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Posts Tagged ‘Races’

(I’m on a bit of a roll today with variant races, so I’m going to post something I swiped from HackMaster…)

Grunge Elf

Grunge elves degenerated into barbarism during the long years of Ragnarök due to destruction of their forests and isolation from other elves. (In this respect, they are not unlike slag dwarves.) They call themselves the grel; other elves name them grugach.

Forced to live as nomads, grunge elves believe in strength and survival of the fittest. Clans of grel are small but fiercely loyal to one another. Each clan is led by the strongest warrior, whose primary goal is survival of the group. Grunge elves will often make camp near communities of other races, though they are mistrusted.

Unless stated below, a grunge elf is identical to a standard elf in terms of rule effects:

  • Level Limits: Their nomadic existence has made them tough, and grunge elves may advance to 6th level as fighters. Conversely, advancement as runecasters is restricted to 7th level.
  • Combat Ability: Grunge elves gain a +1 bonus on attack rolls when using spears and javelins (instead of bows).
  • Adventuring Feats: The grel are tougher than other elves, but not as graceful. They do not have any modifiers to Skill or Might checks.

Grunge elves interact with many other races as they travel – even traditional foes such as dwarves and goblins. Some individuals have even been known to leave their clan an take up a life of adventuring with non-grel.


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Uruk

The uruk are a synthetic race, magically-created hybrids of humans and gargun (mostly Gargu-Khanu or black goblins). Also known as orcs, they were bred as shock troopers during Ragnarök but now live as a free race and are spreading throughout Asgård.

Like trollborn, uruks are not well accepted by most Asgårdian cultures. Not only are they are viewed with antipathy by humans, dwarves and elves; but they are mistrusted (and often mistreated) by trolls and giants. They are held in awe by gargun, however, and often lead tribes of goblins.

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Callot's Dwarf

It might fit better on my Mutants & Magic gameblog, but I came across this post today and have to share it…

Kudos to Gus L of Dungeons of Signs for an awesome post. And check out my related Anomalous Subsurface Environment stuff over at Mutants & Magic.

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The Trollborn are so-called due to their large frames and ugly countenances, but whether the name is accurate is matter of some debate. Most believe that they are were artificially bred by the giants for battle during Ragnarök. They are certainly not now the offspring of trolls and humans; instead they are their own race, breeding among themselves.

In general, the Trollborn are not well accepted by most Asgårdian cultures. They are ugly and savage in a way that makes them repulsive to humans, dwarves, and elves; but are also viewed with suspicion by trolls, goblins, and giants.

Sadly, fully 50% of the trollborn are sterile. Thus, they are a dying race in this post-apocalyptic age. With each death, it seems more likely that the memory of them will be wiped from the Asgård forever.

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I’m a player in a D&D 2e campaign run by P. Armstrong (from Ode to Black Dougal). It’s a conversion of the Rise of the Runelords adventure path for Pathfinder. In this campaign, I play Klack – a dwarf fighter/thief from the Kodar Mountains of Golarion.

Here is what the Dwarves of Golarion sourcebook has to say on the subject:

Though considered uninhabited, the Kodar Mountains are home to a few scattered communities of dwarves, most of whom are “slags” – outcasts from dwarven society.

Comprised of criminals, outlaws, oath-breakers, and not a few lunatics, these dwarves come here specifically because other dwarves avoid the area. Although their existence is harsh, and their life expectancies short, they literally have nowhere else to go – at least, not anywhere they can mingle freely with other dwarves.

The slag life is brutal, but faced with waves of dwarves immigrating to the Kodar Mountains over the centuries, they have tunneled deeper into the caverns, shored up caves, and generally built for themselves the dwarven equivalent of shantytowns (which they wryly refer to as “slag-heaps”). The accommodations are crude at best, and fortifications sometimes meaningless (especially when considering the rocs, dragons, crag spiders, and other carnivorous beasts that frequently invade the caverns in search of easy prey), and slags are forced to relocate on a regular basis, but their society, such as it is, endures.

The communities themselves remain isolated and fiercely independent, dealing little with the outside world, if at all. Other than some bartering with nearby barbarian tribes, the slags conduct no trade, have no particular industry, and despite their criminal element, rarely even rob travellers or raid other settlements.

Pretty cool, eh? So how can we steal this idea for Dwarven Glory?

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