Showing posts with label Dwarves. Show all posts
Showing posts with label Dwarves. Show all posts

Monday, April 27, 2020

Halfling as Half-Dwarf Race-as-Class

Halflings (Half-Dwarves)

Requirements: DEX 9, CON 9
Prime Requisite: STR and DEX
Hit Dice: d6
Maximum Level: 12

Hill Dwarves (sometimes known as Gnomes) have a reputation for being reclusive, but are in many ways more gregarious than their Mountain-dwelling cousins. This, in combination with their relative proximity with Humans, has resulted in not a few unions between Hill Dwarves and Humans of smaller stature. The result of these pairings is a Half-Dwarf, more commonly known as a Halfling.

Like their Human progenitors, Halflings have a wide range of appearances, though they are rarely able to grow a beard of any significant length. They usually average from about 3 to 4 feet and weigh in at 60 to 100 pounds. Due to this short height, Halflings cannot use two-handed weapons or longbows. However, they can use any other weapon or armor. They must have at least 13 in one or the other prime requisite in order to get the +5% to experience. They must also have a STR and DEX of 13 to get the +10% bonus.

Due to their unusual background, they are used to existing on the fringes of both human and dwarven society. At character creation, a player chooses three Thief abilities that the Halfling character can use. Additionally, Halflings have an uncanny ability to disappear into their surroundings. Using any kind of cover, they hide on a 1-4 on a d6. They also have keen coordination which gives them a +1 to hit with missile weapons.

Halflings use the same saving throws as Dwarves, sharing the hardiness of that side of their ancestry. They also fight as a Dwarf. Further, a Halfling character will speak the common tongue, dwarvish, halfling, gnomish, goblin, and kobold.

Reaching 9th Level: When a Halfling reaches level 9, he has the option of creating a stronghold, which can be either above or below ground. The stronghold will attract Dwarves and Halflings from far and wide. A Halfling ruler is able to hire Dwarven and Halfling soldiers or mercenaries, but may only hire members of other races for other tasks, such as human alchemists or elves for spell casting.

Level Progression
1…0
2…1900
3…3800
4…7600
5…15,200
6…30,400
7…60,000
8…120,000
9…250,000
10…380,000
11…510,000
12…640,000

Sunday, April 26, 2020

On Gnomes and Halflings

So, over at B/X Blackrazor, JB has an excellent post on Gnomes, doing an historical dive into the origins of the race in search of why they can be illusionists. I, ironically, I have been doing a very similar deep dive into rulesets about gnomes, but for a radically different reason. Whereas JB is working on revamping the Illusionist class using the various iterations from the pre-1ePHB era of the game, I was doing my deep dive because of a curious mention of halflings in Advanced Labyrinth Lord.

For a bit of background, as a joke, I challenged by eldest to run a game of D&D where all the PCs were gnomes. The joke became somewhat serious when she demanded that I provide her with an edition of the game to use to create the campaign. When she settled on Advance Labyrinth Lord, I was forced to read to those rules to create a character.

Therein, I found this quote:
Their habitations often overlap with halflings, and these two races are typically very friendly, if not familial, to each other.
I don’t ever remember that word “familial” being used to describe the relationship between halflings and gnomes, so I started digging.

Lately, I have been finding myself actually trying to play Holmes Basic D&D (putting into practice all of the stuff I wrote about Holmes over the years). I have to admit, having never actually played the game in my youth, I am finding it to be quite a pleasure to use as I get older. One of the conclusions I made about gnomes, given the way Holmes treats them, is that they are (as JB concludes) a variation (or twisting) of dwarves — specifically, a Chaotic Good version.

Given this Holmesian background where I conclude that the languages of Gnomes, Kobolds, and Goblins are all dialects of Dwarvish, I find it fascinating that Gnomes in the MM1 and Gnome PCs in the 1ePHB are able to speak the language of halflings. It should also be noted that in the Racial Preference Table from the 1ePHB Gnomes have goodwill toward Halflings. The only other race to get such treatment are dwarves.

Thus, while Advanced Labyrinth Lord’s use of the word “familial” is not found in the original material, it is, nonetheless, not unwarranted. It also has my brain going in (what I consider to be ) a really exciting direction.

I must note that despite my use of Bilbo Baggins as a literary inspiration for my understanding of Thieves, and my love for Jeff Dee’s cover of T1: The Village of Hommlet, I am not a fan of Tolkien, Hobbits, or halflings.

Conceptually (as a race inspired by Hobbits), halflings just don’t fit in D&D except as a curiosity or a group if interesting NPCs. However, this word “familial” has me re-thinking the halfling’s place among the PC races.

What if “familial” implied the “half” part of the name “halfling” didn’t refer to their size, but rather to their parentage? In a game world where half-elves and half-orcs make regular appearances, why are there no half-dwarves? Unless, of course, they have always been there in the form of the halfling (which sounds better than “half-dwarf” and is something the dwarf kin probably would use anyway).

If one begins with the assumptions that gnomes are smaller, skinnier dwarves and that gnomes live closer to humans and other races than regular dwarves do, and that halflings have similar saving throw bonuses to dwarves, it is not a huge leap to imagine that halflings are to result of some relationships between the odd gnome and human here and there.

Such an understanding of a halfling makes much more sense to me, and explains that cover of T1 a whole lot better than Tolkien ever did.

Monday, June 26, 2017

On Gnomes and Titans

Recently, an old high school buddy of mine got inspired to go back and re-read some of the older rulesets of D&D, in part because of my gushing review of the Swords & Wizardry Legion stuff I was able to get my grubby mitts on.

He and I have a weird appreciation for gnomes as a PC race. When 4th Edition came out, there was a Youtube video explaining why tieflings were now PCs instead of gnomes. Ironically, it just cemented everything we like about gnomes. We both are infected with the old-school mind-set that if you can survive a dungeon with a pathetic excuse for a PC it says a lot about your skill as a player. Therefore, we understood this video as a challenge:



So, my friend decides he is going to make a 1e AD&D gnome character and consequently forwards me this quote:
"When being attacked by gnolls, bugbears, ogres, trolls, ogre magi, giants AND/OR TITANS (emphasis mine), gnome characters subtract 4 from their opponents' "to hit" dice rolls because of the gnomes' small size AND THEIR COMBAT SKILL AGAINST THESE MUCH BIGGER CREATURES (mine, again).
He also challenged me to figure out why a gnome would have combat skills against titans.

This rule is actually a remnant from Chainmail:
DWARVES (and Gnomes)…Although they are no threat to the larger creatures, Trolls, Ogres, and Giants find them hard to catch because of their small size, so count only one-half normal kills when Dwarves and Gnomes fight with them…
So, although gnomes are ineffectual at doing any damage to these types of creatures, from a tactical point of view, they do serve as a great way of slowing them down long enough to get stronger units in place to take the larger creatures out.

This rule is not found in OD&D, probably because it was assumed because the combat system used by OD&D was Chainmail. The d20 system everyone is familiar with today was the alternate combat system. As a consequence, this is not found in either Holmes or Moldvay but does find itself back in 1e AD&D with “Titan” added to the list of examples of creatures that have a hard time hitting dwarves and gnomes; however, 1e AD&D also adds that very curious phrase about combat skill…

If one takes a look at the Titan in the 1e AD&D Monster Manual, three intriguing aspects jump out:

  1. Titans primarily live on other planes, but do occasionally visit the Prime Material Plane especially to mingle with Storm Giants.
  2. Titans can use Invisibility at will and have access to a number of spells from both the magic-user and cleric spell lists.
  3. Titans who use Protection from Evil get double the bonus against Lawful Evil creatures.

This paints a picture of a creature type that existed before there was a distinction between Arcane and Divine magic, who does not see other planes as their natural home, spent time specifically fighting Lawful Evil creatures but lost due to the fact the the Prime Material Plane is no longer their normal habitat.

There are two groups of creatures that immediately suggest themselves when one thinks of Lawful Evil: Humanoids and Devils. Only one of those groups lives on the Prime Material Plane.

I am now going to go down a path that necessitates an understanding of my reading of the relationship between various humanoids and Dwarves. You can find that post here.

The ancient being(s) that twisted elves and dwarves into various humanoids did so in an ongoing battle with Titans on the Prime Material Plane. In response, the Titans developed more powerful protection spells against the humanoids which made up the bulk of the armies they were fighting against. In response, the ancient(s) enslaved the dwarves to use as fodder against the titans and further twisted the dwarves into gnomes. Dwarves and gnomes are resistant to magic and gnomes are bread specifically to deal with illusionist magics (to fight invisible titans). Due to the fact that the protective magics of the titans were designed to fight Lawful Evil humanoids, when they came upon dwarves and gnomes, they were caught by surprise and underestimated the danger of their foes. As a consequence, the titans were driven off the prime material plane.

Thus, dwarves and gnomes have combat skills against titans because they were specifically bred to fight against them by the ancient(s) who twisted elves and dwarves in the first place.

Thursday, September 15, 2011

An Example of a Story Emerging from Play Part 2

When I began my campaign, I had not strictly defined what any of the demi-human races were like (and had no real interest in doing so). Thus, when the first player to create a dwarf asked me what dwarves in my world were like, I told him to tell me. Because he balked at the idea, I started brainstorming ideas. The one he was most interested in was James' Dwimmermount dwarf. Though this was the genesis of dwarves in my campaign, Lost Colony dwarves differ from Dwimmermount dwarves in significant ways (they are neuters, for example) — not through my doing, but rather for things said and done by dwarf players in the campaign.

When my party found out that dwarf reproduction involved building a dwarf with the possibility of coming out with a gnome, they were intensely interested in getting a gnome for the group. They even planned to fund Ahkmed in the creation of said gnome — keep shelling out 10,000gp until a gnome came out. It was then decided that it was traditional for Dwarves only to have one son.

I reasoned that any son created after the first would have a very high chance of being a Knocker (a Chaotic Dwarf). I also reasoned that it had not always been that way. This tragic story was suggested by Mr. Raggi's module The Hammers of the God. It also suggested an origin for elfin maids bound to magical weapons.

One of the hammers of The Hammers of the God is a bane weapon — it is designed to be better against a specific kind of creature. There were also murals within the module that suggested that all of the various races of the earth had cooperated in making bane weapons in order to assure peace. This peace was destroyed by the dwarves (thus, giving a nice reason for there to be antipathy between the two races).

I figured that the dwarves (under the leadership of Mär-Rune from Raggi's module) started stealing all of the bane weapons in order to make war on all of the other races. The war that ensued so tainted the dwarven race, that they can no longer make more than one son without having that taint becoming manifest in their offspring. This war also sowed the seeds for the creation of the Sons of Cyn — but that is for another day.

Unfortunately, my players decided not to pursue the clues I had laid for them to find The Hammers — but the dungeon and all of this information has been placed into my campaign and awaits exploration.

Monday, May 30, 2011

Holmes & Cook: Elves & Dwarves

Those familiar with the works of Tolkien know that the origin of the orc is a deliberate breaking and twisting of elves by the evil guile of Melkor/Morgoth (the main antagonist of The Silmarillion). Given the influence Tolkien seems to have on Holmes, I think it is fair to assume a similar origin for orcs — they are a twisted version of elves (possibly as an attempt at a more malleable slave-version of elves by the humans of the suggested ancient civilization).

Using this as a point of departure, note the languages Holmes grants to the beginning Elf character:

Elves can speak the languages of orcs, hobgoblins and gnolls

Given that orcs are elves twisted beyond recognition suggests that the reason that elves know the language of the orcs is because it is a dialect of elvish. It follows that so, too, are the languages of the hobgoblin and gnoll. This suggests that hobgoblins and gnolls are either other twisted elves or a further twisting of orcs.

This vision is reinforced by the languages given the beginning Dwarf character:

Dwarves can all speak the languages of gnomes, kobolds and goblins.

Holmes essentially calls gnomes chaotic good hill dwarves:

Gnomes are similar to dwarves, whom they resemble. They are smaller, have longer noses and beards and inhabit low-land and hill burrows rather than mountains.

Kobolds are also described as a kind of dwarf:

These evil dwarf-like creatures behave much like goblins, but are less powerful.

The goblin behavior in question suggests that goblins, too, are a kind of dwarf:

They always attack dwarves on sight.

In other words, gnomes are chaotic dwarves, goblins are evil dwarves as are kobolds (possibly even a derivative of gnomes, due to their size). Therefore, the languages given the beginning dwarf character are likely all dialects of the original dwarven language.

This all suggests a very interesting definition of goblinoid, given how Holmes describes the hobgoblin:

Hobgoblins are big, powerful goblinoids

Since the suggested origin of hobgoblins is the elf and the suggested origin of the goblin is the dwarf, the term goblinoid seems to mean any race whose origin is the twisting of a progenitor race (such as elves or dwarves).

Given this statement by Holmes:

At the Dungeon Master's discretion a character can be anything his or her player wants him to be.

it follows that should one want to play a gnome, goblin or kobold that one could simply use the dwarf class as a template and, likewise, orcs, hobgoblins and gnolls could use the elf class as a template.

Tuesday, August 17, 2010

Lost Colonies Session 21

After a long and unplanned hiatus, I finally got back in the saddle and played some Labyrinth Lord this weekend. In some ways, the hiatus worked to my group's advantage, because Hamlen's player was very close to completing a task he has been planning for quite some time — getting Grak his prosthetic arm. The extra wait actually made him even more eager to get it done.

The party had to find its way back to Headwaters, which they did after negotiating with the giant spiders they encountered at the river in the jungle they had lost themselves in. Of note, giant spiders in my world are intelligent, can speak and have a weakness for elf flesh. This, the players took advantage of and quickly got information as to the location of the "stinking rotten paladins" at Headwaters and then proceeded to feed the spider to "The Bag" as it is now referred to by the party (other wise known as the Bag of Holding with a dragon-kin inside). After re-orienting themselves, in was quite easy to follow the river into Headwaters.

Unfortunately, the town was being attacked by an small undead army of skeletons, led by a wraith and a pair of tentacled undead the party had previously encountered underneath Trisagia's city of the dead. The undead split their forces and attacked the two main strongholds of the paladins — a keep and a watchtower. Dn. Goram also spotted a small group moving towards the Church. Suspecting that the main assault by the skeletons might be a ruse, the party split up. Dn. Goram and Hamlen went to help defend the tower and keep, and the rest of the party went to the Church in order to see what was going on there.

Hamlen and Dn. Goram were able to fairly easily gut the main assault. Dn. Goram paved the way through the skeletons, automatically disrupting several a round with the help of some magic items, in order to free up his brother who charged the higher HD undead with his sword Liberator.

In the meantime, the rest of the party (minus their two highest level members) found themselves face to face with a pair of ogres and a golden masked magic user interrogating Fr. Valinor, the local priest. Afraid that they did not have the ability to go toe to toe with these three foes, they set about doing a quick strike to free Fr. Valinor and then high tail it until bigger guns could be brought to bear (I was very pleased that "run away" had finally entered the vocabulary of our younger players).

At this point I must explain an interesting quirk about this group. They have developed a very good relationship with Alidar, the local alchemist. They not only frequently buy potions from him but will bring him all kinds of oddities from their adventures in order to see if Alidar can "weaponize" them, as my players like to say. One such oddity resulted in smoke grenades which were used to confuse the ogres and the masked mage long enough to grab Fr. Valinor and run away.

The party quickly found out that the true purpose of the attack was to get the Eye of St. Gabriel and the golden mask that (unknown to the assailants) had been stolen by Xerxes (and was now, as far as the party knew, inside The Bag). The party managed to trace the attackers back in the general direction of the abandoned monastery (and the megadungeon of my campaign). The party resolved to begin a serious expedition into its depths, as soon as they could re-equip themselves and take care of a few things left hanging from sessions past (like Grak's arm).

At this point, I must explain yet another quirk about this group. They very much like the idea of henchmen and followers; however, their idea of what makes a good follower is rather unusual. Instead of hiring out normal NPCs, they have taken to adopting various NPCs and monsters that they have encountered in their adventures:

  • Grak the formerly one-armed tribesman of chaotic crab-grafting humans from the Giant Insect Jungle (who is now officially a 1st level monk, using the AEC LL rules).
  • A peg legged prostitute that is now going to be the main bar tender at Hamlen's tavern.
  • Pups, the dire wolf who has given birth to three healthy pups.
  • A camel
  • The unwitting and unpredictable dragon-kin inside The Bag

Other henchman have come and gone (and died) but no emotional attachment forms, unlike the devotion the party has shown for those in the list above. Also of note, Dn. Goram wants to make a golem and has begun a search for a manual to do so and the party has taken considerable interest in helping Ahkmed in building his son.

When I began this campaign, I had not spent much time at all sketching out the Elves, Dwarves and Halflings of my world. Indeed, I left much of that work to be done by players who wished to play a demi-human. When my Dwarven player heard about James' Dwimmermount dwarves, he was really excited about the idea and ran with it. The fun part is that, although there are similarities, allowing my players freedom in creating the demi-human cultures has resulted in quite a few deviations from Dwimmermount dwarves — a big one being that Ahkmed has insisted that all dwarves are neuter and has played up his ignorance about how other races reproduce.

This past session I mentioned in passing to Ahkmed's player that I have some specific rules for how to go about creating his offspring (using a variation on the work James has done with his dwarves). The party went absolutely nuts — they especially wanted to know (ironically, given discussions on this very topic over at Grognardia) if they could specifically try to make a gnome. All of this amused Ahkmed, but he seems more focused on saving his gold for a foundation for his stronghold — a revelation that I must say was surprising. Understand, Ahkmed's player is the newest to the game (his introduction to the game was my campaign along with a 3.5 campaign that runs when mine isn't in session); however, having read the rules about dwarves, the concept of the end-game sunk in. According to the rules (his words), he is supposed to build a stronghold in order to attract dwarves "from far and wide." Thus, he is already playing for that end game — I couldn't be happier.

The session ended with a rather mundane, but productive re-exploration of the catacombs beneath the lower temple at the monastery. The party decided that they needed a much more detailed map if they were to do some serious exploring there. I was quite happy to oblige. The one significant piece of information they garnered from the new exploration is that all the bones that used to be inside these catacombs are now gone.