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People & Races > Dwürden (earth/spirit)

 

Overview

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.


Dwürden (Dwarves)

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.

D&D 3.5 Dwürden Fal Pkg.
Type; Medium Humanoid (Dwarf)
MM35p91
Constitution +2
Charisma -2
Vision; Normal, Low-light
--
Base Speed; 20 feet
Special Quality; Appraise skill (Stone) bonus 1
Special Quality; Craft skill bonus 2
Special Quality; Poor Eyesight 3
--
Special Quality; Resistant to Magic 4
Special Quality; Resistant to Poison 5
Special Quality; Stonecunning 6
Special Quality; Weak Swimmer 7
--
Aging; Long (MA = 125, O = 188, V = 250, Max = +2d%)
--
Automatic Languages; Dwürden, Common
--
Bonus Languages; Gnorm, Ogdar, Ortor, Urdar
--
Favorite Class; Commoner or Expert
--
 
Level Adj.
+0
  1. Appraise Skill (Stone). Dwürden Fal characters gain a +2 racial bonus for all Appraise skill checks relating to stonework.
  2. Craft Skill Bonus. Dwürden Fal characters receive a +2 racial bonus on all craft skills relating to stone or metalworking.
  3. 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.
  4. Resistant to Magic. Dwürden Fal characters are resistant to magic and spells.  They gain a +2 racial bonus against spells and spell-like effects.
  5. Resistant to Poison. Dwürden Fal characters are resistant to poison.  They gain a +2 racial bonus against all poison types.
  6. 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.
  7. 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)
Strength +2
B13
+20 CP
Health +1
B13
+10 CP
Bad Sight (Nearsighted)
B27
-25 CP
Miserliness
B34
-10 CP
Quirk (Do not shave beards)
B41
-1 CP
Reduced Movement -1
CI103
-5 CP
Axe or Hammer Skill (DX+1)
B49
+4 CP
Extended Lifespan
CI154
+10 CP
Group Skill Bonus (Crafts) +1
CI177
+6 CP
Magic Resistance +2
B21
+4 CP
Night Vision
B22
+10 CP
Reputation +1
B17
+5 CP
 
Balance
+30 CP

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.



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.
Type; Medium Humanoid (Dwarf, Fire)
MM35p91
Strength +4
Constitution +2
Charisma -4
Vision; Normal, Low-light
--
Base Speed; 20 feet
Special Quality; Appraise skill (Stone) bonus 1
Special Quality; Craft skill bonus 2
Special Quality; Resistant to Heat 3
PHB35p272
Special Quality; Resistant to Magic 4
Special Quality; Resistant to Poison 5
Special Quality; Incendiary Touch 6
--
Special Quality; Stonecunning 7
Special Quality; Vulnerability to Cold 8
--
Special Quality; Vulnerability to Water 9
--
Aging; Long (...)
--
Automatic Languages; Flogwürn, other (local)
--
Favorite Class; Fighter
--
 
Level Adj.
+1
  1. Appraise Skill (Stone). Dwürden Flog characters gain a +2 racial bonus for all Appraise skill checks relating to stonework.
  2. Craft Skill Bonus. Dwürden Flog characters receive a +2 racial bonus on all craft skills relating to stone or magmaworking.
  3. Resistant to Heat.  Dwürden Flog characters gain Resist Energy (Heat) (rf. PHB35p272) appropriate for their character level.
  4. Resistant to Magic. Dwürden Flog characters are resistant to magic and spells.  They gain a +2 racial bonus against spells and spell-like effects.
  5. Resistant to Poison. Dwürden Flog characters are resistant to poison.  They gain a +2 racial bonus against all poison types.
  6. Incendiary Touch.  (see above)
  7. 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.
  8. Vulnerability to Cold. (see above)
  9. 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)
Strength +3
B13
+30 CP
Health +1
B13
+10 CP
Incendiary Touch
--
-15 CP
Quirk (Do not shave beards)
B41
-1 CP
Reduced Movement -1
CI103
-5 CP
Hammer Skill (DX+1)
B49
+4 CP
Extended Lifespan
CI154
+10 CP
Group Skill Bonus (Crafts) +1
CI177
+6 CP
Infravision
CI158
+15 CP
 
Balance
+59 CP

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.


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.

D&D 3.5 Dwürden Mor Pkg.
Type; Medium Humanoid (Dwarf)
MM35p91
Strength +2
Dexterity -2
Charisma -2
Vision; Normal, Low-light
--
Base Speed; 20 feet
Feat; Toughness
PHB35p101
Special Quality; Appraise skill (Stone) bonus 1
Special Quality; Combat (Goblinoids) bonus 2
Special Quality; Craft skill bonus 3
Special Quality; Dodge (Giants) bonus 4
Special Quality; Poor Eyesight 5
--
Special Quality; Resistant to Magic 6
Special Quality; Resistant to Poison 7
Special Quality; Stonecunning 8
Special Quality; Sinking Stone 9
--
Aging; (MA = 175, O = 263, V = 350, Max = +3d%)
--
Automatic Languages; Dwürden, other (local)
--
Bonus Languages; Elve, Gnorm, Ogdar, Ortor, Urdar
--
Favorite Class; Fighter
--
 
Level Adj.
+0
  1. Appraise Skill (Stone). Dwürden Mor characters gain a +2 racial bonus for all Appraise skill checks relating to stonework.
  2. Combat (Goblinoids) Bonus.  Dwürden Mor characters gain a +1 racial bonus on atack rolls against goblinoids (i.e Ortor, Urdar, Kururdar, etc.)
  3. Craft Skill Bonus. Dwürden Mor characters receive a +2 racial bonus on all craft skills relating to stone or metalworking.
  4. Dodge (Giants) Bonus.  Dwürden Mor characters receive a +4 dodge bonus to Armor Class when fighting giants (i.e. Ogdar, etc.).
  5. 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.
  6. Resistant to Magic. Dwürden Mor characters are resistant to magic and spells.  They gain a +2 racial bonus against spells and spell-like effects.
  7. Resistant to Poison. Dwürden Mor characters are resistant to poison.  They gain a +2 racial bonus against all poison types.
  8. 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.
  9. 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)
Strength +2
B13
+20 CP
Greed
B13
-15 CP
Intolerance (Elve)
B34
-5 CP
Intolerance (Ortor)
B34
-5 CP
Miserliness
B34
-10 CP
Phobia (Drowning) *
B35
-15 CP
Quirk (Do not shave beards)
B41
-1 CP
Reduced Movement -1
CI103
-5 CP
Axe or Hammer Skill (DX+1)
B49
+4 CP
Toughness
B23
+10 CP
Extra Fatigue +2
CI124
+6 CP
Extended Lifespan
CI154
+10 CP
Group Skill Bonus (Crafts) +1
CI177
+6 CP
Magic Resistance +3
B21
+6 CP
Night Vision
B22
+10 CP
Imperturable
CI126
+10 CP
 
Balance
+26 CP
* 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.


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).

D&D 3.5 Dwürden Nar Pkg.
Type; Medium Humanoid (Dwarf)
MM35p91
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
  1. Appraise Skill (Stone). Dwürden Mor characters gain a +2 racial bonus for all Appraise skill checks relating to stonework.
  2. Craft Skill Bonus. Dwürden Nar characters receive a +2 racial bonus on all craft skills relating to stone or metalworking.
  3. 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.
  4. Resistant to Magic. Dwürden Nar characters are resistant to magic and spells.  They gain a +2 racial bonus against spells and spell-like effects.
  5. Resistant to Poison. Dwürden Nar characters are resistant to poison.  They gain a +2 racial bonus against all poison types.
  6. 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.
  7. 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
B13
+20 CP
Callous
CI186
-6 CP
Greed
B13
-15 CP
Intolerance (Racial)
B34
-10 CP
Quirk (Do not shave beards)
B41
-1 CP
Reduced Movement -1
CI103
-5 CP
Sense of Duty (Clan)
B39
-10 CP
Axe or Hammer Skill (DX+1)
B49
+4 CP
Weakness (Rare; Daylight) *
CI106
-10 CP
Acute Hearing +2
B19
+4 CP
Acute Taste and Smell +2
B19
+4 CP
Acute Vision +2
B19
+4 CP
Alertness +1
B19
+5 CP
Extended Lifespan
CI154
+10 CP
Dark Vision
CI52
+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)
MM35p91
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
  1. Appraise Skill (Stone). Dwürden Skral characters gain a +2 racial bonus for all Appraise skill checks relating to stonework.
  2. Craft Skill Bonus. Dwürden Skral characters receive a +2 racial bonus on all craft skills relating to stone or metalworking.
  3. Combat (Elve) Bonus.  Dwürden Skral characters gain a +1 racial bonus on atack rolls against the Elve.
  4. Resistant to Magic. Dwürden Skral characters are resistant to magic and spells.  They gain a +2 racial bonus against spells and spell-like effects.
  5. Resistant to Poison. Dwürden Skral characters are resistant to poison.  They gain a +2 racial bonus against all poison types.
  6. 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.
  7. 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
B13
+10 CP
Greed
B13
-15 CP
Intolerance (Racial)
B34
-10 CP
Quirk (Do not shave beards)
B41
-1 CP
Reduced Movement -1
CI103
-5 CP
Axe or Hammer Skill (DX+1)
B49
+4 CP
Weakness (Rare; Daylight) *
CI106
-10 CP
Chameleon (Underground) x1.5 (+3)
CI51
+10 CP
Extra Fatigue +2
CI124
+6 CP
Group Skill Bonus (Crafts) +1
CI177
+6 CP
Magic Resistance +2
B21
+4 CP
Extended Lifespan
CI154
+10 CP
Dark Vision (Color)
CI52
+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
  1. Fem. Names: Idna, Kerajh
  2. Masc. Names: Dourn, Gurhn, Hreken, Kehen, Nirst, Rengr, Zuradun
  3. Surnames:  Dylokur (sk), Nafth (sk), Nammuncreft, Norkant, Nurdruun (sk), Ohlmdamnor (mor), Ornkaph (sk), Churbul (mor)
  4. Lexicon: ord = fraternity/society

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Site content not OGC unless otherwise labeled

Races

The main races of Teréth End are:

Uren (Humans)
Chaosborn (Magic-Kin)
Duinu (Dream-Folk)
Dwürden (Dwarves)
Ejara (Dream-Folk)
Elve (Elves)
Faer (Changelings)
Faeri (Faerie)
Gnorm (Gnomes)
Gru
Grumun
Halvarel (Elf-Kin)
Halvers (Human-Kin)
Hörks (Elementals)
Ikitikirittik (Insectoids)
Neveren (Elf-Kin)
Ogren (Half-Ogres)
Ortor (Orcs)
Sha'al (Saurians)
Shul (Centaurians)
Urdar (Goblins)
Werrid (Lycanthropes)
Zultaya (Ichthyoids)

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Ref. PHB35 (Player's Handbook), © Wizards of the Coast
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