Dwarves, goblins, hobgoblins, and elves have low-light vision to 60 feet. Their eyes are so sensitive to light that they can see twice as far as an orc, Erden human, half-dwarf, or half-elf in dim light. Low-light vision is NOT colour vision. Low-light vision is insufficient to read anything smaller that 20 pt. type. However, characters with low-light vision can see outdoors on a moonlit night as well as they can at twilight or dawn.
If a character or creature with low-light vision suddenly changes from conditions of darkness to bright light (for example, that of direct sunlight or a Continual Light spell) he will be unable to see well because of overstimulation of the eyes for 1d3 rounds. He will take a -1 penalty on attack rolls and all detection checks including tracking.
Dwarves also have echolocation to 20 feet. This ability is similar, but not identical, to the blind-fighting NWP. In total darkness, a dwarf suffers only a -2 penalty to his attack roll (as compared to a -4 penalty for a human under the same conditions without blind-fighting proficiency). While moving in total darkness, a dwarf suffers only half the normal movement penalty of those without echolocation.
Furthermore, echolocation aids a dwarf when dealing with invisible creatures, provided they are corporeal. If they have a body, echolocation will reveal where they are.
|Race||Young Adult||Mature||Middle Aged||Old||Venerable|
|Orc (Haven & Tamaranth)||12-18||19-40||41-60||61-85||86-105|
Except for Young Adult and Mature, these penalties and benefits are not automatically applied. Everyone has met at least one middle-aged man or woman who is in better health at 50 than they were at 20, or the elders who haven't read a book in 30 years. When a character transitions from one age category to the next, roll for each affected attribute. There is a 20% chance that, for good or ill, it will not change. Moreover, characters do not arbitrarily die as soon as they reach their maximum allotted span in the Venerable category. Instead, once they enter their Venerable years, either the player or the GM must roll a percentile die each time they suffer a significant shock or engage in extremely strenuous, unaccustomed physical exertion; such activities may be enough to kill them. Once they exceed their highest age, the GM should roll every three game-months to determine if they survive.
|Age Category||Age (in years)||Hit Die Modifier||Combat Modifier||Fear Radius||Fear Save Modifier|
|Young adult||101-175||+1||+5||15 yds||+3|
|Mature adult||301-600||+3||+7||25 yds||+1|
|Very old||901-1200||+5||+9||35 yds||-1|
|Great wyrm||1801+||+8||+12||50 yds||-4|
Dwarves are not disproportionate (as in humans, the femur comprises about 1/4 their total height). Although they are short, they have a bone and muscle density about 50% greater than humans, accounting for greater weight, but not significantly greater girth than a human of the same height and strength (muscularity). They are often burly, not because of racial imperative, but because of cultural influences: dwarves prize strength and stamina, and at the same time love good food and drink--and plenty of it! They tend to gain muscle more easily than fat. They do tend to have relatively large hands and feet; a gauntlet or boot made for a dwarf of average size is apt to fit a human of average size although the human is several inches taller.
The elves of Tamaranth are usually tall and willowy; an average man is between 6' and 6'6", an average woman, between 5'6" and 6', but there are many exceptions, both taller and shorter. Those of Erden, Haven, and Arvandor are usually shorter, with men averaging between 5' and 6', and women between 4'6" and 5'6". However, they all have a bone and muscle density about 10% less than humans, accounting for lower weight, but not significantly slimmer girth.
Racial ability requirements and adjustments are not applied to primary attributes. A dwarf can be sickly, graceful, and charismatic, an elf, clumsy but healthy as a horse.