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Racial Attributes


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.

Age Categories

Race Young Adult Mature Middle Aged Old Venerable
Dwarf 40-60 61-175 176-288 289-400 401-525
Elf, Aquatic 75-150 151-450 451-700 701-1000 1001-1200
Elf, Drow 50-100 101-400 401-600 601-800 801-1000
Elf, High 100-175 176-600 601-900 901-1200 1201-1500
Elf, Sylvan 75-150 151-500 501-800 801-1100 1101-1350
Dwelf 70-115 116-335 336-535 536-735 736-900
Half-elf 36-59 60-184 185-274 275-368 369-465
Quarter-elf 25-39 40-114 115-169 170-229 230-293
Eighth-elf 19-30 31-80 81-117 118-159 160-206
Orc (Haven & Tamaranth) 12-18 19-40 41-60 61-85 86-105
Minotaur 14-30 31-60 61-100 101-140 141-170
Human 14-20 21-45 46-65 66-90 91-120
Erden Human 14-23 24-68 69-113 114-143 144-173
Trewschan 14-23 24-68 69-113 114-143 144-173
Gwuryll, Ursinoid 15-21 22-64 65-105 106-136 137-162
Goblin 14-30 31-60 61-100 101-140 141-170
Hobgoblin 13-24 25-50 51-80 81-112 113-137
  • Young Adult: Subtract one point Wisdom; add 1 point Constitution.
  • Mature: Add 1 point Strength; add 1 point Wisdom.
  • Middle Aged: Subtract 1 point (or 1 level of exceptional rating) of Strength and 1 point Constitution; add 1 point of Intelligence and 1 point of Wisdom.
  • Old: Subtract 1 point (or 1 level of exceptional rating) of Strength, 1 point of Dexterity, and 1 point Constitution; add 1 point Intelligence and 1 point Wisdom.
  • Venerable: Subtract 1 point (or 1 level of exceptional rating) of Strength, 1 point Dexterity, and 1 point Constitution; add 1 point Intelligence and 1 point Wisdom.

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.

Draconic Ages

Age Category Age (in years) Hit Die Modifier Combat Modifier Fear Radius Fear Save Modifier
Hatchling 0-5 -6 +1 Nil Nil
Very young 6-25 -4 +2 Nil Nil
Young 26-50 -2 +3 Nil Nil
Juvenile 51-100 Nil +4 Nil Nil
Young adult 101-175 +1 +5 15 yds +3
Adult 175-300 +2 +6 20 yds +2
Mature adult 301-600 +3 +7 25 yds +1
Old 601-900 +4 +8 30 yds 0
Very old 901-1200 +5 +9 35 yds -1
Venerable 1201-1500 +6 +10 40 yds -2
Wyrm 1501-1800 +7 +11 45 yds -3
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.

croiduire/game_mechanics/races.txt · Last modified: 2020/05/30 22:00 by Croi Duire