Thanks to my friend Peter Kovalsky, I have been able to recover this blog post text from my Google reader. I will be posting the 3rd post in a few minutes.
This is the second of three posts outlining each demi-human race for Novarium (next is Halflings).
As far as I see it, Tolkien/D&D Dwarves have the following characteristics:
- Stoneworking/Crafting aptitude
- Health bonuses
- Resistance to Poison
- Resistance to Magic
- Resistance to Alcohol
- Dour nature
- Long life
- Greediness
- proclivity for axes & melee combat
- Darkvision
I am going to be abandoning all of these for the most part (Alcohol & Melee stays, though not exactly as traditionally).
Instead, Dwarves are being re-imagined in this way:
- Dwarves are also an ancient race, like the Elves. However, they have fallen into decline due to their own vain machinations, not the evil work of another. Several millenia ago, Dwarven civilization was the height of their technological prowess, a culture with extensive innovation including steam power. Then they developed a method of replacing their blood with a thick sap-like alchemical substance called Aguloin. Aguloin granted the Dwarves a number of advantages and they believed at the time they could control it's effects. Within a generation of it's development, all Dwarves had replaced their blood with Aguloin.
Aguloin slowed down the metabolism of the subject, allowing them to live approximately twice their standard lifespan (which is similar to a human's) and only requiring the consumption of a fourth the standard input of food and water. For this reason, it was obviously extremely popular to have done. The unknown downside was that over time, Aguloin stripped the Dwarves of their ambitions and drive to succeed. They became sullen and depressed, a shadow of their formerly active selves.
The energy that Dwarven civilization needed to continue fell away. Reproduction rates plummeted, innovation ceased, and for the most part labor and work ceased. A lack of passion caused society to disintegrate. Further, it was discovered that babies born to mothers with Aguloin blood had subtle defects in their physiology that did not emerge until they reached puberty. Dwarves that exist today have been genetically scarred by this effect and suffer from weaknesses as a result.
- Dwarvish blood is thicker than a normal human's (or an ancient Dwarf's, for that matter). It clots easily and this can form terminal clots in the heart once a Dwarf gets into their forties. Almost all Dwarves that exist today are very young (average age in the early 20s) and quite determined to breed before time catches up to them. They are energetic and bold, seeking to build a reputation quickly and leverage that into a family so that they might leave a legacy. They are very lusty and forward towards the opposite sex at all times. Mechanically, this blood allows a Dwarf to take 1/2 damage when bleeding and grants a total immunity to intoxication from alcohol. They can also hold their breath for twice the standard duration and drugs/toxins have twice the standard duration of effect on a Dwarf (for good or ill)
- Dwarves suffer from degenerative eyesight as they age, with minor degredation occuring before puberty even occurs. This degeneration makes it very hard to distinguish small variations, rendering Dwarves incapable of reading. Dwarves cannot read even simple words like STOP (which even an illiterate human knows) and they can never take the Literate gift. Dwarves are the only class to actually receive a save penalty, applied to Spot.
- Perhaps as a result of the focus on sound caused by the above vision problems, or perhaps as a result of the blood effects, a Dwarf has incredible hearing. They can hear ultra-low frequency sounds like a dog whistle or seismic shifts. They can distinguish between different conversation participants even at significant range, they have a high likelihood of remembering someone's voice if they hear it again (1in6 chance of failure), and this is all in addition to Listen as a major class save.
- Dwarves that exist today believe that their pursuit of their technology was the root cause of the Dwarven collapse, not just a specific technology. They are extremely distrustful of technological progress and must Save vs Fear in the presence of any sufficiently advanced technology. They will never willingly consume an alchemical or magical liquid either. Dwarves also have a tendency to destroy ancient or unknown technological artifacts from fear that they might be used for future harm.
- Due to their short life expectancies, Dwarves are borderline fearless in most circumstances and relish in combat as it gets their blood pumping (something they rarely experience). They are never required to make a Fear save in combat, regardless of whether the source magical or natural in nature, unless an advanced technology is involved. They also gain a bonus equal to their level to all Pain saves made to take actions in combat, this stacks with all other bonuses.
- Dwarven physical bulk, combined with their blood properties, grants them an extraordinary resistance to cold. They take 1/4th damage from cold (magic or otherwise) and they can stay in cold environments with very little hardship. A Dwarf can operate normally in light clothing all the way down to a few degrees below zero. In heavy clothing, they can operate normally in any environment regardless of temperature short of the vacuum of space. They are immune to frostbite as well, unless suffering from massive magical cold damage (in excess of half HP).
- 1d10 hit dice (remember, race as class)

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