Dwürden of the Mountains
The Dwürden Mor are the classic “True Dwürden”. A rugged people, the Mor live in mountain halls and remote stone cities, away from the bustle of Yrūn populations and the eyes of Eylfāe borders. The Mor are expert craftsmen and often wear garments and metalwork of the finest quality. The Mor adorn their crafts with rare and precious gems, which they covet above all things. The beauty of Mor handiwork is found in the purity of its materials and the masterful combination of shape and function.
Physiology
A stout, wide-shouldered people, the Mor stands little over four feet tall and average a solid 170 pounds. A thick-skinned race, typicalDwürden faces are craggy with hard features. Skin tones vary with region, with most varying between gray and brown. Mor hair is black, brown, or gray with redder hues found in the southern lands. Facial hair is found on both male and female members of the sub-race. Mor hands and feet are proportionally wider than those of the Uren.
Perhaps the most unique aspect of Dwürden Mor anatomy are their un-calloused feet. The soles of Mor children remain very sore throughout much of their youth. Bandage-footed Mor children are not an uncommon site in their homes. This condition continues until the child undergoes the rite of Korun-Farn. Korun-Farn is the painful Dwürden practice of collecting stones into the tender sole of one’s foot. Adulthood within many Dwürden Mor kingdoms is defined by the time that Korun-Farn is complete. The stones of heroic and famous Dwürden serve as sacred reliquaries for ancestral shrines, weapons, and travelers’ pendants. These stones are distinguishable due to blood stains which cover one-half of each stone.
Another quality of stone that Dwürden Mor characters possess is their strange buoyancy, or lack thereof. Any Mor placed in the water, sinks immediately to the bottom and cannot swim or float through any means of skill or talent. If there are good swimmers among the members of this race, it will never be known. A Mor’s weight is effectively doubled in and above the water. This phenomenon does not prevent them from being in a boat, though their changing weight should be taken into account for drafting reasons.
Dwürden Mor do not have the same vision difficulties as their Fal brethren. Contrary to popular belief, the Mor cannot see in the dark. Their underground cities are sparsely lit with oil lamps, torches, and luminous fungi. Some believe that at one time the Mor did see in the dark, but that those Dwürden split off to become the Nar and Skral.
Psychology
The Dwürden Mor are a proud people, taking great pains to appear perfect. It is the mindset of the Mor that things to be done, should be done correctly and that to do things correctly requires great preparation and forethought. Reckless and impulsive behavior is viewed derisively.
Dwürden Mor have a strong dislike (to call if “fear” would be insulting) for water-travel. Getting a Mor to board a sea-going vessel (or sometimes even to cross a bridge) can be a heroic if not impossible effort. Mor also dislike riding mounts though have little problem with riding in wagons and carts, so long as they are not bounced around too much.
The stereotype of the Mor as a serious people is not far from the mark. Unless a Dwürden Mor trusts a non-Dwürden implicitly, they will never let their “guard” down. Their society does not produce jokers or pranksters. Mor humor is very dry. Two items for which there is no humor in the Dwürden mindset is the unending war against goblinoids (which inhabit the same remote regions) and their ancient hatred for the Eylfāe, which they sometimes refer to as the Invaders.
Culture
Clans are extra-familial units which bind many Dwürden together. In the distant past clan-brothers may have shared a common ancestor or event. Clans are very important to the Dwürden Mor, and often recognizable to strangers (other Dwürden) from other areas. If a heroic tale is to be told of a Dwürden, it is an insult to not mention the Clan from which that Dwürden was born. Some of the more famous Clan Dwürden are:
- Boldrin
- Nardrak
- Stonnum
- Tendar
- Wyrnmor Bal
The Dwürden Mor are renown expert engineers, craftsmen, and miners. Their stone cities and mountainside fortresses are wondrous and nigh impregnable. Their masterful works have stood unchanged since the dawn of their race in the early Ages. Ancient Dwürden Mor structures have been found that the Elder Race has no memory or record of building.
Language
Dwürden Mor speak their own tongue Murdwürmor, which they claim to be the mother tongue of all the Dwürden races. It is also called Morwurd. The alphabet used to write Murdwürmor is called simply Runic Mor.
Religion
Magic
Characters
Dwürden Mor are appropriate player characters.
Template
The basic template for Dwürden Mor characters is 42 CPs. This template includes:
Advantages
- Strength +2 (BASp14) 20
- Fatigue +2 (BASp16) 10
- Damage Resistance: Tough Skin +1 (BASp47) 3
- Extended Lifespan +3 (BASp53) 6
- Fearlessness +3 (BASp55) 6
- Longevity — (BASp66) 2
- Magic Resistance +3 (BASp67) 6
- Night Vision +6 (BASp71) 6
- Talent (Dwürden Mor)† — (BASp89) 5
† BASp89 Talent (Dwürden Mor): Includes the skills: Area Knowledge (Specific Region) (BASp176), Climbing (BASp183), Hiking (BASp200), Professional Skill (BASp215) or Smith (BASp221), and Prospecting (BASp216)
Total = 64 CPs
Disadvantages
- Basic Move -1 (BASp17) -5
- Size Modifier -1 (BASp19) -0
- Intolerance (Eylfāe) — (BASp140) -5
- Phobia (Drowning) — (BASp148) -10
- Quirk: Habits or Expressions (Do not shave beards) — (BASp164) -1
- Quirk: Cannot Float — (BASp165) -1
Total = -22 CPs
Options
A selection from the following template options are appropriate.
Advantages
- Absolute Direction — (BASp34) 5
- Arm ST +2 (BASp40) 10
- Claim to Hospitality (Dwürden Mor) — (BASp41) 5
- Damage Resistance: Tough Skin† +3 (BASp46) 9
- Enhanced Defenses: Block (Shield) +1 (BASp51) 5
- Hard to Kill +1 (BASp58) 2
- Higher Purpose — (BASp59) 5
- Indomitable — (BASp60) 15
- Resistant: Very Common (Poison) +2 (BASp81) 15
† Trait is reserved for elder Dwürden Mor
Disadvantages
- Alcoholism — (BASp122) -15
- Code of Honor: Gentleman — (BASp127) -10
- Code of Honor: Profession — (BASp127) -5
- Duty (Favor of Gur-Undrü)† — (BASp133) -121
- Greed — (BASp137) -15
- No Depth Perception — (BASp145) -15
† Trait is reserved for elder Dwürden Mor
1 BASp133 Duty (Favor of Gur-Undrü); -2 (Quite Rarely) -5 (Extremely Hazardous) -5 (Involuntary) = -12 pts