Earth Dwellers

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Earth dwellers are distantly related to the faerie folk, but usually dwell in caverns or earthen barrows, and tend to prefer cool shadows to bright sunlight. Most earth dwellers have dark vision or infravision, and do not see very well in the light of day.


Dwarf

<--Peoples of Alusia
A character race in DQ.

Natural Habitat 
Anywhere (prefers Highlands)
Frequency 
Uncommon
Number 
1-500 (10)
Description
Dwarves are stout 4 feet tall humanoids. They usually have long beards.
Comments
Dwarves form strong community ties, and are distrustful of strangers, especially those of other races. Their strongest antipathies are towards orcs and elves. Although dwarves are greedy by nature, they are essentially honest and stand by their word. Dwarves covet precious stones and metals, and appreciate fine, detailed workmanship. Pride and attention to detail are important to dwarves.
Abilities
Dwarves can see in the dark as a human does at dusk. This is particularly effective deep underground. Dwarves have an affinity with caverns and mountains, and a natural dislike to being bested in bargaining. A dwarf’s capacity for alcohol is twice that of a human.
The listed characteristic ranges are for NPC dwarves only.
Movement Rates 
Running: 225
PS: 6-24 MD: 5-23 AG: 4-22 MA: 3-21 EN: 6-24 FT: 17-23
WP: 7-25 PC: 6-24 PB: 4-22 TMR: 4 NA: None
Weapons
Dwarves delight in axes and hammers and they will have Rank 4-7 with these weapons. They also commonly wear heavy armour, with chain mail being most frequent, although plate is also occasionally used.


Locations
They come from a range of areas on Alusia.
Dwarven Faiths and Pantheon
Dwarven Gods.
General comments
A race of short people with large axes and the skill to use them. They have their own language and strong culture. The often drink a lot. Dwarven populations tend to be lower than other races, with larger settlements being up to 10,000 Dwarves, with the exception being Darkhorn Kingdoms. Dwarven holdings tend to be built around mining.
Language
While known as Dwarven to everyone else, the Dwarven name for their language is Khuzdul. While accents vary between clans, dialects are vary rare in Dwarves; they are proud that their language is as steadfast and unchanging as the mountains.

Gnoll

See Beastmen: Gnoll.


Gnome

Natural Habitat 
Caverns, Highlands, Rural
Frequency 
Rare
Number 
1-200 (50)
Description
Gnomes are short, stocky humanoids, much like dwarves, but even shorter (3 feet). Typically they will be dressed in chain mail or leather armour, with a heavy skullcap, although powerful gnomes occasionally wear heavier armour as they 'make light of a burden'. Gnomes are usually brownish in colour with hair between grey and white.
Comments
Gnomes have a strong dislike for goblins, and will always attempt to attack them. Gnomes are organised into bands, each of which is competitive with the others, although not actually hostile. They are usually friendly to man, and they are very friendly with the dwarves, their cousins, although they have a mild dislike of elves. Large bands of gnomes will often (80%) have a fair amount of treasure. Gnomes found in their lair will have more treasure, as gnomes are fond of hoarding.
Abilities
Gnomes are excellent stoneworkers, and as such they can detect many things that have to do with the construction of a building or the quality of a builder's job.
Movement Rates 
Running: 150
PS: 10-14 MD: 10-13 AG: 14-16 MA: 13-17 EN: 8-10 FT: 16-20
WP: 19-22 PC: 14-18 PB: 3 TMR: 10-13 NA: None
Weapons
Gnomes will use daggers, short swords, clubs, and any other weapons that they can carry easily.

Goblin

Natural Habitat 
Anywhere
Frequency 
Uncommon
Number 
4-1000 (20)
Description
Goblins are humanoid in form, but have large fangs, pointed ears, and skin ranging from brown to pallid grey. They are usually very ugly, have foul breath, and an unpleasant odour. They wear garments made out of dirty cloth, and usually wear leather armour, carrying shields. More powerful goblins will sometimes carry better armour. They are about 4 feet tall.
Comments
Goblins are highly evil, and will often waylay a party, killing and looting. They love to cause discord, and will be deceitful where violence will not work. Their lair (and treasure) will be well guarded. Goblins dislike sunlight, and fight at a reduction in the Base Chance of 10 when under a bright sun. They hate dwarves and gnomes, and will attack them whenever possible. Goblins will usually be in league with dire wolves if there are any in the neighbourhood.
Abilities
Goblins are good at working with stone if forced into it, and so they are good at detecting facts having to do with stone (40% chance of detecting anything unusual or dangerous). They can see in the dark. They are excellent at torture, which they delight in. A goblin will in rare instances be an Adept of one of the Entity colleges.
Movement Rates 
Running: 150
PS: 9-13 MD: 8-12 AG: 7-12 MA: 10-18 EN: 6-8 FT: 10-13
WP: 8-11 PC: 7-12 PB: 8-10 TMR: 3 NA: Skin absorbs 1 DP
Weapons
Goblins will use any sort of weapon that their strength allows, although they generally prefer simple swords, clubs, crossbows and slings. They may have Rank 1-3 with these weapons.

Halfling

<--Peoples of Alusia

A player character race in DQ.

Natural Habitat 
Rural
Frequency 
Uncommon
Number 
1-50 (6)
Description 
Halflings are small humanoids, around three feet in height. They are inclined to be fat. Halflings are noted for their tough, hairy feet and usually go bare-foot.
Comments
Halflings appreciate the good life more than most; a successful halfling will arrange a schedule of much sleep, good food, and relaxed study or conversation. Halflings are shy around other races, preferring to merge into the background. Amongst themselves they are a friendly folk who form into small communities where everyone knows every-one else’s business. While halflings take their social responsibilities seriously, they are renowned for their practical jokes and light fingers. Halflings avoid the rigours of military life but when forced to defend themselves they favour small weapons. A small percentage of halflings have adventuring in their blood, and tend towards extreme speed, violence and ruthlessness when away from their familiar and tranquil surrounds.
Abilities
Halflings possess infravision (heat vision) to a range of 100 feet. They are naturally soft-footed and light-fingered. Halflings may drop jewellery down active volcanoes without anyone thinking the worse of them, and do so surprisingly often.
The listed characteristic ranges are for NPC Halflings.
Movement Rates 
Running: 200
PS: 3-21 MD: 7-25 AG: 6-24 MA: 4-22 EN: 3-21 FT: 17-23
WP: 6-24 PC: 5-23 PB: 5-23 TMR: 4 NA: None
Weapons
Halflings prefer small weapons, dagger and slings being the most common, although short swords and hand axes will also sometimes be used. There is a 50% chance that a halfling will have skill of up to Rank 4 with at least one of the weapons that they are carrying. Adventuring halflings prefer weapons of maximal carnage, and will usually be very skilled.
Locations
They come from a range of places on Alusia. These include: Gracht, and Carzala and Adjepbar in the Five Sisters area.
Halfling Faiths and Pantheon
Halfing Faiths, Cooks, Gods, and Recipes.
General comments
A race of short,warm-hearted and kindly-natured people. They eat and drink more frequently than other races. They seldom wear shoes, preferring to run about barefooted. Yet, they are normally well dressed. Many live in underground barrows.
Halflings are reknown for their love of food and their many Mealtimes.

Hobgoblin

Natural Habitat 
Anywhere
Frequency 
Rare
Number 
1-500 (30)
Description
Hobgoblins are particularly large and vicious creatures of basically the same strain as goblins. They have the same fangs and pointed ears as goblins, but they grow to larger than man sized, almost 7 feet. They are also usually equipped with better armour (chain mail being the mean) as they are very strong and can more easily carry its weight. Their skin is more hairy than goblins', although it is the same brown to greyish colour.
Comments
Hobgoblins are organised into clans, which are highly competitive with each other and with their relatives, the goblins and orcs. The strongest member of the group heads the clan, and fights for leader of the clan are common. Hobgoblins are often hired to lead bands of goblins and orcs, as their strength and size ensures that discipline will be maintained.
Abilities
Hobgoblins have goblins' stone-working ability and their ability to see in the dark, but they do not dislike sunlight, and often go out in the day on raiding parties. They have the same magical abilities as goblins.
Movement Rates 
Running: 250
PS: 17-21 MD: 14-16 AG: 13-15 MA: 12-20 EN: 14-16 FT: 20-23
WP: 10-12 PC: 14-16 PB: 6-9 TMR: 5 NA: Hide absorbs 2 DP
Weapons
Hobgoblins use all weapons, and will usually use the largest weapon their strength allows. They like whips and spears with long, barbed points that break off in the wound. Hobgoblins rarely use bows, although they will use slings and javelins. Hobgoblins will have Ranks 3-5 with their favoured weapons.

Kobold

Natural Habitat 
Caverns, Highlands, Rural
Frequency 
Rare
Number 
Rare 1-10 (5)
Description
Kobolds are small, elderly-appearing dwarvish types who wear hoods of bright colours. They are about 2 1/2 feet tall, and have highly gnarled faces.
Comments
A kobold in the house is a blessing, for they will perform all sorts of menial or semi-skilled tasks with great willingness and ability, where such is possible. They will work for only shelter and food. While travelling, they will most likely run away if they see a party at a distance, but there is a chance that they will be willing to trade information and befriend a character. In general, kobolds get along with men better even than the dwarves. Kobolds are one of the few earth dwellers that will tolerate faerie, and will actively co-operate with brownies to look after a household. Kobolds will almost never have treasure, although if they do it will usually be something of value only to them.
Abilities
Kobolds are very useful around the house or farm, for they will perform many tasks relating to maintenance of property or animals. They have no special magical powers, and they are not as good at working with stone and at detecting unusual constructions as the dwarves. They can see in the dark.
Movement Rates 
Running: 100
PS: 7-9 MD: 14-17 AG: 15-18 MA: None EN: 6-8 FT: 12-14
WP: 14-17 PC: 12-16 PB: 8-11 TMR: 2 NA: None
Weapons
Kobolds carry daggers and hammers. They do not wear armour.
Hammer: BC 30%, [D – 2], Melee & Close, Rank 0.

Orc

Natural Habitat 
Anywhere
Frequency 
Common
Number 
Common 1-1000 (25)
Description
An orc is a stoop-shouldered, surly humanoid and a pack member by nature, much like a goblin or hobgoblin. Orcs are considered unattractive by other humanoid races.
Comments
Orcs are a cruel, violent folk, liking nothing better than to loot and pillage. Individuals test themselves against their peers, bullying anything weaker but cowering away from anything stronger. A strong individual will form a pack around them, and the pack leader’s word is law. Orcs enjoy the sensual pleasures of life, and reduce their already short life spans through hard living. They have a robust digestion and will eat foods that others turn their nose up at.
Abilities
Orcs are the most versatile and intelligent of the goblinoids, and can possess any skill or college. They have particular affinity for skills involving violence, and magics that cause suffering.
Movement Rates 
250
PS: 6-24 MD: 5-23 AG: 5-23 MA: 3-21 EN: 6-24 FT: 17-23
WP: 3-21 PC: 5-23 PB: 2-20 TMR: 5 NA: None
Weapons
The glaive, axe and scimitar are the favourite weapons of the orcs (Rank 5-7 is typical) although other weapons will also be used. Crossbows are the most common type of missile weapon. Orcs will wear armour, with leather being the prevalent type. Orcs will also commonly carry shields.