Karakthane Dwarf

 

Species Name: Dwarf, Dhwéryhe, Neidar, Hill Dwarf, Karakthane

These are dwarves that have left the underground dwarven lands to live in and trade with the world at large. They are more accepting of the other races. They have a feud with the mountain dwarves, whom they accuse of having blocked them from entering the mountain kingdom after the destruction of Lemuria. The mountain dwarves hold that they did so because if they had let the Neidar in they all would have starved. All Hill Dwarves are grouped into this thanedom. Hill dwarves live in areas of rolling hills. Their strongholds are primarily located underground, though they frequently have outposts on the surface. Hill dwarves are the most common dwarves and have adapted well to life above and below ground. They claim that they have always lived in the hills, but they may have migrated
there either by travelling above ground, or via underground passages.

Type: Humanoid

Physical Traits: Short height, solidly muscled, broad shouldered, large thick fingered hands

Height: 4 ft

Weight: 150 lbs

Abilities: Nightvision up to 90 metres

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6, WIS: 3D6, STR: 4D6, DEX: 3D6, CON: 4D6, CHA: 3D6, MR: 2D6, HPs: CON +D12

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: 450 years

Technology: 2

Culture: Standard. Diversified mix of kind and evil people. Many of these dwarves could trace their ancestry back to one of the other clans. The role of the Neidar prior to Lemuria's obliteration was scouting and tending to the flocks outside. Although they do not live within the underground realm of Thorbardin, they are considered part of that society, maintaining a seat on the Council of Thanes. Long ago, they might have even challenged the Hylar for the ruler-ship of Thorbardin, but their natures urged them to not stay. The two cultures (mountain and hill dwarf) had warm relations prior to the Lemuria cataclysm. Once the city was destroyed the Neidar suffered from a lack of communication with their Mountain Dwarf cousins. The Neidar believing that they had been left to die in the outside world, fought starvation, disease and the chaos that resulted from the cataclysm.

Unlike their Mountain Dwarf cousins, these Hill Dwarves prefer to live outside the kingdom of Thorbardin because their restless natures found the underground caverns too cramped and small for them. They are also more willing to travel the world, hiring themselves out as master craftsman. They have taken to farming and raise many crops and other beasts for trade. Neidar clans form small villages that consist of modest houses of thatch, wood, and stone. Because of their dwarven roots they are excellent miners, metalsmiths, and woodworkers. The eldest male serves as clan leader, but most major decisions are made by consensus. Unmarried Neidar often set out on their own, returning to their original clan only occasionally. Fond of animals, they keep kittens, sparrows, and ponies as pets. They produce few items of value, but sometimes they create metal tools and honey candies to sell in human towns. Neidar have voracious appetites, favourite dishes include cornbread, mushroom soup, and roast kingfisher. Neidar have deep tan to light brown skin, ruddy cheeks, and bright eyes. Their hair is brown, black, or grey, and the majority of adult males wear long bushy beards and moustaches. They favour earth toned clothing and knee-high boots. Neidar tend to be rough and coarse. They are extremely loyal and honourable, and are capable of deep and lasting friendships. Neidar have low, rich voices and can sing quite well. They have an extreme aversion to travelling by water.

When drawn into a battle, Neidar fight with skill and courage. They usually wear studded leather armour and carry small shields. Battle axes and daggers are their preferred weapons. Neidar clans form small villages that consist of modest houses of thatch, wood, and stone. A typical clan includes 10D10 members. About 40-50% are women and children. Of the adult males, about 80% are 1st-level fighters, 10% are 2nd- to 4th-level fighters, 5% are 5th-level or higher fighters, and the rest are rangers and thieves of various levels. Because of their dwarven roots they are excellent miners, metalsmiths, and woodworkers. The eldest male serves as clan leader, but most major decisions are made by consensus. Unmarried Neidar often set out on their own, returning to their original clan only occasionally.

Government: Dwarves are traditionally ruled by a king or chief, but these are only two of the possible forms of government available. Major strongholds are always ruled by a feudal king.

Population: 4,836,400

 

 

Creating a Hill Dwarf character

Step 1: Age
Determine your character's age. If older than 100 you need to determine which years you have been present in.
01-20 10 xD4 years
21-40 10 xD6 years
41-60 10 xD10 years
61-80 10 xD12 years
81-00 10 xD20 years
Next decide what you have been doing. Were you involved in any famous historical incidents? In the present day where does your character live or is he a wanderer, moving around continuously?
Step 2: Attributes
Roll attributes as normal but STR and CON are +D6, while MR is -D6. Mana = INT + WIS x2. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1.

Hit points = CON +12, +12 per level.

Step 3: Skills

Choose skills in the normal manner according to the character's class. Then for every 100 years alive select 1 additional skill.

Step 4: Abilities

All Dwarves gain all the following free;

Night Vision - The character can see in absolute darkness at a distance equal to his normal sight.

Greenskin Enemies - Every Dwarf harbours a deep loathing for the Goblin, Orc, Ogre and Hobgoblin races. Even an otherwise pacifistic Dwarf has no reservations about harming this creature. In fact he may actively seek it out for the express purpose of destroying it, usually due to some need for revenge. Gain the following when fighting one of the green skins; +2 Thac0 and AC. +2 attacks and initiative. This increases by +1 to all bonuses listed every 3 levels.

Additionally Dwarves start with 40 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Earth Heals 10 Whenever in an area with hills or crags Dwarves can heal at phenomenal rates. They must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.
Increased AC 5 +1 AC
Increased Thac0 5 +1 Thac0 with melee weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.
Intimidating 10 This character has greater presence, +1 CHA
Natural Chameleon 10 Using this ability the Dwarf can blend into and render himself nearly invisible in any terrain with hills or crags. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 
Nature Survival 10 Due to a Dwarf's extensive experience and training he gains +1 to any physical, combat and survival rolls made while within a hills or crags environment. He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Mountain, Forest or Ocean. Each time this ability is rebought he may either take an additional +1 with their terrain OR choose a new terrain.
Reduced Sleep 5 The Dwarf needs one hour less normal sleep per 5 CON.
Sense Hidden 5 The Dwarf gains +1 per 5 INT to detect a hidden object, door, person, etc.
Smell 5 Smell increases to x1 normal range per 3 WIS with an additional x1 per level. It can only be used for smelling poison or impurities in food and beverage.
Witch Sight 10 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 5: Classes
Any but favoured ones include Slayer, Merchant and Soldier. Mage classes are generally shunned (except for Artificers, Alchemists, Runesmith, Priests and Shaman) due to their distrust of magic. The general consensus is that magic is too erratic and volatile to fool around with let alone rely on in battle.

 

 

Races