p89),
Reckless (UA35p89),
Suspicious (UA35p90)
GURPS
Dwürden Skral Pkg. (100 CP character)
|
|
|
Health
+1 |
|
+10 CP
|
|
Greed |
|
-15 CP
|
|
Intolerance
(Racial) |
|
-10 CP
|
|
Quirk
(Do not shave beards) |
|
-1 CP
|
|
Reduced
Movement -1 |
|
-5 CP
|
|
Axe
or Hammer Skill (DX+1) |
|
+4 CP
|
|
Weakness
(Rare; Daylight) * |
|
-10 CP
|
|
Chameleon
(Underground) x1.5 (+3) |
|
+10 CP
|
|
Extra
Fatigue +2 |
|
+6 CP
|
|
Group
Skill Bonus (Crafts) +1 |
|
+6 CP
|
|
Magic
Resistance +2 |
|
+4 CP
|
|
Extended
Lifespan |
|
+10 CP
|
|
Dark
Vision (Color) |
|
+28 CP
|
|
|
Balance
|
+37 CP
|
* In
addition to the standard rules for (-20 CP) Weakness
(rf. CI106),
any Dwürden Skral who is exposed to true
daylight must make a successful HT check for every
minute exposed or be temporarily blinded. Checks
against lesser light sources are made as: lanterns
(HT-2), torches (HT-3). All damage from
daylight leaves burn scarring.
Adult Dwürden
Skral GURPS NPCs begin with a minimum of 100 CPs,
+ 1 CP for every year over 100. Every 10
years gained in this manner requires the character
take an additional no-refund quirk. Creation
of very old and ancient player characters is discouraged.
|
|
|
Notes
/ References |
- Fem. Names: Idna, Kerajh
- Masc. Names: Dourn, Gurhn, Hreken, Kehen,
Nirst, Rengr, Zuradun
- Surnames: Dylokur (sk), Nafth
(sk), Nammuncreft, Norkant, Nurdruun (sk),
Ohlmdamnor (mor), Ornkaph (sk), Churbul
(mor)
- Lexicon: ord = fraternity/society
|
|
|
|