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(Pl Khazad, sing. Khazad)
" No friend ever did a Dwarf favor, no enemy a wrong,, without being repaid in
full"
The Dwarves
are one of the oldest races on Kemen; and if their legends are true, then the
oldest. Descendents of the Seven
Fathers, they claim to have been created by the God Mahal (the elves Valar
Aulë), who created the children of the earth first, but let them sleep until
the after the world was finished and the elves brought forth to tend the
forest.
Following
their "awakening" the Seven Fathers founded seven tribes of Dwarves,
who learned at the knee of Mahal the art of smithing, mining, and the love of
fine craftsmanship. Eventually, five
of the seven tribes left to settle the world of Kemen. The two who remained stand with their god,
as Shield and Cup Bearer to Mahal.
The five who went out into the world founded the five great Kingdoms of
Urighig, Anzinbarr, Wot Karach, the
House of Baazin's Dracostan, and
Kazuhzahar now known as Abagzahar.
Since then
strife, plague, wars, and invasions have scattered the descendents of these
people. The far eastern realm of
Urighig has passed to legend as has Wot Karach hidden from the world for the
last 600 years. Anzinbarr was
destroyed in the Great War against the Dominion, its inhabitants scattered
throughout the world. Kazuhzahar fell
to the forces of Darkness and is now called Abagzahar (The Land of Undying
Memory or Revenge). Only Dracostan
still stands, its borders growing and shrinking with time in the high mountains
of the South.
PHYSICAL CHARACTER
Build: Short, stocky and exceptionally strong.
Coloring: Black, red, brown hair. Some blond hair is found in the north. Fair to ruddy complexions.
Height: 3'5" to 4'8" tall.
Lifespan: 200-400 years
Resistance: Resistance against heat and cold. +10 vs. Disease and Poison. +30 vs. Essence and Mentalist magic.
Special Abilities: Dwarves see well in
extreme darkness. They can see
perfectly at 50' and fairly well at 100' in the dimmest light. They can see or at least "sense"
10' in total darkness. They also have
exceptional navigating skills underground and in the dark.
CULTURE
Clothing and Decoration: Beards on both men and
women, often braided. Long hair. Heavy garb with hooded cloaks or caps and
common. Some Taboos prevent the
shaving of the beard, cropping the hair close, or going outside without a head
covering. Jewelry common among all, women
may wear dowry. Dracostanni are very
oriental, Abagzahar dwarves wear furs and rougher garb.
Weapons and Arms: Most dwarves favor heavy
hand arms such as swords, hammers and axes.
They also craft fine crossbows relishing in the mechanics of the winds
and pulleys. Their skill in smithing
makes their arms and armor very prized.
Fears and Inabilities: Open spaces, especially
open water (except Northern Dwarves).
-20 on Swimming.
Lifestyle: Superb miners, stoneworkers and
craftsmen. They often live in
close-knit communities, always the
outsider. As most live in some form
of exile, they are often sought after as skilled craftsmen. Sadly many lands have strict laws
regarding dwarves who hold tightly to their culture and religion. Some must live in ghettos. Women and children are protected and have
little contact with the rest of the world.
Marriage Pattern: Monogamous, dwarves marry for life. The line is traced through the male.
Religion: The worship the god Mahal the Creator
above all, though they recognize the other Valar as lesser deities. The revere their ancestors, believing that
they both watch over their descendents and are reincarnated back into their
families. Dwarves hold their souls as
the most precious of things. They know
the Dark One as "The Worm" a great drake that eats away at the world
and men's souls rotting all from within.
Funeral Rites: Since the dwarves are born of stone, they
are usually buried in it. Even where
stone is rare they will try to line the grave with stone and rock. If a mass grave is required they allow for
the burning of the corpses, but dwarves will not allow themselves to be buried
or burned in the same grave as a non-dwarve.
Demeanor: Sober, quiet, possessive, suspicious,
greedy, and tenacious. They are none
to be slow to anger and fearful in battle, though this is often forgotten in
lands where they must live as exiles.
Their outsider status has made allies between dwarves and the nomadic
Bogorath (Boggs).
Language: When in public Dwarves will always speak
the language of the land at a Lv 5. In
private, they speak Khuzdul Lv
5. They also may know Sindar, Balagoth, Skyan, Ji-Hassan, and many other
languages learned in their travels. For
their alphabet, Dwarves use the rune script Angerthas.
Magic, Priest, ect: Magic is not valued
much by dwarves who prefer craft, strength, and good steel. Still their are a few classes of spell
casters found among them. All are
either Channelers or Hybrids. Allowed
professions - Clerics (Priest, Loremasters, Chanters), Hybrid- Runemages (Mystics), Alchemist
(Smyths).
Common Impression: Dwarves are greedy,
stingy, hairy and ugly creatures. They
fill the cities, taking good jobs from good men and act as if they are
better. Their pension for violent
reactions make them dangerous.
ELVES
(Quendi, Eldar)
The Elves are
known as the First Born, the oldest race on Kemen. Born when the world was young, they are imbued more than any
other race with the magic of creation.
The fairest and noblest of the races, they are the most tied to Kemen
and the hand of fate. As elves are the
most magical of the major races, humans
often lump them in with Faerie, but this is a misnomer.
Physically
they are much like many, but taller, more slender and with the finest
features. They are quick and agile, and
lovers of all things beautiful, both natural and man made. Elves do not have beards. They live forever, but have very few
children. While a few have built
mighty kingdoms, most live isolated in the wilds away from the other races and
the affairs of the world. It is often
said that their immortality, is their greatest curse, as projects are begun and
dropped at whim. They may die, either
from violence or as a result of weariness of the world. As the world looses more and more of its
magic, the elves seem to fade. The
resulting melancholy is this weariness, and they just pass away. Since their souls are not like the other
races, they pass to the Halls of Mandos to await the end of the world, never
able to enter paradise.
There are
three main types of Elves in Kemen.
The Galdor, Sindar, and Sylvan (or Avari). These groups are separate classes,
cultures, and almost races. The caste
system of the Eldar is strong, though it is often denied. The three types will be discussed
separately below.
THE GALDORIN (sing. Galdo)
These are the
noblest of the Elves. They were the
ones who founded the might Kingdoms of Galdor, their princes ruling mush of the
world. Their skill in craftsmanship
rivaled the dwarves and their magic was rivaled only by the Dominion. It was against this later foe that their
greatest tragedy occurred. During the
Great War they led the forces of the Light against the Dominator and his
Dreadlords, but in an act of desperation the brought forth "The
Desecration" which destroyed both the forces of Darkness, and much of the
known world. The coastlines rose and
fell and mountains crumbled. In the
end they had purged the world of many of the evils that had plagued it, and
sealed the Dominator and many of his servants in the void.
PHYSICAL CHARACTER
Build: Of all the Elves, the Galdor have the
strongest build. But still are slimmer
then humans.
Coloring: They have either black hair, or so fair
its almost white. Their eyes are gray
and their skin is very fair.
Endurance: Galdorans have great endurance, their magic
seems to sustain them Like all Elves,
and they don't need much sleep, just a few hours of meditation. This trance is very hard to awaken as if the
time is preset.
Height: Males average over 6'4", and females
about 6' tall.
Lifespan: They are immortal, only dying by violence,
magic, and the "weariness"
Resistance: Galdorans being close to magic are very
susceptible. They are almost entirely
disease proof, and poisons must be strong.
Also, +20 vs., cold.
Special Abilities: No race sees well
outside at night than the Elves. Under
moonlight or starlight, their sight is as good as humans during the day. With limited light they can see well up to
100'. But they cannot see in total
darkness. They hear three times better
than men, add +5 to Perception. Galdor
also are at +20 to all craftsman skills known.
CULTURE
Clothing and Decoration: They favor rich clothing
often of silk. It is often very ornate
with gemstones and gold worked in.
Fine jewelry is common.
Arms and Weapons: They favor the might
weapons of sword, axe, and spear.
Often mounted, they use a long bladed lance. Helms and armor are very ornate.
Fears and Inabilities: None.
Lifestyle: Of all the elves, the Galdor built the
greatest cities and citadels. With the
loss of their realm, they have founded princedoms among their lesser brethern
in Lindor or faded into the shadow world of faerie. The weight of The Desecration is always heavy and few can endure
it long.
Marriage Pattern: Monogamous and for
life. The line is passed down through
either sex.
Religion: The worship the Valar, especially Aulë,
like the dwarves, and above all Varda, the giver of Light and creator of the
stars. They don't have official priest,
but the Lords and rulers conduct worship and rites.
Funeral Rites: Large cairns of stone and earth. Often
the areas are considered holy sites.
Gems and fine works of craftsmanship are included in the graves.
Demeanor: All Galdorans are of the most noble
bearing and temperament. This is often
seen as prideful, and their acts support this.
Haughty and arrogant, they are
also the most passionate and inquisitive of their race. They consider themselves the highest order
among the races even their own.
Language: The Galdor tongue is Quenya (Q.
"The Speech") and they embrace it as their true tongue (Lv 5).
They also know Sindarin (Lv 5), Sylvan (Lv 3) and some
human tongues, though often archaic ones.
For their alphabet, the Galdor use the Elfin Tengwar script. All elves use this script universally with
just a few exceptions.
Magic, Priest, ect: Magic comes natural for
the Galdorans more than for any other group.
For this reason almost all Arcane, Essence, Mentalist, and even some of
the Channeling realm are open to them.
Common Ipression: Though few men even know
of the Galdor, except historians, among elves they are thought to be haughty
and prideful. In Lindor many of the
Sindar speak out against the Galdor and the Republic of Lamon remembers the war
when the High Elves betrayed them.
THE SINDAR (sing.
Sinda)
These elves
inhabit the non-Galdor lands of Edheldor and Lindor. They followed their leaders into the northern lands away from
men and the great conflicts. Eventually
the Great War caught up with them, but unlike the Galdor, they fared better.
Since then they have slowly faded in their glory. The arrival of the Galdor Princes into Lindor has damaged the
relationships between all the elvin lands.
Originally welcomed as exiles, the haughty Princes began subjugating
their Sindar brethern. In Lindor and uneasy
truce has existed for the last 700 years.
The outlaw
group known as the "Creben", or Ravens, is an armed resistance that
attempts to drive the Galdor from the Sindar lands, but they are small and more
preoccupied with guarding Lindor from raids across the Iron Fang
Mountains. Other Lindor Sindar have
joined with the men of the Northern Legion to build the state of Lamon, an
unusual mountain fastness that unites men with elves and dwarves. They guard the approaches of the Culdi
Plain.
The Sindar of
Edheldor have ties with the men of Skye and the exiled dwarves of Abagzahar. It is said the dwarven court rules from the
Elvin lands. These are the most seafaring of all the Elves. They have colonies on the northern tip of
Olach and trade by sea with the Viking Skyans.
PHYSICAL CHARACTER
Build: Slight and thin by mannish standards.
Coloring: Fair of skin, almost white and as such
many “White Foxes” call them. Their
eyes are pale blue, green or amethyst.
Hair color ranges from white to gold.
Endurance: Same as Galdor.
Height: As Galdor, above.
Lifespan: As above.
Resistance: Very susceptible to all kinds of magic. As regards disease they are like the
Galdor. They are +15% vs. cold.
Special Abilities: Their vision is the same
as Galdor elves. They have great skill
with weapons and woodcraft.
Shipbuilding is an art in Edheldor.
CULTURE
Clothing and Decoration: Subtle but well made. They favor more neutral colors and
patterns. Spider silk is one of their
more unusual fabrics, its moonstone glow cast an eerie glow with the Sindar's
fair skin and hair. Jewelry is similarly
subtle, unlike the Galdor. Still all is of fine make.
Arms and Weapons: They favor both the noble
weapons of sword and axe of the Galdor and the bow and spear of the Sylvan
brethern. In Lindor their long lances
and fiercely bred makes their attacks sudden and deadly.
Fears and Inabilities: None
Lifestyle: They are the most open and cooperative of
all the elves, but this does not say much.
The Sindar are the most likely to have dealing with outsiders. While they haven't built the great civilizations,
they live in small towns and trading communities. Sindar Lords often rule over the sylvan elves in a given area.
Marriage Pattern: Same as Galdor.
Religion: Informal and personal. They build communal shrines, often a
consecrated grove, in their towns and sometimes isolated in the wilderness.
They revere Eru "The One" and praise the Valar Varda as their
patron. They also recognize Ulmo of
the waves.
Funeral Rites: Similar to the Galdorans, but the cairns are smaller and there is
often less treasure.
Demeanor: Of the three groups of Elves, they are the
quietist and calmest. Sometimes thought
cold by other elves, they follow a subtler path and control their passions
better than the Galdor and Sylvan elves.
When a passion is aroused it will burn forever.
Language: They speak Sindar(5), a little Sylvan(4) and
some may know Quenya(3). They will
also speak the mannish languages of their regions. The Grey Elves primarily use Tengwar for their alphabet, but
there are a few exceptions. In Lindor,
the Sindar often use Angerthas as a form of opposition to the Galdoran refugees
who dominate their realm. IN addition,
in Lamon, Angerthas and the Allemanni alphabets are used.
Magic, Priest, ect: Magic is a large part of
the Sindar's being like with all elves.
Almost all have some spell access.
They train as Magicians, Illusionist, Runemasters, Alchemist, and
Warlocks. Their Warrior Mage is more
of an Essence Ranger. Priest are a bit
different, rituals usually conducted by the Lords of a given community.
Common Impression: The Skyans see the Sindar as mighty beings, whose ships glide
across the roughest seas and who's magic is unsurpassed. Most Dwarves few the Edheldor Sindar
favorably for the refuge offered the Abagzahar, while in the east dwarves for
the war that lost Wot Karach remember all elves. Men encountering any Sindar, will think them faeries or even
demi-gods.
PHYSICAL CHARACTER
Build: As above.
Coloring: Fair but more ruddy than the other
elves. Their hair is darker, often
russet or brown. Their eyes are the
same pale color as the other elves.
Endurance: As above.
Height: Slightly smaller than their brethern. Males stand at 6'0 and women at 5'8.
Lifespan: As
above.
Resistance: As above, but +10% vs. cold.
Special Abilities: Natural musicians and
woodsmen. Their tracking and stealth skills are unsurpassed.
CULTURE
Clothing and Decoration: They favor rough spun
cloth of natural colors; greens, browns, gray.
The cut is functional and they incorporate leather and furs. Little or no jewelry.
Arms and Weapons: They favor small hand
arms and the bow, their specialty.
Sylvan elves will almost never travel by horseback, feeling they can
move as fast on foot.
Fears and Inabilities: None.
Lifestyle: Unstructured and rustic, Wood Elves live in
isolated bands that roam about the primal forest of Kemen. Sometimes they accept rule by their Sindar
kin, but they never see it that way.
Fiercely independent, they clash most with the Galdor. They also may battle those who try to move
into their woods. Music and trickery
are their favorite pastimes.
Marriage Pattern: As above. It is said that they sometimes marry men.
Religion: Very unstructured. They revere the Vala Varda as giver of light
and Orome the huntsman. They also seem
to be very connected with the fey world and nature’s spirits.
Funeral Rites: They intern their dead in unmarked graves
hidden away in the wilderness. They may
use an area near a sacred grove or magical place. Sylvan elves almost never leave much of value, though a personal
treasure may accompany.
Demeanor: Fun-loving and mirthful, they can be
brutal in their determination to protect their own.
Language: Sylvan (4), Sindar (3), Quenya(2) and some
regional mannish tongues. Literacy is
rare, but not unknown, especially with
the mannish languages. Few use the
serious Tengwar.
Magic, Priest, ECT: While magic training is
not as formalized among the Sylvan elves, they possess similar natural
abilities. Their mages are more often
Enchanting Magicians, Illusionist, Warlocks , and Herbalist. Their priests are similar to animist. Bards are common.
Common Impressions: Dark Brothers, the
creatures of the wood that spy on travelers and harass those who live near their
lands. Raids are rare, but acts of
sabotage and "tricks" played out by the wood elves leaves a bad taste
in most men's mouths. Other elves
think them backward and uneducated.
Weak in magic they are seen as frivolous and childlike.
The rare union of Elf with human presents a unique cultural and
ethnic problem. One of the few races that seem to be able to procreate, it is
still a rare occurrence. This category is best divided into the direct children
of such a pairing and the descendents of
such children. The later still
carries the blood and physical make up of their Elven heritage, but are often
more integrated into society.
As regards the children of Human and Elvin parents, most follow
the culture where they are raised.
All of the Half Elves of this type share physical and cultural
characteristics of both their parental heritage. While each case differs, leaning one way or the other, refer to
the appropriate category among this list.
SERENGO
Are the descendents of Elven and human unions. They live often isolated from normal human
society due to their unique appearance and racial heritage. The best example of this ethnic group is
the found among the Royal Families of the Llynerian Kingdom Blath na’
Uisce. They have kept their line fairly
pure and culture very strong. The odd
feature of six fingers is often found among this brood. Also the high amount of natural magical
talent is also evident. The stats
below deal with the Serengo of Llynern.
PHYSICAL CHARACTER
Build: They are very tall and slender, almost
willowy. Males weigh 180, females 140
lbs. They have the unusual trait of
six fingers. It is a sign of royalty in this land as opposed to
the "no blemish" policy of most Llynerian Kingdoms.
Coloring: Very fair, almost snow white in the
complexion. Their hair is light blonde
to white.
Endurance: Average
Height: They
are taller than most humans, men 6’5 and women 6’0”.
Lifespan: Very Long,
150-170 years
Resistance: They are very resistant to weather, but weak
against magic.
Special Abilities: They often possess some
magical gifts (MENTALIST).
CULTURE
Clothing and Decoration: Very fine and
elegant. They tend to live more
isolated from their subjects and dress very differently.
Arms and Weapons: They favor the
Cross-Longsword and the Long bladed Grass Spear. The long bow is similar to the Elven model. They also use axe and clubs. Armor is either Leather or chain, often the
interwoven kind. Helmets are very
ornate Great Helms.
Fears and Inabilities: They fear things that are
from the Outside and from the time of the Great War. They also hold close to all things and places Elvish.
Lifestyle: The Serengo in most cultures live slightly
apart from their two heritages, often as nobles or priest. Due to their long life spans and gift for
magic, they stand out among most humans.
In Llynern they can also be found among the many Aes Dana
professions. (See “Llynerian” below)
Marriage Pattern: Monogamous. They try to marry among themselves, though
these unions produce few children. The
lineage passes through either parent.
Religion: They follow the Elven gods, though they may
change the names and some of the stories.
In Llynern they also revere the Galdor Lords that held the lands before
them. It is a major source of the
Bardic Movement.
Demeanor: The Serengo are keenly aware of their
difference. Reflective and prideful at
the same time, they combine either the best traits of their parents or the
worse.
Language: They still have many linguistic connections
to the Elven language, names and phrases mainly. Otherwise they speak the language of their region. They still
have many linguistic connections to the Elven language, names and phrases
mainly. Otherwise they speak the
language of their region. Native
Language (Lv 5), Elvish? (Lv2).
Magic, Priest, ect: Most Serengo fall under
the Mentalist realm with MENTALIST, LAY HEALERS, BARDS, WARLOCKS, and
SEERS. They do have Essence Users,
ILLUSIONIST, MAGICIANS, RUNEMASTERS, and WITCHES. Channelers are very rare and mainly found among the Hybrid spell
classes.
Common Impressions: Touched by the Fey, the
Serengo are the changelings of legend.
They position in the world decreases as they Eldar fade and the need of
a bridge vanishes.
BRIDIAN DUNDEN
The Dunden are the little folk of the lowlands. Since the earliest records, they have
inhabited the region between the
River and the Dunrach Sea.
Their industrious nature has allowed them to reclaim much of the land
with dikes and levies building prosperous hamlets and towns.
They first
stepped into history during the Great War against the Dominator, when this
curious people were one of the few to answer the Galdoran request for
allies. A large army crossed the
narrow isthmus and joined the fight.
Their slingers and archers were devastating against the forces of
darkness, and many tales have survived among the Dunden of the heroes. After this they faded from history,
returning to their quiet fields and never really leaving. This may have been the half-men’s one act
of adventure.
Little has
changed since then. As the Allemanni
Empire expanded, the Dunden Halflings found themselves provincial subjects and
since they caused little trouble and paid their taxes, they were left alone.
Human settlers have moved into the region since then, but relations are
good. After the Empire split the
region fell under the control of Terrofon and the Eastern Allemanni and later
became the frontier holding of the
Kingdom of Adwick. With the coming of
Caldes the Bridians became Caldensian and joined the High Empire.
PHYSICAL CHARACTER
Build: Short and Stout, they weigh around 100-135
lbs. Their hands and feet are strong
and quicker then they look.
Coloring: Fair skinned, with hair ranging from ash
blond to dark brown.
Endurance: High. They have very high constitutions, and
tire slowly.
Height: Shorter than dwarves, at 3’ to 3’6”.
Lifespan: They live longer then most humans, averaging
80-120 years.
Resistance: Very resistant to Poison, illness and magic
of all kinds.
Special Abilities: Their quickness is
legendary. They can move as quietly
as an elf and march longer than a dwarve.
CULTURE
Clothing and Decoration: The Dunden of Bridy,
where the same style of clothes as most of the Bridian residents, tall and
small folk alike. They seem to prefer,
dark blues, greens and wine colored cloth, usually Adwickan wool. Those in the lowlands wear carved wooden
shoes while those in the hilly north prefer to go barefoot. Decoration is simple and reserved. Often the ornamentation is limited to finely
carved silver and gold buttons.
Arms and Weapons: Most Dunden are peaceful, weapons are usually limited to those
used for hunting, short bows and slings.
The few hand arms are short bladed swords, spears and pole arms.
Fears and Inabilities: Dunden have few fears
other than any threats to their peaceful lifestyles. They avoid deep water but travel the rivers and canals of their
homeland easily.
Lifestyle: They live quiet agricultural lives. Whether in the hills or along the
riverbanks, the Dunden farm the land and work as small craftsmen and
traders.
Marriage Pattern: Monogamous, the line is
passed down through the male, but the female initiates the union. The few who become adventurers often are
fleeing such married futures.
Religion: While they are Caldensian, the old
traditions linger. In the early days
the Bridians worshiped “Sameth” goddess of Bounty and her consort the god of
Prosperity and Luck, “King Kole”.
Early images of Sameth portray her as halfling though with the Allemanni
she takes on the aspect of Dalna and is seen full stature, though “Old” King
Kole is still a halfling and seen with a mug of ale in his hand. Both of their images are still common
decoration among the now Caldensian Bridians. Some festivals and traditions seem to incorporate the old rites
of these two deities. A few cunning
folk seem to follow the old ways.
Demeanor: Industrious, sober, and very tied to their
land. It is almost as if the adventurers all left at the time of the Great
War.
Language: Dundiac is the racial tongue, though most
only teach Bridian Allemanni, which incorporates many Dundiac elements. In the Dunrach region, use local Allemanni
dialects especially Bridian. They also
have Lv 2 with any other Dundiac based language.
Magic, Priest, ect: Their high resistance to
magic limits the Dunden’s access to spell casting. Only Channelers and like hybrids are possible among this
group. They produce some Caldensian
Priest.
Common Impressions: Quiet, peaceful, and
boring. They stick to themselves and
rarely travel beyond their villages.
Easy marks outside Bridy, they could sell fire in hell if among their
own.
NORTHERN TROLLS (BINDIXDUNDIX)
Found far to the north, it is said that these small people are related to the diminuative folk of Bridy. But beyond their stature, the similarities are much harder to discern.
PHYSICAL CHARACTER
Build: Short and Stout, they weigh around 100-135
lbs. Their hands and feet are strong
and quicker then they look.
Coloring: With tan skin worn by the harsh weather of
the north they have brown to black hair.
Their eyes are black. Like
their relatives they do not have mush in the way of facial hair.
Endurance: High. They have very high constitutions, and
tire slowly.
Height: Shorter than dwarves, at 3’ to 3’6”.
Lifespan: They don’t live as long as other Halflings,
averaging 50-90 years.
Resistance: Very resistant to Poison, illness and magic
of all kinds.
Special Abilities: Their quickness is
legendary. They can move as quietly
as an elf and march longer than a dwarve.
They also seem to be able to disappear into the white waste leaving no
trace.
CULTURE
Clothing and Decoration: The clothes of the Bindixdundix
are warm and functional. Made from furs
and hides collected from the animals they hunt. A few are know to raise reindeer, which also provide fine hides
for clothing. Decorated with
embroidery and ornate shell and bone decoration. Their jewelry is limited to similar carved ornaments and the
abundant amber also found in the region.
Arms and Weapons: They use short composite
bows backed with bone, horn and sinew as well as slings for both hunting and
defense. They also used rough made
clubs, axes, spears and bone knives.
Some metal blades are traded for, but they are rare. The Bindixdundix seem to use spirit bound
knives made by their Shamans and Hunt masters. Armor is limited to small bucklers and the hides on their backs.
Fears and Inabilities: They are fearless in
battle. It is said that a small party
of Bindixdundix will take twice their number in Gargun, their major enemy along
with the Troggs of the Ice Moors.
They do seem to fear all spirits, especially the formidable weather and
natural ones.
Lifestyle: The Bindixdundix live as hunter gatherers in small tribal
units. While some herd reindeer, most
hunt along the ocean shore in the summer and move inland in the winter. To forest homes deep in Vortigern.
Marriage Pattern: Polygamous. A woman can have several husbands, spending a season with one
then with the other. The line is
passed down through the female.
Religion: Animist, they worship the animal
totems. Their Shamans and Hunt masters
intercede for them.
Demeanor: Both fierce and playful. The few travelers who have spent time with
them claim that they love practical jokes.
Some very dangerous.
Language: Little in their language suggests Dundiac
roots. Some say the northern Halflings
developed independently from their southern brethren. They have no alphabet and maintain an oral tradition. Some may know Skyan (Lv2) and make use of
simple Skyan Runes.
Magic, Priest, ect: Only Priest are the Animist/Shamans called HUNTMASTERS and
SPIRITWALKERS.
Common Impressions: Wild creatures, closer to goblins then human. (A Skyan point of
view)
The little men of the Eidwal Forest, the Dwaelings are a secretive
and hidden tribe. They are a secretive
and hidden tribe. Living deep in the
woods behind a tangle of thorns and vines, the descendents of the Dunden
Halflings who did not return to the lowlands of Bridy their heirs never left
again. left again. .
Instead they became keepers of the southern tip of the great forest, one
of the last of the original ancient woods that once covered the world. The Dwaelings are distrustful of all
outsiders The Dwaelings are
distrustful and few have ever encountered them
Boggs and few have ever encountered them. Balagoth travelers claim to
have threaded the encountered them. Balagoth met and traded with these
"“wild men"”. Elves may visit
as well, but few others. s that once
covered the world.
PHYSICAL CHARACTER
Build: They
are thinner then their cousins weighing around 100-120 lbs.
Coloring: Dwaeling hair ranges from ashen blonde to a
dark brown. They also produce red heads.
Growling no facial hair, they are almost childlike in appearance. Their eyes are brown.
Endurance: High.
Height: They
seem shorter than their Bridian cousins.
Lifespan:
Resistance: Like all of their kind, they have great
resistance against disease, poison, and all magic.
Special Abilities: Born woodsmen, they are
+10 Stalk/Hide and +10 Tracking. They
also have a natural affinity to their woods and gain another +5 if in the
Eidwal Forest.
CULTURE
Clothing and Decoration: They wear earth tones made of wool, flax and leather. Buckskin is common since the forest has
plenty of wildlife. furs and forest
has plenty of wildlife. Ornaments are
made of bone, wood, and a few precious and semi precious metals and stones
collected from the streams of the Eidwal.
Both men and women wear pants and short tunic tops. The choice of furs and skins differ by sex.
Arms and Weapons: Unlike their farmer cousins in the High Empire, the woods folk
are very militant. Youths are trained
in warfare and all serve among the land’s border guards. Weapons are very low tech, with weapons
made of stone and wood. Some traded blades from the elves and rough smithed
Dwaeling ones are found among the older warriors. Armor is limited to hide shields.
Fears and Inabilities: They are very afraid of the outside world and guard against any
encroachment into their woods. Since
the Great War many dark creatures fled into the depths of the Eidwal, meaning
that the small folk must be very vigilant against raids from the north and the
migration of dangerous animals south.
Lifestyle: A
tribal society, they live in small hamlets hidden in the woods. Hunters and gatherers, they may tend small
gardens but do not till large fields.
The Eidwal has abundant game and nuts as well as honey and fungi. There is some domestication of dogs and a
small deer like creature.
Marriage Pattern: Monogamous, the line passes through the mother.
Religion: They
worship the "“Lady of the Forest"” a powerful nature spirit. They also revere many smaller wood and
nature spirits. A Priest Caste exists among all the tribes, providing male and
female shamans. This is the one group
free of military service
Demeanor: A mix of playfulness and wariness best
describes the woods folk.
Language: Descending
from Ancient Dundiac, they are only a few similarities between the Dwaeling
tongue and the Bridian dialect. An
oral tradition, they have no knowledge of writing, using pictographs for
records. They know Dwaeling
(Lv4), and Bridian (Lv2).