Continuing my extrapolation and twisting of original material to create a new chassis to run old school modules I'm jotting down some notes about so-called "demi"-humans.
This was originally meant to be part of the "alignment" post. Likewise my post about elves (forthcoming) was supposed to go on the end of this one, but I started to ramble...
Previous posts in this series:
- Hit Points, Hit Dice, Death and Dismemberment etc.
https://aloneinthelabyrinth.blogspot.com/2021/11/generic-adventure-game-hit-protection.html
- Most pertinent to this post... alignment:
https://aloneinthelabyrinth.blogspot.com/2021/11/alignment.html
Image courtesy The Internet |
DEMI-HUMANS
What is a Demi-Human?
Demi-Humans and Alignment
When I first started to think about alignment again, may brain did this:
- Law vs Chaos
- Clerics vs Magic-Users
- Dwarfs vs Elves
As with other binary pairs, there are (multiple and interesting) exceptions, but I like this set up as a foundation.
Troupe: Main, Second, Retainers
- Main character (fighter/cleric/magic-user)
- Second (usually same class as the main character, or maybe 0-level "normal human")
- As many retainers as they can afford (including no combatants)
DWARFS
...not dwarves
- A liturgical tongue, said to have been taught to humans by the dwarfs.
- Secular (though solemn) dirges, songs and poems in that ancient language.
- Shrines comprising life-size stone (or more rarely metal) sculptures of dwarfs dotted throughout the countryside, especially in hills, mountains, valleys and the entrances to cave networks.
For adventurers it is the latter that is most significant: it is said that under the right conditions these effigies come to life, seek out a sensitive individual of lawful alignment and drag them off to find adventure.
The Form and Distribution of Dwarf Statues
Dwarf effigies vary in form from region to region, and correspond to the ancient myths about these magical beings vary from region to region. There are 3 common features between all cultures:- Diminutive height not less than 3 feet and never greater than five feet.
- Exaggerated facial features (including but not limited to one or more of the following: pointed ears, long noses, especially narrow or especially large eyes, wide or non-existent mouths etc) partially obscured by facial hair (including eyebrows, ear and nasal hair as well as beards, moustaches and sideburns) or more rarely a decorated mask.
- Martial equipment and attire: there are no cases where dwarf-effigies are not carrying at least one weapon and wearing some item of armour or helmet or other protective item (i.e. carrying a shield).
So far there are no exceptions to these rules, though the body of knowledge on the subject is by no means exhaustive. Given the huge amount of variation within these three constraints, it is likely that as further territories are rediscovered these facts may need to be revised.
What is notable is the small degree of variation within particular areas, and how these rarely correspond to existing territories. For example, in the valley of the River Urd the dwarfs on the north bank have slender, cloaked bodies, heads entirely covered by helmets and carry two-handed swords; those on the south correspond to the archetypal stout axe-wielder.
Indeed, while the majority of recorded effigies are (or at least present as) male, there are many exceptions. These include the bare-chested "beechwood berserkers" with their fierce countenances and pendulous breasts of the western foothills; the "Maiden Paladins" carved from granite in full plate with glaives and the masked "hill-wives" of the ancient terrace-farms wielding lethally-modified farm implements.
There are certain sages who believe that the distribution of these typologies maps onto the ancient dwarf kingdoms of old. More radical scholars speculate that actually they mark the extents of older human polities prior to the age of chaos and the subsequent ascent of the Church of Law. While the latter hypothesis is certainly interesting, it is somewhat undermined by reports of these effigies returning to life and seeking out a nearby human to act as their temporal guide.
Reports describe these statues-made-flesh as being like their previous form in every way, aside from the warmth of their breath and their flesh, though their skin does retain some resemblance to the material of which it was previously comprised (including any moss or lichen that was once clinging to it) .
The Dwarf-Seer or Dwarf-Friend
Usually a young person on the cusp of adulthood or, more rarely, an elderly human in their dotage, dwarf-seers (or sometimes dwarf-friends) belong to a particular type prevalent across human communities. All share a frailty of either their flesh or mind (or sometimes both), a god-fearing nature and a lawful alignment.Dwarf PCs
The player must be prepared to take responsibility for at least two characters: the dwarf and the dwarf-seer. The dwarf is only fully sapient when within 30' of their dwarf-seer: if they are separated from the seer then one of the following occurs:
- The dwarf returns to their statue form and is unable to perceive or interact with the environment until the dwarf-seer returns.
- The dwarf transforms into a non-corporeal wraith moving at a rate of 20'/round in the direction of the dwarf-seer. They may not otherwise interact or perceive the environment until they are once again within 30' of the dwarf-seer, at which point they automatically regain corporeality.
- If the dwarf-seer is slain the dwarf immediately disincorporates, returning to the site at which their effigy was previously located. The dwarf may be revived by a future dwarf-seer, but they will start over as a level one dwarf fighter: it is effectively character death and dwarf players should be aware of the additional vulnerability of their character(s).
Abilities
- Hit dice are ten-sided (D10 as opposed to D8)
- 10% penalty on XP gained (and no bonus for their prime requisite)
- Save as dwarfs
- There may be dwarf clerics in special circumstances and even dwarf magic-users (see below).
- The limited range (once beyond the reach of their dwarf-seer, they lose control and sapience)
- There is no visual input: they can only sense and analyse areas they pass through or over, and have no concept of the environment beyond their immediate space.
Starting Gold and Equipment
The level 1 dwarf begins with weapons, armour and clothing appropriate for their culture. They have no other equipment or money other than that which the dwarf-seer provides for them.
Language
Alignment
- Through magic or curses
- By becoming human
- Their alignment becomes neutral.
- They lose their special abilities and bond with their dwarf-seer.
- Their saving throws progress as those of a human of the same class (they may keep their current saves however- 5th level dwarf fighters who becomes human keep their saving throws until they reach 13th level as human fighters)
Experience
- Slaying monsters and aberrations.
- Donating loot to churches, temples and other holy orders of lawful alignment at a rate of 1 XP per SP donated
- Building a hoard of treasure in a secure, secret location known only to the dwarf and dwarf-seer. This is at a higher cost (1 XP per GP) but has the advantage of being available to other PCs in the event of the dwarfs death (at a price I've not yet decided... it also makes known dwarf-seers the target of bandits, seeking to uncover hidden dwarf hoards)
- The dwarf-seer my voluntarily stall their own progressions to increase the rate of the dwarf's progression (the player can transfer XP from the dwarf-seer to the dwarf).
Names, Family, Culture
Elves
Death and Wounds
Sleep
Ageing & Illness
Dwarfs do not age, nor do they suffer from disease. They can only die through violence, and even then they revert to a statue like state and may revive once everyone who ever met them has died.
Dwarf Clerics
- 10% penalty on XP and no prime requisite.
- D8 hit die
- May use bladed weapons but only use the weapon with which they began their adventuring career (this may be bladed). Consequently, dwarf clerics will not use ranged weapons.
- They may turn
- May not cast the reverse versions of spells unless in the pursuit of a higher goal. Will lose spellcasting abilities immediately afterwards.
Chaotic Dwarfs
- Able to see elves.
- Loses their power to disincorporate; however, bond with dwarf-seer is retained.
- Dwarf-clerics lose the ability to cast divine spells.
- All other abilities, saves, hit dice etc. retained however...
- the dwarf now progresses as a first level magic user. They have no spellbook, instead receiving a random selection of spells each morning in accordance with their level.
- They receive a fresh chaotic mutation with each new level.
- They plunder their own hoard and fritter away their treasure on carousing.
- Drinking in all night with humans no longer causes them to become human.
- Experience is gained only through spending stolen treasure, at a rate of 1 XP per SP. this is doubled if the money is stolen from a lawful church or holy order.
Dwarf Seer PCs
Prime Requisite:
Progression:
- XP track as magic-user.
- Hit Dice: 1d4 per level up to 9th level.
- To hit as magic-user.
- Save as cleric.
- Gains XP by slaying monsters and donating treasure to lawful temples or holy orders at a rate of 1 XP per SP.
Armor:
- Any permitted but...
- Will need assistance from dwarf to put on heavy armour.
Weapons:
Special Abilities:
- Dwarf-friend: Receives call to adventure and attracts dwarf. If this dwarf dies, the dwarf-seer must seek out another effigy and revive the dwarf if they wish to continue adventuring.
- Share experience: a dwarf-seer may "gift" any experience they gain to their dwarf. This may not cause the dwarf to gain more than one level between expeditions or delves.
- Telepathy: the seer may communicate with their dwarf telepathically, as long as the dwarf is not in statue form. They must be concentrating in order to do this (i.e. may not be performing any other action nor be defending against a melee attack).
- Dwarf-sense: the dwarf-seer gains the ability to interpret underground structures, geology, seismology and rudimentary metallurgy etc. This makes it easier for them to find secret doors and identify hidden traps.
- Pool of Vitality: The dwarf-seer may share HP and hit dice with their dwarf(s), and vice versa.
- Say a Little Prayer: Once per day (and an additional time per day for each level over 3) the dwarf-seer may prayer for divine intervention to assist them. This manifests as a first level cleric spell, chosen by the GM and applied creatively to the situation.
- A Whole New Dwarf: The dwarf-seer may now take on an additional dwarf.
- Holy Orders: that additional dwarf (and any replacement dwarfs) may be dwarf-clerics (if the player desires). Note: additional dwarfs may be played by other players if preferred.
Level 5:
- Tall Tales of Wee-Folk: after a long period of time adventuring with dwarfs the seer has now acquired an impressive number of tales, both real and imagined. They may use this skill to receive free hospitality (of rough quality) for themselves and their travelling companions, though they should be wise not to try this in the same place more than one night in a row. Alternatively, this skill can be used to distract or enchant individuals- for lawful purposes, of course.
- Liturgical expertise: following prolonged exposure to dwarf language and culture, the dwarf-seer is now well versed in the liturgical tongue. Among other things, this enables them to identify whether a scroll is arcane or divine in nature (or other). If divine, they may use "read magic" once per day to identify the spell (s) it contains. Once a scroll is known, they may cast it at will.
Level 7:
- Dwarven Party: the dwarf seer may seek out and revive a third dwarven companion. Any (or all) of these dwarfs may be dwarf-clerics.
Level 8:
- Dwarf Scholar: taken their liturgical expertise to a whole new level, the dwarf-seer may transcribe cleric/priest spells from existing scrolls and or priestly tomes/ books of prayer. This costs 100 GP per spell in materials and votive offerings. It takes one day per scroll.
Level 9:
- Vision Quest: the dwarf-seer is provided with a vision of an ancient dwarven artefact, abandoned hoard, royal bloodline, awakened evil etc. They, their dwarfs and any retainers must embark on a quest to retrieve the treasure/restore the hoard/destroy the ancient evil etc.
- If the dwarf-seer completes the quest their player may choose to retire the seer. Alternatively, the GM might come up with new quests and/or initiate schisms and sectarian conflict within the ecclesiastical hierarchy in response to the quest's outcome.
Goodbye
Links
Initial concept:
https://aloneinthelabyrinth.blogspot.com/2021/09/reverse-engineered-adventure-game.html
Hit Points, Hit Dice, Death and Dismemberment etc.
https://aloneinthelabyrinth.blogspot.com/2021/11/generic-adventure-game-hit-protection.html
...and a very old "dwarves" post I made:
https://aloneinthelabyrinth.blogspot.com/2019/03/pass-campaign-notes-gizaki.html
A slightly less old but more mundane
love this shit so much, makes me wonder what other options there are for one-player-two-PCs setups. maybe like a Mad Max 2-esque Master-Blaster thing, or an artificer who has a bond with a sentient armor suit (which can then be passed on to future PCs...)
ReplyDeleteGlad you enjoyed it! Master-Blaster was great, especially the "reveal"... for a long time I thought Blaster was supposed to be the farm hand from the first movie, but later found this wasn't the case... though the actor who played the farm hand (Max Fairchild) was in Mad Max 2 as a different character. He also had a small part in Salute of the Jugger, which I've written about before.
DeleteI like the big/little, brains/brawn pairing. My toddler has a picturebook called "Superworm" and the antagonist in that is a sorcerous lizard and his crow sidekick. it's such a good look!
Artificer/sentient armour suit is awesome. Remote controlled mechs? Dungeon drones?