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CAPÍTULO 3: Construcción de la Solución Propuesta

3.4 Pruebas

3.4.2 Pruebas de aceptación

Azers have a sharp mind, and they value education and knowledge, this is especially true of ancient dwarven lore.

Due to their long history of

enslavement, many azers feel it is their duty to learn as much about

dwarvenkind as possible, to make up for the lost time. Azers also place great value on being able to provide for oneself and to defend oneself in the face of threats. They believe that an azer who continually depends on others for his well being has left himself open to once again becoming a slave.

RACIAL TRAITS

Average Height: 4’ 3” – 4’ 9”

Average Weight: 160 – 220 lb.

Ability Scores: +2 Intelligence, +2 Wisdom Size: Medium

Speed: 5 squares Vision: Normal

Languages: Choice of one language, Dwarven, Primordial

Skill Bonuses: +2 Arcana, +2 Diplomacy

Body of Light: Your body shines bright light to a radius of 20 squares. You can reduce your brightness to dim light out to 1 square as a minor action.

Dwarf Heritage: You can take feats that have dwarf as a prerequisite, (as well as those specifically for azers), as long as you meet any other requirements.

Elemental Origin: Your ancestors were native to the elemental chaos, so you are considered an elemental creature for the purpose of effects that relate to creature origin.

Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.

Fire Resistance: You have resist fire 5 + one-half your level.

Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move.

In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone.

Warding Flame: You can use warding flame as an encounter power.

Warding Flame Azer Racial Power You project searing flames out from your body.

Encounter Fire Minor Action Personal

Effect: Until the end of your next turn, any enemy that starts its turn adjacent to you takes 5 fire damage.

(Increase to 10 fire damage at 11th level, and to 15 fire damage at 21st level.)

Born and raised in the harshest regions of the Sabrak-Olar, the badlands

dwarves are a rough and rugged race of warriors, hunters, and adventurers.

They see prowess in combat and

mastery of nature as the epitome of dwarven greatness. They are quick to wage war upon each other, and quick to celebrate their victories with feast and drink.

Despite this often dangerous lifestyle, they hold honor in high regard.

A badlands dwarf who is lazy, betrays his friends, or shows cowardice in battle will often find himself shunned by much of his or her clan.

The largest concentration of badlands dwarves in the Sabrak-Olar is in the region of Kuldar-Sonn. In fact, most badlands dwarves believe that the thick forests, treacherous plains, and snow capped mountains of Kuldar-Sonn are the birthplace of their race.

Most badlands dwarves belong to a clan headed by badlands dwarves, however due to their warlike nature, it is not uncommon for a badlands dwarf clan to be so decimated and scattered from repeated battles that eventually the remaining members of the clan become essentially rogue and clanless. In such a case, if a badlands dwarf still has his honor, he will often seek to join another clan, most likely one that was an ally of his former clan.

Due to Kuldar-Sonn’s relatively strong position amongst the dwarven kingdoms, the larger badlands dwarf clans maintain houses within all the major cities across the Sabrak-Olar. In some cases this may be nothing more than a small fort housing two or three dwarves, but in others these houses may consist of sprawling fortified

compounds with their own adjoining mines and forges.

While most badlands dwarves consider themselves to be the greatest of the dwarven races, they give respect to any dwarf who proves himself to be an honorable, skilled warrior, regardless of race.

Physical Qualities

Badlands dwarves are physically the same as typical dwarves, being broad and stocky. They generally have fairer skin with hair color ranging from deep red to blonde. Unlike many other dwarves, though, badlands dwarf males don’t often go bald. Instead they prefer to grow long, scruffy hair and beards, both to give them warmth in the harsh

climates they inhabit, and as a sign of age, experience, and maturity.

For clothing, badlands dwarves prefer multiple layers of furs, leathers, and other natural attire. A badlands dwarf who kills a large elusive or

dangerous beast will often make a cloak or covering from the creatures hide as a means to display his victory in the hunt.

When going to battle against other dwarves, however, badlands dwarves will augment their coverings with metallic armor.

Mental Qualities

Badlands dwarves believe that a life without both challenge and reward is a meaningless life. They would rather die risking battle for glory and treasure than to while away the days in safety and boredom. They are natural risk takers, and are often quick to spring to action, even when further deliberation might be the more prudent course. In battle, they are fierce warriors who rarely retreat, even going to far as to take joy in the wounds they receive, knowing that if they succeed, their scars will be proof of the challenge they have overcome.

As the world of the Sabrak-Olar has entered into its final, chaotic days, many of the badlands dwarves have come to view their rough and tumble way of life as the best means to survival and continuation of the dwarven race.

They have always been distrustful of dwarves who try to build a society that is overly dependant on civilization and organization, and as those structures have begun to crumble, they see their own views being vindicated.

RACIAL TRAITS

Average Height: 4’ 3” – 4’ 9”

Average Weight: 160 – 220 lb.

Ability Scores: +2 Strength, +2 Wisdom Size: Medium

Speed: 5 squares Vision: Low-light Languages: Dwarven

Skill Bonuses: +2 Athletics, +2 Nature

Bloodied Fury: When you’re bloodied, you gain a +1 bonus to damage rolls.

Dwarf Heritage: You can take feats that have dwarf as a prerequisite, (as well as those specifically for badlands dwarves), as long as you meet any other requirements.

Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.

Badlands Dwarf Weapon Proficiency: You gain proficiency with the hand axe and the battleaxe.

Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.

Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move.

In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone.

Hailing from the desert region of Skuld, the desert dwarves are the ancestors of the dwarves who first subjugated the ancient human skuldian empire. Over the many centuries they have adapted to life in this vast, harsh desert, while at the same time adopting many of the cultural

traits and practices of the human desert civilization. This includes everything from language, to religion, to dress.

In the ages gone by, The Skuld has always been one of the dominant regions in the Sabrak-Olar. Rich trade routes once criss-crossed its dunes, and

extensive stone quarries and salt mines provided the backbone of the skuldian economy. These days are gone now, though, and the desert dwarves who live here have been forced to watch their once proud kingdom slowly crumble into ruin. While they were once

prodigious stone builders, that industry has all but dried up. The few quarries that still operate rarely ship their stone beyond the skuld, instead using their meager outputs to reinforce the land’s remaining fortifications.

Desert dwarf traders often venture beyond The Skuld,

however few establish permanent residence beyond the desert’s borders. The desert dwarves have grown accustomed to the heat, and often find other colder climates to be uncomfortable and unappealing. Desert dwarves themselves can be broken down into two general groups. There are those who live primarily in urban areas, and those who are more nomadic, and spend much of their time travelling from oasis to oasis.

These is some antagonism

between the two groups, however when The Skuld is threatened, both groups will typically come together to form a common defense.

Religiously, most desert dwarves have adopted the ancient skuldian pantheon. They believe that it was the call of the sun god Ra-Horakhty, and not Moradin that originally brought the dwarves to the Sabrak-Olar. Despite this, not all of the desert dwarves reject

the tales of the Morndinsamman. In fact, many still hold a certain reverence for the tales of the ancient dwarves, however they believe that the skuldian pantheon is the true source of divine power, and that its discovery was the true reason for the dwarves coming to the Sabrak-Olar in the first place.

Physical Qualities

Desert dwarves are leaner and quicker on their feet than average dwarves.

Their hair color varies greatly, ranging from deep blacks to radiant reds. Many of the nomadic desert dwarves have a

dark, swarthy complection, with skin that shows the wear of near constant exposure to the beating rays of the sun.

When it comes to garb, most desert dwarves prefer to wear elaborate, flowing robes and intricate detailed clothing, often adorned with various skuldian symbols. It is also quite common for a desert dwarf to have several weapons concealed within the folds of his robes and cloak.

Mental Qualities

Desert dwarves prefer to take a long outlook on life. Their skuldian kingdom is arguably the oldest of the dwarven civilizations within the Sabrak-Olar, and their have translated this longevity into a cold, almost detached view of history.

They are not quick to enter into actions that they see as rash or ill-planned. They also do not place much value in fleeting glory, believing that time wipes away all but the most important of things, like the dunes rolling across the desert.

The desert orcs of The Skuld have always been one of the desert dwarves primary enemies, however in the harsh current age, the orcish threat has become much more prevalent. Most desert dwarves have been raised to despise and distrust all orcs, viewing them as nothing more than savage, murderous beasts who want nothing more than to sow death, chaos, and destruction upon The Skuld.

RACIAL TRAITS

Average Height: 4’ 3” – 4’ 9”

Average Weight: 150 – 210 lb.

Ability Scores: +2 Dexterity, +2 Wisdom Size: Medium

Speed: 6 squares Vision: Normal

Languages: Dwarven, Skuldian

Skill Bonuses: +2 Perception, +2 Stealth

Dwarf Heritage: You can take feats that have dwarf as a prerequisite, (as well as those specifically for desert dwarves), as long as you meet any other requirements.

Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.

Desert Dwarf Weapon Proficiency: You gain proficiency with the kukri and the khopesh.

Focused Senses: You can use focused senses as an encounter power.

Focused Senses Desert Dwarf Racial Power Closing your eyes, you sense even the slightest of vibrations within your vicinity.

Encounter

Minor Action Personal

Effect: Until the end of your next turn, you gain tremorsense 5.

The secretive duergar, also known as gray dwarves, dwell mainly in the

Sabrak-Olar’s hidden underdark, though some duergar settlements have been established upon the surface. How the duergar first got to the Sabrak-Olar is a mystery to most dwarves, and many different tales and legends and bandied about. Some claim that the duergar are a cursed clan of dwarves who were corrupted by aberrations, while other,

more prejudice dwarves claim that duergar are not dwarves at all but are simply soulless animated servants of otherworldly devils.

The truth, however, is that the duergar made the journey to the Sabrak-Olar just like all the other dwarves. The

path they took may have been more hidden and less illuminated, and was likely somewhere beneath the feet of all the other traveling dwarves, but it was there non-the-less. That being said, the duergar still have a troubled past.

The most ancient duergar tales tells that their reason for coming to the Sabrak-Olar was to escape enslavement by hideous devils, however once in the Sabrak-Olar, they found themselves to

be shunned as outcasts. Their most dark time was during the early days of the empire of the Rrin-Morndin.

During that period, many duergar were enslaved by the high dwarves and forced to due much of the manual labor involved in the construction of the great mountain fortress. The duergar ultimately revolted against this enslavement, rallying around their faith in

Laduguer, and retreating deep into the underground, beyond the reach of the high dwarves.

With the empire of the Rrin-Morndin now gone, and with the power of the remaining high dwarves greatly diminished, many duergar have once again began communicating with the surface. They are still very untrusting of most other dwarves, however, and will engage in hostility if they believe they are threatened.

The only other dwarven race the duergar have strong ties to are the

magma dwarves. During the height of the magma dwarves’ empire within the elemental chaos, many of the deepest dwelling duergar maintained

communication and trade with the magma dwarves. In fact, when the

magma dwarves decided to return to the surface of the Sabrak-Olar, it was

duergar scouts that first helped them rediscover the lost trails back to Amenthok.

Physical Qualities

Duergar are slightly shorter than typical dwarves, and are sometimes leaner.

They have gray skin and pale eyes. Their hair ranges in color from white, to vibrant orange and red, to dark grays and blacks. Sharp poisoned quills grow amongst the tufts of their thick hair.

They generally wear drab, dark clothing that allows them to blend into their rocky surroundings.

Mental Qualities

Duergar are very untrusting of surface dwellers, and assume that most other dwarves, except for the magma dwarves, have ulterior motives in mind whenever they attempt to negotiate or deal with the Duergar. They have a strong sense of racial pride, and believe that as long as they maintain their faith in Laduguer, they will never be made into slaves again. Many duergar also believe that the Rrin-Morndin is also rightfully theirs, since it was their enslaved ancestors that performed much of the mountain

fortress’s initial construction. Not all duergar believe in trying to escape the Sabrak-Olar, however. Some believe that if the duergar were to retake the whole of the Rrin-Morndin, not even the elemental chaos could threaten them.

RACIAL TRAITS

Average Height: 4’ 2” – 4’ 8”

Average Weight: 155 – 220 lb.

Ability Scores: +2 Constitution, +2 Wisdom Size: Medium

Speed: 6 squares Vision: Darkvision

Languages: Deep Speech, Dwarven

Skill Bonuses: +2 Dungeoneering, +2 Insight Defiant Spirit: You have a +1 bonus to all defenses

against attacks made by dwarves.

Dual Heritage: You can take feats that have either duergar or dwarf as a prerequisite, as long as you meet any other requirements.

Duergar Weapon Proficiency: You gain proficiency with the war pick and the light pick.

Infernal Past: Your most distant ancestors were corrupted by devils, so you are considered to have the devil keyword for the purpose of effects that relate to creature keywords.

Infernal Quills: You can use infernal quills as an encounter power.

Infernal Quills Duergar Racial Power You tense and send the quills projecting from your body into the gaps in your foe’s armor.

Encounter Poison Minor Action Ranged 3 Target: One creature

Attack: Constitution +2 vs. AC Level 11: Constitution + 4 vs. AC Level 21: Constitution + 6 vs. AC

Hit: 1d8 + Constitution modifier damage, and the target takes a -2 penalty to attack rolls and ongoing 2 poison damage (save ends both).

Level 11: 2d8 + Constitution modifier damage, and the target takes a -2 penalty to attack rolls and ongoing 5 poison damage (save ends both).

Level 21: 3d8 + Constitution modifier damage, and the target takes a -2 penalty to attack rolls and ongoing 8 poison damage (save ends both).

When the dwarves first arrived in the Sabrak-Olar, many of the forested regions already contained large populations of primitive, yet friendly, gnomes. In the course of interacting with the gnomes, unions between a gnome and dwarf often occurred. The new breed of half-dwarf, half-gnome sired by these unions is known as a gully dwarf. While such unions still occur

quite frequently, the population of gully dwarves has grown large enough to support its own continued existence.

In political affairs, gully dwarves often act as inter-mediators between dwarves and other few creatures. Many of the large dwarf clans often have

several lines of gully dwarves within their ranks to serve just such a purpose.

The gully dwarves have also established clans of their own, though most of these clans are relatively small and are made up almost exclusively of only other gully dwarves.

Some gully dwarves, especially amongst the ranks of first generation gully dwarves, have given up most of their dwarven heritage and have instead chosen to live primarily with other gnomes. This choice is sometimes made willingly, but other times it is the result of the gully dwarf in question not having the adequate proof of lineage to be accepted to a dwarven clan. These bastard gully dwarves are often looked down upon by other dwarves, especially if they have not accomplished any great deeds in their lives.

Within dwarven clans, gully dwarves fill almost any roll that a typical dwarf might fill, weather it be soldier, craftsman, scholar, or miner. Many gully dwarves, however are known to be quite crafty and mischievous, and are often believed to be more devious in their personal interactions than other dwarves. Most dwarves disapprove of this sort of behavior in inter-clan relationships, believing instead in a more straight-forward approach to such things, however when attempting to negotiate or deal with another clan, many of the clans are glad to have a gully dwarf, with his quick-whit and

diplomatic tricks, acting as their front man.

Gully dwarves, due to their fey

Gully dwarves, due to their fey

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