d20 Dark Quest Dwarves - Hammer of the Dwarven Lords.pdf
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4164 KB
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Pobierz
Games
Writers
Matthew Beall, Michael Hammes, Neal Levin,
Fraser Ronald, Eric Tam, David Woodrum
Editors
Joanna G. Hurley, John Cooper
Line Developer
Neal Levin
Cover Artist
Kallen
Interior Art
Gillian Pearce, Sabrina Hart
Art Director
Gillian Pearce
Graphic Design
Duncan Fielden
Executive Producer
Neal Levin
Games
www.darkquest.c∂m
Open Game Content & Copyright Information
Dwarves: Hammer of the Dwarven Lords
is ©2004 Dark Quest, LLC. All rights reserved. Reproduc-
tions of the product without permission of the publisher is expressly forbidden.
Dwarves: Hammer of
the Dwarven Lords
is presented under the d20 License. All textual material is desginated as Open Game
Content. All artwork herein is copyrighted Dark Quest, LLC. “d20 System” and the d20 System Logo
are trademarks owned by Wizards of the Coast and are used under the terms of the d20 license.
HAMMER OF THE DWARVEN LORDS
CONTENTS
Chapter One: The Clachduin
Lesser Dwarven Deities
36
Lorgath’s Many-Armed Attack 56
Lure
(The Painted Dwarves)
he Wise Master
36
3
56
he Storyteller
36
Magma Field
56
he Life Cycle of the Clachduin
4
he Scourge
36
Masterful Cut
56
he Family
5
he Trader
36
Matook’s Hacking Cough
57
Society
6
he Wavemistress
36
Miner’s Nose
57
he Arts
7
he Judge
36
Mutating Gaze
57
Education
7
Food and Drink
7
Phantom Force
57
Chapter Five
Clothing and Fashion
8
Planar Wings
58
Dwarven Equipment
37
‘Pellidal’: the Tattoo
Pummeling Weapon
58
Weapon Table
37
and the Clachduin
8
Raise Totemic Servant
58
Armor Table
37
Personal Combat
8
Roiling Waves
59
Arms & Armor
37
Religion and Myth
9
Rooted Defense
60
Alchemical & Comestibles
40
Government
9
Sealskin
60
Dwarven Alcohol and other
Seal Tome
60
Fine Stiff Drinks
41
Chapter Two: The Hallvring
Sharkskin
60
A Gallery of Fine
(The Reaving Dwarves)
12
Shock Shield
61
Dwarven Beverages
42
he Life Cycle of the Hallvring
13
Slow Metabolism
61
A Selection of Dwarven
he Family
14
Smothering Foam
61
Magic Items
46
Society
16
Steelskin
62
he Arts
17
Chapter Six
Stony Tomb
62
Education
17
Magics of the Dwarves
49
Strangling Vestments
62
Food and Drink
17
Subduing Arrow
62
Pellidals
49
Clothing and Fashion
18
Tidal Armor
63
Mundane Pellidals
49
Personal Combat
18
Magic Pellidals
49
Tunnel Mastery
63
Religion and Myth
18
Becoming a Geidalgha
50
Water Column
63
Government
20
Cleric Domains
50
Water Jet
63
Stone Domain
50
Watery Grave
64
Chapter Three: The Khura
Sea Domain
50
Wild Animus
64
(The Steppe Dwarves)
22
Spells
51
Written Suggestion
64
Alanora’s Roots
51
he Life Cycle of the Khura
22
Bewildering Strike
51
he Family
24
Chapter Seven:
Blade Shield
51
Society
25
Dwarven Wrestling
65
Bullet
52
he Arts
27
Dwarven Feats 65
Grapple Feats 66
Dwarven Wrestling Terminology 69
Bullets
52
Education
28
Curatha’s Blessing
52
Food and Drink
28
Detonate Rocks
53
Clothing and Fashion
28
Disguised Spell
53
Personal Combat
28
Chapter Eight:
Disguised Spell, Greater
53
Religion and Myth
29
NPC and Prestige Classes
Endless Spell
53
71
Government
29
Enhance Alcohol/Poison
54
Slonelecta
71
Fins
54
Chapter Four: Dwarven Gods
31
Seyder
71
Fortify Structure
54
Alpine Ascetic
72
he Pantheon
31
Frozen Ground
54
Hearthbreaker
74
he Deep One
31
Hail of Bullets
55
Mountainheart
76
he Hearthlord
32
Harden Armor
55
Pyroclastic Celebrant
78
he High One
33
Harden Weapon
55
Soulsick Slayer
80
he Warrior
34
Ice Path
55
he Weaver
35
Ironskin
55
Vault Cracker
83
2
CHAPTER ONE — THE CLACHDUIN
THE PAINTED DWARVES
I
n the tree-covered mountains of their homes, the
Note on pronunciation: When ‘ch’ is used in the
Clachduin language of
Teangfair
, it has a hard pro-
nunciation, rougher even than the ‘ch’ in ‘school’. In
Teangfair, ‘dh’ is pronounced as ‘th’, save when pre-
ceded by ‘ai’ – ‘aidh’ is pronounced the same as ‘eye’.
‘C’ is always pronounced halfway between a ‘k’ and
a ‘g’. Vowels are never silent, and, except in ‘aidh’, if
two vowels are together, they are both pronounced.
So, Clachduin is pronounced ‘clack-dew-in’.
Painted Dwarves are undisputed masters of both rock
and wood. Known among themselves as the Clachduin,
the Painted Dwarves are both miners and foresters, rev-
eling in the beauty of stone and tree. hough few retain
knowledge of the ancient tongue of
Ealfayr
, the name
Clachduin means ‘People of the Stones’. he term the
Painted Dwarves refers to the tattoos all adults have.
he Clachduin are a surprisingly gregarious group.
heir neighbors know them as shrewd merchants
and cunning cratsmen. When war comes, though,
the Clachduin demonstrate the innate skill that most
Dwarves reveal. In battle, the Clachduin sing and make
jokes. here is no fear nor malice, only joy. A Clach-
duin warrior will cheerfully offer quarter if asked.
Prisoners are common, and loss of life when the
Painted Dwarves fight among themselves is minimal.
While believing that they occupy a special place in
the world, the Clachduin recognize kinship with other
Dwarven cultures. To other races, the Clachduin offer
friendship when approached with respect and disdain
otherwise. heir affinity for the forest brings them
closer to the Elves than any other Dwarven culture.
he Clachduin population can be found mostly
in small towns and villages, rather than large cities.
hey tend to live on mountains, but below the tree-
line. he population is grouped into loose tribal units.
Sometimes a town may consist of a single tribe
or several. he largest of Clachduin cities
are the trade centers and market towns
in which they trade with the other
races.
Overall, the Painted
Dwarves might be consid-
ered a neutral good society.
here is an acceptance of
the need for order and the
importance of laws. While
order and obedience is
important, the Clach-
duin also recognize
that sometimes the
spirit of the law is more im-
portant than the letter. An
unjust law need never be
followed.
3
THE LIFE CYCLE OF THE CLACHDUIN
From Birth to Early Childhood (birth to 14 years)
Pregnancy is time for celebration through the entire
tribe. A woman will continue to work well into her
pregnancy. Some females continue to work right up un-
til labor. Each tribe has at least one
Slonelecta
, a cross
between a witch and a midwife. he Slonelecta will tell
a pregnant woman when she must stop working.
A child’s name is given before the first sunset ater
the child’s birth. Before the next sunrise, a tribal name
must be chosen in consultation with the elders of the
tribe. he tribal name is a secret name, known only by
the child, the parents and the tribal elders. Clachduin
carry three names: their given name, their tribal name
and their family name.
Young children are taken care of by their mothers,
though oten groups of mothers will band together to
watch the children in concert and keep each other com-
pany. Once children have stopped nursing, fathers are
called in to help. If the family’s livelihood is one that
the parents can share, such as farming, a mercantile
interest or even tailoring, the parents will share respon-
sibility of childcare, one parent working while the other
watches the child.
sive in regards to pre-marital sex, and parents oten
sit young Clachduin down very early on to discuss the
possible repercussions – such as pregnancy – of taking
a lover before marriage.
Adulthood and Middle Age (40–200)
On reaching the age of forty, Clachduin who have
proved capable during martial training receive the
Tuag Catu
– the axe of combat – and shield. he axe
may be a newly forged creation if the family is wealthy,
or an old, notched and brittle axe – better suited for
chopping wood than combat – if the family is poor.
Only when presented with a Tuag Catu is a Clachduin
allowed to also maintain armor. Not every Clachduin
is awarded a Tuag Catu at the age of forty, but later, one
may earn one through actions on the field of combat.
While an axe is the sign of the warrior, all households
must maintain a shield and spear for use when the
Holsdawr
, the tribal muster, is called.
Upon reaching adulthood, a Clachduin may marry.
Once Clachduin are thirty, they may pledge their
troth – become engaged. However, Clachduin tradition
maintains that betrothal must last at least three years
and a day. Also, though a couple may betroth at the age
of thirty, they may not marry until forty. Among other
things, this is an attempt to allow the hot blood and
desires of youth to cool before marriage, so that they
can make a reasonable decision.
Childhood (15–24)
Children of this age spend much time with their par-
ents, but also with friends. hrough most of the day,
the child will apprentice with either mother or father.
Whatever the family livelihood might be, the child will
shadow the working parent, and if both work, the par-
ents will split the child’s time between them. Also, part
of the child’s day is spent in study, as basic lessons are
taught to most children.
By the age of twenty, a male child will receive his
first weapon – a knife. Every male Clachduin carries a
knife, used mostly as a tool, though also as a last line
of defense. Female children, if they show promise with
weapons, may, if their parents decide, also receive a
knife. he ceremony is short, invoking the tribe’s pa-
tron deity(s) and presents for other children too young
to receive their own knives.
Old Age (over 200 years)
At any time ater all their children have produced
children, Clachduin parents may retire. his amounts
to passing on their business, farm, work,
etc.
to their
offspring, or possibly selling the same. If they pass on
their livelihood, they are expected to contribute until
their age makes that difficult. In return, the children
who have taken over the livelihood are expected to look
ater their parents. If the couple or surviving individual
sells the livelihood, they are expected to use the money
to take care of themselves. When that runs dry, they
must look to their children for support. Even if their
children are unwilling to support them, the tribe will
never allow a member to go hungry or homeless. How-
ever, this does not necessarily mean good food and a
beautiful home.
It is accepted that most elders are wiser than their
younger counterparts, and so in the debates of the tribe,
the words of those of greater years hold more weight
than others. While the Clachduin do not live in a de-
mocracy, the
Teasec
– meaning hane or leader – of a
tribe usually places great emphasis on consultation, so
older Clachduin may have a great influence.
Young Adulthood (25–39)
As children approach adulthood, they take on more
adult responsibilities. Soon ater receiving their first
knife, children are expected to begin with their martial
training. While this is usually supplied by one of the par-
ents, if the tribe has a hero who resides nearby, that hero
is expected to help in the training of the young adults.
At this age, most Clachduin also begin to feel the
urgings of their hormones. Clachduin is very permis-
4
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