Mostly a desert world, hot during the day and freezing at night. The world is covered by the remains of lost civilizations, mostly in the forms of ruined towers of durable red stone or glass as hard as steel, which the ogres use the occasional fragment of for daggers, and there are canals, almost all of which are completely dry. There are said to be lost artifacts to be found, some of which may hold a faint residue of the ancient energies that powered them, and all of interest to collectors and magical researchers.
While the sun is hot, it does not burn any but the most sensitive skins, even at midday (Durin's days are almost exactly the same length as Maj's). There is little moisture in the air, but a careful traveller can use the cold of night and a dew trap to give enough to get by on. There is red dust everywhere, which for some reason does not tend to stick to even damp surfaces, or clump, so it is less annoying than it might be. Some magical researchers believe that it is the transmuted air and water of Durin, and that if the right magic can be discovered it would be a very compact and efficient way of carrying air on long spelljamming voyages.
The plant and animal life suit a desert world, with hardy plants with thick skins to hold on to their water, or which grow, bloom and die, after the very occasional rain. Animals tend to be small, and are often things like snakes (a few of which are poisonous) and lizards, with a few small mammals. There are toads which hide near-lifeless, waiting for the rain to breed and eat, then sleep again, and from which can be made a suspended animation potion. The air is too thin to support the flight of birds. The only larger animal life is humanoid, and no one has yet found a riding or draft animal which prospers on Durin. There is no Underdark on Durin, probably due to problems with the thin air.
The greatest danger of Durin is the red dust storms, which while they are not directly dangerous (there is no risk to eyes or breathing) reduce visibility to almost nothing. Most creatures who rely on sight just take shelter during these, and they can last for several days. Dust storms are most common in winter; note that Durin's year is about twice the length of Maj's.
It is said the thin atmosphere and the desolation of this world is due to ancient battles between the tower builders, those who used stone, and those who used glass, who are said to have been two different varieties of elf-like creatures. Whatever happened, there is little obvious sign of them left.
In recent years the peoples of Maj have formed colonies, in particular by re-building the two ancient cities that the winds revealed from the sands, just recently, at each end of one of the few parts of the canal system that still holds water. Dwarven elders in the nearby mountains advised against this, saying the waters were subtly cursed, and that not even the ogres or hobgoblins would use them, but this was ignored.
While there were no problems initially, and the two colonies quickly grew into city states, one in the city of stone, Dur, one in the city of glass, Crys, tempers began to flare, and eventually, only ten years ago, war. The wiser sages of Maj believe that this is some ancient curse left by the tower builders, and note that almost all children born on Durin (in the cities of Dur or Crys) have a perculilarly red tinge to their skin, and definite aggressive and war-like tendancies. Those now living on Durin claim this is nonsense.
Game Mechanics: Those not born on this world are -2 on any Fortitude roll related to exertion, due to the thin air. Living on the world continuously for at least a year makes this modifier only -1, and once acquired this advantage takes a month to loose, and only takes one month to re-acquire on returning to Durin. The same applies to natives, but they fully adapt. These may be represented by two background feats, 'Durin Adaptation', and 'Durin Blood' (for natives). GMs may allow those with this advantage to better survive asphixiation. Ships with active Helms will hold a normal air envelope, and this will only be lost when the ship lands and there is no one at the Helm for at least half an hour. Once the Helm is occupied again for at least five minutes the ship's air envelope will be normal again.
Game Mechanics: Those who have lived in the cities of Dur or Crys, for at least a year, and drunk the local (canal) water (or drinks made from it, or lived on food grown using it), are -1 on Will rolls to control their aggression. Those born there a further -1 and have a perculilarly red tinge to their skin; GMs may give both similar penalties on Cha-related rolls (particularly Diplomacy). Those who live on other water for a year recover from this, though if born there this makes the effect only -1, rather than removes it completely (and the red skin tinge remains). These may be represented by two background feats, 'Durin Curse', and 'Durin Birth Curse'. The only ones immune to this are Dargold; the problem even afflicts half-Dargold.
While these two cities are intermittently at war, and can agree about very little, the only real difference between them is that one is made of durable red stone and one is made of glass as hard as steel. Both cities are fortified, both have excellent canal-drawn water supplies, running to water on-tap in every house or home, and with similarly widely distributed dry sewage and waste disposal facilities. These lead via excellent sewers to buried deep underground automatic fertilizer production, which in turn feed nearly water-less immense plant-growing halls. The cites seem nearly perfect to live in; just sweep the sand out.
Both cities have deep power cores, which while they do not run 100% smoothly, emit etheric energies, allowing things like air cars and a wide variety of powered equipment, particularly weapons, to be used within tens of miles of the cities. Unfortunately the fields do not reach the about fifty miles to the other city, so more conventional means of warfare, or captured enemy equipment, must be used. There has been little success in adjusting equipment so it can run on the enemy power source, except by a complete strip down and re-build; no dual-mode equipment has been created (it tends to just (electrically) explode, messily). There have been the occasional rare artifacts, found out in the deserts, which are self-powered; typically hand weapons.
A few Dargold have come to the cities, typically entire small tribes of seven to fifty (6d8+1, if randomly determined), and claim to understand something of their secrets. The elders of these tribes have worked on the power cores, making them, and other parts of the city infrastructure, more reliable, though the tribes are very clannish, having little to do with other city people, and steering clear of anything to do with the war. In particular they have opened up deep boreholes, and after failed attempts to give away the limited amounts of water from these now sell it, as health-giving mineral water, though most in the city use the water from the canals. They also make attempts to sell food grown from this 'healthy' water, but the rich don't think it or the water fashionable, and the poor are suspicious. While these Dargold seem essential to the working of the cities, they are treated as suspect, due to not being enthusiastic enough about the war.
Apart from the city-provided food, which is effectively restricted to vegetables, cage-reared rabbits, and chicken, with their eggs, are the major meat source. Larger animals just do not seem to prosper, even goats and geese, and the cities have far smaller rat and other vermin populations than anyone might expect, mostly in the port areas. The Inca rear guinea pigs for meat, and this practice has spread to some other peoples. Dogs are not normally reared for meat, as the problem is that they themselves are typically fed meat, which is in short supply. All but the smallest dogs do poorly, and this is also the case with cats - winged birds survive little time at all. Only the rich can afford regular imported meat. It is believed that all these problems have something to do with the thin air of Durin, though some sages point out that large intelligent creatures suffer far less, and claim that something even more fundamental is the problem.
The city of Dur is ruled by a council of nobles, who have supposedly broken free of their founding countries and empires, but in most cases are still more or less tied to them. On the surface it appears that the Franks are in charge, but anyone who is aware of how the bureaucracy works, behind the scenes, will know that Muscovy has a great deal to say about what goes on. The city of Crys has a system of two Vice Consuls, based on the Roma model, mostly runs under Roma law, and is arguably the better organised of the two, though as the officials have to answer to their superiors back on Maj, major decisions can take a lot time to make. Albion for some reason has no real representation in the cities of Dur and Crys, bar some merchants, and of course embassies. The only Norse connection is that they sometimes raid shipping. Other empires have a significant presence, in most cases in both cities, though they may be quite insular.
There are a few other significant colonial settlements on Durin, apart from Dur and Crys, but they tend to be much smaller, due to the lack of significant resources, and the fact that the existing inhabitants object to sharing what there is. There are also some prospecting towns, where people rest-up between searching the desert for lost artifacts, as finding the right one of these could mean that you are set-up for the rest of your life (assuming it's not stolen from you, and the rest of your life is very short).
The most major settlement that fits none of the above is in the foothills of Mons Olympus, considered the biggest mountain in the Maj system. The whole mountain is faintly magical, and nearly all the winds in the area seem to blow towards it, or swirl around it. The Durin Study Institute (DSI - often called 'Dusi' - doo-zee), was established only twenty years after Maj became aware of spelljamming, on a faintly magical ancient ruin which has its own deep water source, and plant-growing halls similar to Dur and Crys.
One reason that this did not acquire a colony is that some not fully understood necromantic magic prevents people and animals conceiving any offspring within a considerable radius around the ruins. DSI has support grants from a number of empires, for supposedly non-overlapping research projects, and is staffed by both permanent researchers and post-graduates from various universities on Maj, as well as the GLU. DSI is just beginning to be certain that the necromantic magic prevents aging as well as fertility, and it expects that this will attract more research money.
This applies to the technology found in the cities of Dur and Crys, and also elsewhere, for example lost in the deserts of Durin.
The technology of Durin appears to be based around highly advanced use of precisely aligned and cut crystals, which focus a combination of magical and etheric energies to produce spell-like effects. These crystals would seem to include impurities which colour them, sometimes in exotic ways, like ever-changing rainbow patterns, and are material elements not found in nature, probably produced by very advanced alchemy. There has been some limited success in cutting down or reshapping some of the large, possibly damaged crystals, to make one or more smaller ones.
Self-powered equipment would appear to run on a power source made from the very rare magical material 'Spectrum', also called 'rainbow metal' because of the sheen on its surfaces, and occasionally referred to as 'true mithral'. Even the smallest piece can be of use, and a pound typically changes hands for 5,000 gp. An unknown charging process alters spectrum so as to act as a power source for a self-powered device, and it would appear acting as a power source slowly consumes it, and charged spectrum slowly decays to nothing over time (centuries).
Spectrum is also needed to repair the engine shielding on air cars, and the reaction chambers of power guns. Another use for (very small amounts of) spectrum is that mirrors silvered with it can be used to focus or direct magical and etheric energies. There are legends that the artificers of the gods (in particular the Finnish ones) use spectrum in some of their greatest workings.
While they don't tend to talk about it, the dwarves and gnomes of Durin tend to be more skilled in the enchantment of magic than their races are generally known to be, though they don't tend to go around casting spells. Those who look carefully at the hills and mountains in which dwarves and gnomes live may be suprised to find carefully concealed carved gutters, drains and cisterns, which make best use of the occasional rain of Durin. These feed into concealed valleys, where crops are grown, and where the cisterns are not sufficient, water is raised from deep wells. Meat is in short supply, mostly limited to domesticated desert hares and a few small fish, but one or two tribes have carefully tended goats, which they presumably traded with the dwarves of The Belt. The goats are mostly for their wool and milk - slaughtering a goat for a feast is a sign something major has happened.
Much better hidden tend to be the magical rather than purely mechanical water-raising systems, the hidden greenhouses, and the concealed sewage and ventilation systems. While the later two don't need to use magic, they are obvious risks to security. In preferance the sewage systems go to sealed magical sumps, which extract the water and produce fertilizer, and the ventilation systems have filters and cut-offs, are too big for an orc (and certainly a hobgoblin) to get into, and contain traps.
Some of the enchantments allow things like:
Some dwarves and gnomes believe that, having observing the way an active spelljamming Helm gathers a full atmosphere to itself, this suggests that a suitable enchantment could do something similar. This might allow them to have areas where they could at least raise healthier goats, and maybe other livestock, though this would likely be quite expensive in terms of the amount of magic required.
While these are quite different races, their lifestyle is similar. They are tribes of hunter-gatherers, making the best of the scarce resources of Durin. It is possible that some tribes may plant hardy crops in sheltered, more fertile, areas, then return to harvest them, or have agreements with other tribes about harvest and planting in return. The long year of Durin probably allows several crops in the growing season. While water is scarce, most tribes will likely have a circuit of travel, which leads them from one water source to the next, and know the tricks of catching dew.
What may surprise outsiders is that most tribes will have a loremaster (Expert or Bard), who knows the histories and in particular all the tribal agreements about hunting and water sources. Many tribes also have an Adept, who rather than the more common gods of hobgoblins and ogres follows the Ancient Powers, of the world of Durin. Quite a few tribes also have relics and artifacts, found in the desert, some of which actually still work. Most tribes are a stable size, what the lands they travel will support, with a little spare for the bad times.
What no one seems to have noticed yet, or if so they are keeping quiet, so that it is not general knowledge, is that there are far more people living in the Maj colonies on Durin than actually arrived from Maj. Maybe twice as many. These people seem to perfectly blend in, to anything short of True Seeing, and are in fact Dargold, the supposedly original native people of Durin.
The Dargold are perfect mimics, in many respects too good mimics for their own health, as they completely lose themselves in the role that they take on. They typically become the perfect partner that someone has always been looking for, with just enough courtship to be credible. Other possibilties may be the perfect secretary, clerk, servant, follower or henchman. If they have children with a non-Dargold partner then the child is perfectly healthy, but has none of the Dargold race's characteristics, except for being more empathic (+2 to Cha-related rolls; the next generation loses this). Dargold are as fertile with non-Dargold as is normal for their apparent race. As their partner grows older, typically so do they, but unless the partner actively wishes that they die before them, then after their death they can usually slip away into a new role. Unless, of course, there are children, or even grandchildren, who need them...
Another possibility is that they can become a child that was lost, but they will never grow up, unless this is expected of them. Occasionally they have wound-up as a visiting long-lost aunt, who then never goes away. Or, at their most distant from any one individual, an ancient and wise neighbour, who everyone local goes to for advice, and calls 'Granny'.
This is one reason that the Dargold, though theoretically as immortal a race as the highest elves, are dying out, but they find it very difficult to resist the attraction of new peoples, and new cultures, this being a very strong addiction amongst them. They are not any more fertile, among their own kind, than elves. Their own culture is a deceptively simple one, apparently hunter-gatherer, with some basic agriculture, but in fact making very efficient use of the sparse resources of Durin, with a strong emphasis on wisdom, knowledge, and the simpler, often participatory, performance arts.
Dargold, living among non-Dargold, who cannot bind themselves to one being who has a clear idea of who they should be, can be in considerable danger. If faced by multiple people who all want them to be different they can find themselves flicking from one shape to another, one personality to another, and the strain of this can kill them. Even though they can normally only change shape when no one's attention is on them even this can break-down if too many people know their secret, and focus their desires on them at once. This break-down will almost certainly cause rapid death.
Dargold will retain their assumed shape, as long as they still live, even if asleep or deeply unconscious, but on death return to their own form. This has resulted in a few very shocked families, if the Dargold has not managed to make proper arrangements for their death (other Dargold will typically be very accomodating), and a few quick cremations or closed-coffin funerals. There are a few, very rare, diseases that afflict Dargold, and the most magical and rarest forces them to return to their own form, permanently, and usually kills them. If needed for their roles Dargold will catch diseases, and if it is expected of them, die.
No more than half of any group will be Dargold, as this will dilute the culture they need to experience too much. In a group which contains non-Dargold the Dargold will not be attracted to their own, though they will in general be polite and try to get on with other Dargold, if they can fit this into their required role. Even though the next generation have no obvious Dargold characteristics, the Dargold don't find them so attractive, though they might marry them due to social pressures (any children will still be half-Dargold), and by the third generation there is no further attraction, though any Darkgold already snared by the culture will likely remain, unless forced out.
If the proportion of any group is nine-tenths Dargold or more then the Dargold will not change shape, for example when there are visitors to their tribes, but individual members may be seduced into following visitors, usually to be sucked into their culture.
A very few Dargold learn the strength and discipline to control first their own minds and personalities, and possibly later their shapes, but these skills are only acquired after a great deal of work, which will involve taking the risk of interacting with non-Dargold. Generally this development only goes smoothly with the assistance of some understanding non-Dargold, who preferably have a great deal of mental discipline themselves.
One theory about the origin of the Dargold is that they were the elf-like races who built the glass or stone structures, which are the little that remain of that time. The Dargold themselves claim to not know for sure. It is suggested that they nearly destroyed themselves, but on the final brink changed their very natures, so that they would fit in with others, as they purged the 'waters of emnity'* from their entire race, with an immense magical working. As with many such great transformations, things did not go exactly as planned, and while all seemed to work initially, they had in fact become too adaptive.
A few dwarves and gnomes shipwrecked on Durin led to Dargold finding that they could completely fit in, becoming the perfect required dwarves or gnomes, and some of those original Dargold still live among the clans, as honoured elders.
A crashed ship of hobgoblins, with ogre slaves, led to more losses, but still the novelty wore off, after a generation or so, and the remaining Dargold managed to stick to their own peaceful lives, slowly building up their numbers again. Again, a few of the original Dargold still wander with the hobgoblins or ogres, and are accorded the stature of legendary elders, though the Dargold accomodating personality means that they are not leaders, at most advisors.
(*) Just to be quite clear, the 'waters of emnity' are the water that fills the canal system between the cities of Dur and Crys, which is 'cursed' to cause aggression in anyone who lives on them for a while, bar Dargold.
Medium Fey (Shapechanger)
Hit Dice: 1d6 (3 hp)
Initiative: +0
Speed: 30 ft.
AC: 14 (+3 studded leather, +1 small shield)
Attacks: Longsword +0 melee; or longbow +0 ranged
Damage: Longsword 1d8; or longbow 1d8
Face/Reach: 5 ft./5 ft.
Special Attacks: Detect Thoughts
Special Qualities: Take Form, Regeneration 0.1, Elven Traits
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 10, Dex 11, Con 10, Int 11, Wis 11, Cha 12
Skills: Bluff +7*, Diplomacy +7*, Disguise +7*, Gather Information +7, Intimidate +3, Listen +2, Perform +5, Sense Motive +2*, Spot +2
Feats: Form Taking 1 & 2.
Climate/Terrain: Any
Organisation: Solitary (with some other creatures) or tribe (7-50)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually neutral, often good
Advancement: By character class
Level Adjustment: +2
Dargold look like lightly-built brown-skinned humanoids, with yellow eyes, who might be taken as some variety of elf. However, as shapeshifters they are rarely seen in this form, except among the rarely found tribes of their people. Among other peoples they will have a form and a role which allows them to fit in. Whatever their form they have a strong tendancy to try and get on well with those around them, and are usually regarded as a peaceful and pleasant people.
It should be noted that most Dargold are not very impressed by magical powers, either their own, in particular their shapeshifting, or anyone elses. Magical powers, as far as they are concerned, are just something that happens to exist, and have to be lived with, it is people who are the interesting thing. One result of this is that very few Dargold put much effort into developing their shapeshifting, unless they are put in a position where they need to; many just regard it as a sort of curse that has to be survived, and try and be stoic.
Dargold in their tribes will often be either Experts or Bards, and while they do not tend to have Clerics, a few among them are Adepts, respecting the Ancient Powers. Some of them, in particular the older ones (more than a thousand years) may be Wizards, typically of 10th or greater level, but they are reluctant to reveal this, hiding it if possible with metamagic. They also have a few Rangers. Dargold who live among other peoples will be whatever their roles require, but Expert is common, Bard is preferred, Rogue is a role they occasionally find themselves in, and if forced, Fighter.
The dargold given above is a young (probably no more than fifty years old) Expert.
Combat
Dargold will typically attempt to avoid combat, unless a role that they are in requiries it, and they will avoid all forms of aggression, again unless this is required. Strangely, they are incredibly skillful with weapons and armour, sensing the effective way to use all obvious features of a new weapon with just a little study and some practice swings or shots. With a little more study they can riddle even the more obscure features.
Negotiation and accomodation is their prefered way of avoiding conflict, and they willingly allow themselves to be taken prisoner. The diplomatic skills and friendly nature of tribes of dargold can be difficult to resist, but they will fight if forced to, with sorrow but quiet efficiency. Just because they are peaceful does not mean they will not have well-maintained weapons nearby, or not have people with ready-to-use longbows close at hand.
Detect Thoughts (Su): A dargold can continuously use Detect Thoughts as the spell (caster level 18th; Will DC 13 negates). She can suppress or resume this ability as a free action. The save DC is Charisma-based; an average dargold with Cha 12 makes the DC +1, and a further +2 for their racial bonus on Charisma-related rolls, giving DC 16. No one but the most mentally sensitive will sense that this ability is in use, even if they succeed in their saving throw, and if the dargold makes a Spot roll (DC 10, unless the target is attempting to Hide their mental abilities) they will realise this risk and be able to avoid these sensitive beings. The dargold does not consciously know what is being thought, more how people expect her to behave, but can understand and speak in languages being used around her. She will quickly pick up any skills required for any role she takes, including things like literacy in a new language, assuming there is someone around who is literate; all these skills will be paid for with skill points - the GM will allow advance purchase, and these skills remain even if the role is changed. Dargold are typically very difficult to lie to, though they may well act in all respects as if they believe you. Dargold will automatically recognise other Dargold, half-Dargold, or those who had Dargold ancestors.
Take Form (Su): A dargold can take a shape of any people she is among, similar to an Alternate Form special quality, but also including a social role. She has no choice as to what this form is, just accepting it from the expectations, and in some respects the needs, of those around her. The change in form can usually only take place when she is not having attention paid to her, and is not altogether voluntary, and can only be done after a successful Detect Thoughts. In general humanoid forms in the range Small to Large will be taken, and these will only be of intelligent creatures (3 or more), and those who form communities, or need companionship, and have some sort of culture; GMs might allow up to Giant size, down to Tiny size, and/or intelligent non-humanoids in exceptional circumstances (maybe when one is very lonely, or in great need). A dargold must remain in this form and role while she is still needed, after which she can take a new one, or maybe escape in her own form; the need to take a form when among non-dargold is an almost irrestitable addiction. GMs should roleplay the (possibly fatal) danger to dargold of anyone finding their secret; see the text (above). A dargold uses her Form Taking feats to take, while the form lasts, the special attacks or qualities of the form, such as Darkvision (replacing Low-light Vision), Stonecunning, natural armour, and racial (not cultural) skills. Form Taking feat taken twice is enough for many races (Level Adjustment +2 or less), and a GM needs to use their judgement; exceptional cases might mean a dargold takes a form beyond her normal limits, and is then stuck there (until she earns enough experience). All Elven Traits are lost while in a form, including the -2 Will saves, with the exception of the armour and weapon proficiencies needed to suit the role and the near-disease immunity and longevity. Even Dargold Blood is lost and hidden, bar to magic items which have True Seeing. Note that as standard for Alternate Form only physical abilities (Str, Dex, Con) alter, not mental ones (Int, Wis, Cha). Non-metal objects, including clothes, weapons and armour, and metal objects no larger than a dagger, are automatically permanently reshaped to suit her new form and role. Pregnancy does not interfere with Take Form, and in fact a human baby or equivalent could be carried for at least the first few months after birth (while the brain is incomplete and still growing), hidden and safe within a form. A change in form cannot be dispelled, but a dargold's body reverts to her natural form when killed. A True Seeing spell or ability reveals her natural form.
Regeneration (Ex): Fire and acid deal normal damage to a Dargold, however she acts and her form changes as if all damage done to her is normal damage, except that she doesn't quite die. Very careful inspection, such as whether her breath fogs a mirror, will reveal that she is still alive. Note that if she is in a role, see Take Form, and the person that she has taken the role from injures her and expects her to die, then she will actually die, unless she has the rather rare Control Role feat, see below. The rate of recovery of the non-lethal damage is at 1 hit point per turn, but once the Dargold is conscious again she can restrain her form so that she does not appear to be healing further. A Dargold that looses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes one minute; quick use of a needle and thread would help hold it in place. If her head or other vital organ is severed, then it must be reattached within 10 minutes or she dies. Note that severed parts do not revert to Dargold form for at least one hour after loss. Dargold can regrow lost body parts (or permanent injuries from fire or acid), but it takes her months, however the regrowth can take place imperceptibly, hidden behind her current form. Take Form can, and generally will, substitute for missing non-vital body parts. Apparently dying is one way in which Dargold can get out of a role.
Elven Traits (Ex): Dargold are proficient with all simple and martial weapons, all armour and shields, and the exotic weapons required for any role they take on. They have the standard elven immunity to Sleep spells and effects, but in reverse to standard elves they have a -2 racial bonus to Will saves against enchantment spells and effects. As standard they have Low-light Vision, but they do not gain any improved Listen, Search and Spot, or ability to Spot secret doors. Dargold are not affected by normal diseases, and have the longevity of the highest of the elves (thousands of years).
Skills: They gain a +2 racial bonus to Charisma-related rolls, such as Bluff, Diplomacy, Disguise, Gather Information, Intimidate (though they typically avoid using this aggressively), and Perform. This bonus also applies to other skills like Handle Animal and Use Magic Device, but these are less important to Dargold as they do not deal with interacting with intelligent creatures.
(*) When using her Take Form ability, a dargold gets an additional +10 circumstance bonus on Disguise checks. If she can read an opponent's mind, she gets a further +4 circumstance bonus on Bluff, Diplomacy and Disguise checks. Reading minds does not altogether remove the need for Sense Motive, but there is at least a +4 circumstance bonus. Note the synergy bonuses given enough ranks of Bluff, etc.
Dargold as Characters
Dargold characters possess the following racial traits.
- +2 Charisma.
- Medium size.
- A dargold's base land speed is 30 feet.
- Racial Skills: Dargold gain skill points equal to 4 x (6 + Int modifier), 6 + Int modifier for every additional racial level above first. Their class skills are Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Listen (Wis), Perform (Cha), Sense Motive (Wis), Speak Language (Int), and Spot (Wis). Each racial level gained provides an extra two Form Taking feats; many dargold have class levels rather than these. Dargold may take racial levels after they already have class levels, in particular if they have insufficient Form Taking feats for a form they are in.
- Racial Feats: Dargold gain a basic two Form Taking feats.
- +2 racial bonus on Charisma-related rolls.
- Special Attacks (see above): Detect Thoughts.
- Special Qualities (see above): Take Form, Regeneration 0.1, Elven Traits.
- Automatic Languages: Common, Elven. Bonus Languages: Any.
- Favored Class: Bard.
- Level adjustment +2.
Player-character Dargold must be at least 3rd level (in addition to the Dargold racial +2 LA) so as to gain an additional feat. This feat must be used for 'Control Role', a special feat for Dargold which is used to master their addiction to the role that they have taken on. If a Dargold PC wants to be in full control of themselves they need to also have the Dargold feat 'Control Form', which means that they need to be 6th, to gain a further additional feat.
Dargold Feats:
Form Taking
Form Taking [Special]
You can take a wider range of forms when using Take Form.
Prerequisite: Dargold race.
Benefit: You can take a wider range of forms, which have got +1 Level Adjustment (LA) for each time you have taken this feat. If you have at least four of these feats (Form Taking 4+) then you are no longer restricted to humanoid form and your allowed size range extends from Tiny to Giant. For example, an ogre has +2 LA, so the standard two Form Taking feats that all Dargold have are sufficient.
Normal: You only get part of the characteristics of the form taken if it has a higher LA than the number of times you have taken this feat, i.e. you don't gain some of the special attacks or qualities. Abilities are gained first, then attacks or qualities, and finishing with the most powerful spell-like abilities. Note that as standard for Alternate Form only physical abilities (Str, Dex, Con) alter, not mental ones (Int, Wis, Cha).
Special: GMs may give Dargold NPCs extra Form Taking feats in exchange for them forgetting that they are anything else than the form that they have taken. It is recommended that not more than four feats are gained in this way, six as an absolute maximum in very exceptional circumstances. A Dargold in this situation will almost certainly gain Dargold racial levels, at least on a one-for-one basis with any class levels, until they clearly remember who they are again; once they have only two extra feats they will have a hazy idea about what is going on.
Control Role [Special]
You can control your drive and addiction to staying in your taken role.
Prerequisite: Dargold race, Wis 13+, have lived among non-Dargold, Form Taking 2+.
Benefit: You can with a Will roll DC 15 act in a way which is contrary to the role that you have taken on among non-Dargold. Once you have made such a Will roll you may attempt a second Will roll DC 25 to completely break away from your role. You can take 10 or take 20 with these Will rolls. Even though, if you do not have a current role, you must still change your form to suit those around you, you need not take up a new role unless you wish to. If the person that you have your current role from expects you to die, whether by their own direct actions, or their expectations, you need not, though if you wish to then you may change your form (see Regeneration) so that you appear to. No Will roll is needed to avoid dying from your role.
Normal: You are completely bound to your role, and the needs and expectations of the person you took it from, to the extent that that if they expect you to fall deadly ill, you will, and if they give you something they believe to be deadly poison, even if it isn't, and your role requires you take it, then you will, and die. You must alter your form to suit those around you, and when you find someone with a strong enough role for you then you must take it. You are at deadly risk if people find out your secret and several force you to change role in quick succession.
Special: You cannot normally be a PC Dargold, among non-Dargold, without this feat, only an NPC, as you do not have sufficient self-control.
You as a Dargold cannot make a Bluff roll to feint in combat without this feat. Before you make each of your Bluff rolls to feint you must succeed in a Will roll DC 15; it is not normally possible to take 10 or 20 on this Will roll. If a second Will roll DC 25 is made then this may be followed by as many feints as desired, in this fight. If either of these rolls fails another attempt may not be made unless the GM rules that something changes the circumstances.
This feat was most commonly found among the rare travelling Bards, who hold the Dargold tribes of Durin together, and also mix with the non-Dargold (dwarf, gnome, hobgoblin and ogre), but the rise of the cities of Dur and Crys has meant far more Dargold (with enough Wis) have the opportunity.
Control Form [Special]
You can control your taken form.
Prerequisite: Dargold race, Wis 13+, Control Role, have lived among non-Dargold, Form Taking 2+.
Benefit: You can with a Will roll DC 15 return to your own form, either on a temporary or permanent basis. If you are currently bound to a role, or someone is paying attention to you, then DC 25. You can take 10 or take 20 with these Will rolls. You can with the expenditure of one skill point take a 'Profession (specific role)' skill which allows you to remember a form and role that you are currently in so that you can take it at any time you are in your own form. The expectations and needs of those around you does not require you to alter form, when you do not have a current role, though you can if you wish to.
Normal: You must alter your form to suit those around you, unless you have a current role. If you are currently bound to a role or someone is paying attention to you then you may not alter form.
Special: Without this feat your form is either fixed to the one for your current role, or is at the whim of the expectations and needs of those around you.
Very few Dargold used to acquire this feat, before the rise of the cities of Dur and Crys, and it is still quite rare. A few older Dargold in their tribes, typically Experts, Adepts or Wizards, have this feat, from living among other peoples, then returning to their tribe. A few senior travelling Bards, also.
Life Gift [Background]
You receive a gift of life experiences from the dying or dead.
Prerequisite: Dargold race.
Benefit: You can, if the offer is made by someone who is dying (and it is even made occasionally by someone dead, whoes spirit has not yet moved on to their afterlife), accept their life experiences, which includes their form, role and in fact all their skills. This may happen because the dying or the dead can sometimes sense that a dargold might be able to help them. The disadvantage to this is that the gift comes with an obligation to finish some sort of incomplete life task, like ensuring a loved one or family is looked after, that needed revenge or bringing to justice is completed, or a great quest finished. While the dargold gets all the skills, they are tied to this role, and once the life task is complete the role and the skills are lost, unless the dargold expends one skill point on 'Profession (specific role)'. Even then, the dargold will almost always feel that it is wrong, incorrect, or even risking some sort of retribution, to use the role again, but all skills that the role has count as Class Skills, and are a lot easier for the dargold to learn them themselves, as they can use the role as a sort of instructor.
Normal: Your roles do not include any skills, you must use your own, though you can pick these up very quickly. You cannot reshape any metal objects larger than a dagger to fit your roles.
Special: Occasionally divine agencies may choose to inflict a Life Gift on a dargold, but if they do then there will be some sort of, possibly agreed, significant payment. GMs should not do this to a dargold PC without discussing this with the player beforehand.
Note that the Life Gift does not give any levels in any classes, though when the form and role is assumed all required weapon and armour proficiences are acquired, and any amount of metal can be reshaped for required equipment for the role.
Having an existing role does not prevent a dargold accepting a Life Gift; very few dargold accept more than one Life Gift at a time, and many live their entire lives without one.
Half-Dargold as Characters
Half-Dargold characters possess the following racial traits.
- the same racial traits, including size, as their non-Dargold parent.
- +2 racial bonus on Charisma-related rolls.
- Dargold Blood
Even if one parent was Dargold and one half-Dargold (which is rare), the children will be half-Dargold. Children of a half-Dargold and non-Dargold will have exactly the same racial traits as their non-Dargold parent. Children of two half-Dargold have the appropriate mix of traits based on their non-Dargold grandparents. True Seeing spells or abilities do not see anything unusual about half-Dargold, they just resemble their non-Dargold parent. Dargold automatically recognise half-Dargold as such, half-Dargold have no ability to recognise Dargold or half-Dargold as anything unusual.
Half-Dargold are generally found in classes where their charismatic talent is useful, such as Bard or Rogue, and less commonly in classes like Fighter.
Dargold in Human Form
A Dargold who has taken the form and role of a human has only the weapon and armour proficiencies that suit their role, and looses all the Elven Traits, including Low-light Vision, with the exception of the near-disease immunity and longevity. As a human they gain an appropriate additional feat, typically something physical like Dodge, Improved Initiative or Alertness, and their preferred class becomes 'Any'; this only applies while in the human form. Their skills do not change.
Dargold in Hobgoblin Form
A Dargold who has taken the form and role of a hobgoblin has only the weapon and armour proficiencies that suit their role, and looses all the Elven Traits, including Low-light Vision, with the exception of the near-disease immunity and longevity. As a hobgoblin they gain +2 Dex, +2 Con, Darkvision and +4 Move Silently. Their skills do not change.
Dargold in Dwarf Form
A Dargold who has taken the form and role of a dwarf has only the weapon and armour proficiencies that suit their role, and looses all the Elven Traits, including Low-light Vision, with the exception of the near-disease immunity and longevity. As a dwarf they gain +2 Con, their base speed drops to 20', Darkvision, Stonecunning, Stability, all the dwarven racial bonuses and the Dodge bonus. Their skills do not change.
Dargold in Gnome Form
A Dargold who has taken the form and role of a gnome has only the weapon and armour proficiencies that suit their role, and looses all the Elven Traits, with the exception of the near-disease immunity and longevity. As both dargold and gnomes have Low-light Vision this does not change. As a gnome they gain +2 Con, -2 Str, a Small size and a base speed of 20', all the gnomish racial bonuses, the Dodge bonus and the Spell-like abilities. Their skills do not change.
Dargold in Ogre Form
A Dargold who has taken the form and role of an ogre has only the weapon and armour proficiencies that suit their role, and looses all the Elven Traits, with the exception of the near-disease immunity and longevity. As both dargold and ogres have Low-light Vision this does not change. As an ogre they gain +10 Str, -2 Dex, +4 Con, a Large size and a base speed of 40', Darkvision, and +5 natural armour. Their skills do not change.
Danni Wellsong, Bard of Crys
Alignment: Neutral/Good
Class: Bard 4
Race: Half-Elf (Dargold)
Str 10, Dex 13, Con 12, Int 10, Wis 9, Cha 14
'Danni' was really bored with living in the wilds of Durin, in particular with no one his age to be friends with, and the same couple-of-dozen faces to look at, day in, day out. One of the occasional wandering Dargold bards told stories of the newly uncovered cities of Crys and Dur, and even though his parents were quite unhappy, that he was going to a place known to be badly cursed, he left with him to learn a trade, and to find his fortune.
Wandering through the city of Crys, looking at more different faces than he imagined existed, amazed Danni, the desires and needs boiling off them made him feel dizzy. Going into an inn he heard the innkeep lamenting the lack of decent entertainment, and that they needed a bard, "preferable a half-elf, exotic enough to interest, but not exotic enough to upset", and he felt himself becoming one. His bardic mentor looked at him, shook his head, and said this was probably for the best, and that he'd be back in a few days to see how things went.
Danni has found being a half-elf quite agreeable, as people seem to know what to expect of him, and he finds that he can live comfortably with that. Most of his time is spent in the inn where he found his new form and role, the "Glass Teapot", and the lady innkeep there has a clear and firm idea of what she expects "her bard" to be like. Otherwise he wanders the city, making a little money for entertainment, solid and safe in his half-elven role, and meeting all sort of interesting people.
Danni as a half-elf has lost the dargold Elven Trait of -2 saves against enchantment spells and effects, and gained instead the half-elven trait of +2 saves against enchantment spells and effects. Both dargold and half-elves have the immunity to Sleep and similar effects, both have Low-light Vision, both have Medium size and both have 30' land speed, so none of those change. He gains the half-elf racial skill bonus, i.e. +1 to Listen, Search and Spot. He is considered to have Elven Blood for the purposes of using elven weapons and magic-items with racial specific elven powers, unless the item has True Seeing. Danni already knew the language Elven, but he has adjusted his way of speaking it to fit people's expectations of a half-elf. He has the basic dargold feats Form Taking 1 and 2, which are quite sufficient for the form of a half-elf. He also retains his near-disease immunity and longevity.
As a bard he has proficiency with simple weapons and rapier, light armour, medium armour, and shields, and has lost the proficiency that he had as a dargold with longsword and longbow (his longsword he sold to buy a rapier, and his longbow, quiver and arrows was reshaped into a walking staff). As his non-class feats he has Dodge and 'Weapon Finesse (rapier)'. He is in other respects as a 4th level Bard.
Note that Danni keeps unchanged his dargold +2 Charisma (already added in), and dargold +2 racial bonus to Charisma-related rolls, as well as his special attacks and qualities Detect Thoughts, Take Form and Regeneration.
GM Note: It should hopefully be clear that Danni is an unwise fool, or at least was when he started. Possibly he is a bit more sensible now, but he is likely quite a few years, levels (and points of Charisma) away from being a solid and reliable person.
At 4th level Danni added +1 to his Wis (due to the influence of his bardic mentor).
War Elf is a believed extinct elven sub-race. Their name for themselves was 'Joyous Warriors', in elven, but they were also referred to as 'Battle Elves' and 'Death Elves'; if they heard of someone using the last name it might come true. War elves lived for the joy of combat, and believed war to be the purest expression of civilization, and weapons the highest form of art. The more civilized war elves held to the 'rules of war', which included only attacking those they believed wished for war (having attacked them was one demonstration of this), honouring messengers, being willing to parley, and things like offering honourable surrender to those who had fought bravely.
Ancient legends, found in only the most obscure texts, suggest that more than ten thousand years ago there was a major falling out among the elven races. Exactly what this was about, or what happened, is unclear, but apparently the more civilized war elves co-operated with other elven races to quite thoroughly wipe out the less civilized war elves, and then withdrew from any further contact. The most effective questions of the gods and higher powers have indicated that the war elves became completely extinct as a living people, across all the dimensional planes of at least the Arcane Inner Flow, somewhere between two and five thousand years ago.
Not even a legend, more a wisp of a myth, is that all the surviving war elves withdrew by some means of dimensional travel to a distant world, where they intended to practice the arts of war exclusively between themselves. The name of this world is lost, but it seems likely that they eventually wiped themselves out, completely. (GMs will obviously realise that this was Durin in Maj Space.)
War Elf Abilities
A war elf could sense the effective way to use all obvious features of a new weapon with just a little study and some practice swings or shots. With a little more study they could riddle even the more obscure features. They were skilled in the use of all varieties of armour and shields. Many of them were skilled craftsmen in the arts of making weapons and armour, both mundane and magical, of the highest quality.
Over the millenium war elves had magically modified themselves in many ways. One modification common across all of them was the ability to regenerate, in most respects similar to an Ogre Magi. This allowed them to experience all the joys of battle, including receiving terrible wounds, and 'dying', but be able to fight again. The main difference that the base ability had was that regeneration was comparatively slow (one per turn), but various battle magics could improve this to a level that would make a troll envious.
Other elven traits of the war elves were in common with other elves, but they did not gain any improved Listen, Search and Spot, or ability to Spot secret doors. They were also not affected by normal diseases, and had the longevity of the highest of the elves (thousands of years).
Use of War Elves
GMs might wish to make use of War Elves, in some way, even though they are 'extinct as a living people'. Individuals might survive, given their longevity, possibly magically disguising themselves as some other race. If a group of them was required, even a small tribe, then they might be in some form of stasis, and maybe consider that they owed a debt to whoever freed them. A sudden arrival from a magical transport spell which flung a group of them thousands of years forward in time, past a predicted destruction of all of their race, might be another option.
Urag, Ogre Shaman
Alignment: Neutral/(Good)
Class: Expert 5, Adept 5
Race: Ogre (Dargold)
Str 20(10), Dex 8(10), Con 18(14), Int 9, Wis 14, Cha 10
(..) Dargold abilities.
As a young Dargold, several millenia ago, she was never very impressive, being below average Str, Dex, Int and Cha, but something drew her to ogres, who were quite impressed by her toughness, and her healing skills, of limited interest among her own people, so she became one. Over the years her skills have developed, and she is now considered a legendary ogre shaman, as an Adept following the Ancient Powers.
Urag carries a Huge greatsword made of almost unbreakable crystal, and a Huge longbow. Over the centuries she has learned the Dargold feat Control Role. While she is not actually Good, she is about as nice a person as you are likely to meet among ogres.
GMs may wish to say that she is in fact the daughter of Ten, the Dargold Elder.
GM Note: Urag might be met with a band of ogres, and might survive (due to her slow Regeneration) the usual 'kill the monsters and check the bodies for treasure' attitude of many adventurers. Alternatively, perhaps she might be found in the city of Dur or Crys, searching for those who have killed her tribe, and protected from those around her forcing her into a new role by a background feat Life Gift of revenge/justice, from her murdered many-times-great ogre granddaughter, Grat. In the first case she might later join the adventuring party, take on a role, say as a native guide/wandering healer, and try and work on some way of making them pay for/regret what they have done to her tribe.
Urag added +1 Str at 4th, and +1 Dex at 8th.
Jack the Shift, Professional Shapeshifter
Alignment: Neutral
Class: Dargold 2/Rogue 8
Race: Dargold
Str 10, Dex 14, Con 12, Int 14, Wis 13, Cha 14
Hit Dice: 10d6+10 (52 hp)
Initiative: +2
Attacks: +7/+1 melee, +9/+3 ranged
Saves: Fort +3, Ref +11, Will +8(+6)
Jack has many names, whatever is convenient for the job he is doing, and 'Jack the Shift' (he 'shifts' information and objects around) is just his business name. Unlike almost all other dargold, Jack has embraced the possibilities of the dargold shapeshifting, and has worked to make himself the most effective information gatherer and object relocation specialist that he can using it.
He has always had an interest in shapeshifting, from quite a young age, and he was thought a bit strange because of this. Even before he left his tribe he had advanced two Dargold racial levels, and acquired, by spending time with some explorers of Durin, the Control Role feat, which made him a better shapeshifter than most dargold ever manage in their lives.
Jack then took the big step of going to the city of Dur, where he quickly acquired the background feat Life Gift from a dying half-orc Rogue, Des Halfbrow, along with the responsibility to ensure her new-born daughter had a chance to grow up. Life as Des, in the bad part of the city, proved interesting, as a number of her associates were quite unhappy to find that she wasn't dead, and a several times only the dargold Regeneration saved 'Des', who acquired a reputation for toughness and miraculous escapes. After fifteen years the daughter, now a fully trained Bard, left, and with a little regret Jack was freed to follow his own life again. He paid the skill point to hold on to Des's form and role, even after the Life Gift finished; Des is still seen around the city of Dur, on occasion.
Having had so much experience at being a Rogue, Jack decided to continue in the profession. He deliberately placed himself in situations, sometimes after very careful study, where he could acquire new forms and roles, and using his Control Form feat, memorise them for future use. In this way he learned two human males, a half-elf female, a male ogre, and a female halfling. He'd like to add a dwarf and gnome, and maybe a hobgoblin, sometime; an arcane/mercane would be really good (but he might need some more Form Taking feats to fully manage this).
He has Form Taking 6, as a result of his two Dargold racial levels, which means that he is not restricted to humanoid form and his allowed size range extends from Tiny to Giant. At 3rd level Jack took Control Role, which freed him of the risk of getting killed by a role, at 6th level he took Control Form, giving him a lot more control over his form, and at 9th level he took Iron Will.
His two Dargold levels give him +1 BAB, +0 Fort, +3 Ref and +3 Will, and his eight Rogue levels give him +6/+1 BAB, +2 Fort, +6 Ref and +2 Will; Iron Will gives a further +2 Will. Also note his dargold -2 saves (generally Will) against enchantment spells and effects. His initial level was Dargold, so 40 skill points were spent there, then 80 skill points on Rogue; note that six of the Rogue points have been spent on forms and roles. GMs should give Jack suitable magic items for his level.
Jack added +1 Con at 4th, and +1 Dex at 8th.
Cadius Claudius, Vice Consul of Crys
Alignment: Lawful
Class: Aristocrat 1, Fighter 9
Race: Human
Str 10, Dex 15, Con 13, Int 15, Wis 12, Cha 6
Cadius thought that the diplomatic posting to the Roma colony on Durin, in the city of Crys, would be a short-term one. He hoped to move on to greater things, maybe in Neapolis, or even Rome. Instead, he found himself the only acceptable candidate for Vice Consul, and has held that position for fifteen years. While in theory he should share that position his fellow Vice Consul has been changed by the vote of the Commons at least every two years, which gives him a lot of theoretical power. None of which seems to do him any good in persuading his superiors, on the Roma Imperial Spelljamming Commission, that he should move back to Maj. However, duty (and his wife, Lydia - Aristocrat 5) ensures that he continues to do his job as well as he can; he in particular remains neutral between the Roma reform and conservative factions.
Cadius privately regards the war with Dur as silly, and a waste of good resources, but at least it seems to keep the populance mostly happy. Crys at least gives a good base for exploration of the outer system, which is where the Roma sages believe there is a great deal or wealth and influence to be garnered. And, there is always a chance that one of these artifacts found in the desert will give Roma a significant military advantage.
As is common for a Roma politician, Cadius spent his time in the Roma army, and distinguished himself several times over, enough they say for any three other men. From there he retired and became a Roma senator, after which his 'personal problem' resulted in him getting postings far from Roma. It is not his appearance that wories people, more what he is capable of.
Cadius does not look anything like as pretty these days as he did in his youth, though he still moves well for a man in his middle age, and with the injuries that forced him to retire. His most notable feature is that the left side of his face and his jaw has been replaced by a perfect copy in metal-and-crystal, as has his left arm. The other scars to the left side of his body are not normally visible. Cadius knows that this has something to do with an ancient divine curse on his family, but the full details haven't revealed themselves yet.
Most notable of Cadius's replacement parts, which have only the hidden signature 'L', is the eye. This gives him the spell-like ability of True Seeing, which includes the ability to see auras, and can be activated and deactivated at will, for a total of 30 minutes in any one month. GMs are at liberty to increase this time, but should note that a particular design feature of the eye is than no one can tell if he is making use of this ability. Casius's left arm can act as a Rod of Cancellation, usable once per month. While people know of the function of his eye, or at least that he seems to see far more with it than they might be happy with, he has so far managed to keep the arm secret.
Some magical perculilarity of Cadius's non-living parts makes him immune to the effects of the 'waters of emnity', from the canals. His eye allows him to see subtle hints that it is cursed, and he ensures that his household makes use of imported mineral water (which only the very rich can afford), secretly diluted with water from the Dargold boreholes. His kitchen also is restricted to imported food, or food secretly purchased from the Dargold. Cadius knows something of the troubles of his city, and is concerned to risk starting a panic.
Cadius added +1 Str at 4th, and +1 Wis at 8th.
Silvus, Clerk to the Vice Consuls
Alignment: Neutral/Good
Class: Expert 8
Race: Human (Dargold)
Str 10, Dex 13, Con 14, Int 10, Wis 9(13), Cha 13
Silvus is probably the person most responsible for making the government of Crys work. He works long hours, and is always on call if there is an emergency. Silvus knows the city and the people of Crys inside-out, and knows where all the dangerous situations are likely to arise, and who all the movers and shakers are.
Silvus is unfortunately a fake. He is in fact a young female dargold who was sucked in by the glamour and possibilities of the city, and was in the right place at the right time to become the 'Roma clerk' Silvus. Silvus is in an even worse position due to the fact that Vice Consul Cadius has very carefully explained that he knows what is going on, and that as long as 'Silvus' does good work there will be no problems.
One of the things that means that things are not quite a bad as they might be is due to a 'gift' from Cadius. This is of a necklace of twisted metal strands, a torc, made of spectrum, and called a Torc of Shapelock. This item both prevents the wearer having their shape or nature changed by anything other than god-like powers, and conceals that they are anything other than they currently appear to be, including to True Seeing spells or abilities (unless used by a god). It also cannot be taken off by anyone except the (uncoerced) wearer, or on their death. Cadius did not explain where he obtained it, but Silvus suspects that it is from out-system.
Silvus also wears a silver broach in the shape of Minerva/Athena's owl, which grants +4 Wisdom (a divine item, from that temple), and is using this in the hope of learning the Dargold feat Control Role (at 9th; GMs must decide if this is in fact possible). GMs may choose to equip him with other items of useful magic - he also has some very good bodyguards, some of which are on duty at all times.
Silvus is hated by a lot of people in the city, due to not using his power to their advantage, and appearing to be unbribable - he is loved by some, as well. Note that due to the torc other dargold cannot tell that he is a dargold, even though he can recognise them as such. In his few quieter moments Silvus just hopes to survive the situation, and where it doesn't compromise his other duties does his best to continue the concealment of Dargold in the city.
Silvus added +1 Wis at 4th, and +1 Wis at 8th.
Ten, Dargold Elder
Alignment: Lawful
Class: Wizard 20
Race: Dargold
Str 8, Dex 16, Con 16, Int 19, Wis 10, Cha 17
Ten is the senior Dargold in the small tribe who are maintaining the city of Crys. He is not old enough to remember the building of the city, many millenia ago, but did live there when the great transformation took place, and took a hobby interest in how it functioned.
Ten is worried that these are the final times of his race. He believes there is a good chance that the people of Dur and Crys will discover their secrets, turn on them, and then hunt them down until there are none left. Another of his concerns is that someone will find enough of the most well-concealed greater weapons that they will destroy all life on Durin, possibly by accident. For these and other reasons he has recruited Dargold from various tribes to go to the cities of Dur and Crys, so they are hopefully in place to do something if things go as badly wrong as he fears. To his annoyance this has resulted in a number of pregnacies.
As all dargold who have survived their ancient racial transformation, Ten is very skilled in (magical) combat, tactics and strategy, and has quite a few abilities that he would be reluctant to have to remember. While he has insufficient Wisdom to normally learn the dargold feats Control Role and Control Form, he used Wish magic to enable himself to do so.
Ten has never allowed himself to take another form or role, by means of what he refers to as the dargold 'curse'. However, he does his best to understand those who have been lost in this way - it likely doesn't help that so went his wife, all his children and (great-(great-))grandchildren. GMs may wish to say that Urag, the Ogre Shaman, is in fact a long-lost daughter of Ten.
While he seems a pleasant and peaceful man to almost all that meet him, the most perceptive will spot an adamant core to his personality, and a sharp enough edge to his wits to deal with almost anything. He is particularly fond of illusion magics, cast with enough feats and metamagic that it is quite unclear that he is doing them. If forced to combat, he works quite hard to not be where he appears to be. He also has a number of Shades and Simulacrum which he can basically call upon to appear at his will.
Ten has a massive collection of magic items, that he has acquired or created over the millenium. GMs may give him anything they consider suitable (he owns at least one War Bracelet, for example). He does have a preferance for things that will avoid a need to kill; he also has access to items containing Wishes.
Ten added +1 Str at 4th, +1 Int at 8th, +1 Int at 12th, +1 Int at 16th, and +1 Int at 20th.
Warrior Bracelet: A black onyx bracelet subtley carved with scenes of battle.
Master Warrior Bracelet: A black onyx bracelet subtley carved with scenes of battle.
War Bracelet: A white onyx bracelet subtly carved with scenes of battle which provides you with combat abilities based on how much Dargold blood you have. Provides one who is a Dargold with Regeneration 15, +12 Str, +7 Natural Armour, and the feat Improved Unarmed Strike, provides one who has just Dargold Blood with Regeneration 2, +6 Str, +4 Natural Armour, and the feat Improved Unarmed Strike, and provides anyone else with just Regeneration 0.1, +4 Str, +2 Natural Armour and the feat Improved Unarmed Strike. If you already have the feat Improved Unarmed Strike, then it gives you the feat Weapon Focus with unarmed strike; it does not provide a feat if you already have both of these. Some Dargold find the combat emphasis of this device repugnant, but the strength can be useful for other purposes, such as carrying things. Unfortunately for Dargold, the bracelet does not consider you to have any Dargold blood if you are not in your own form.
Shock Rod
Rage Pistol
Pain Rod
Fleck Mail
Power Gun
electrical plasma
stun or kill option
ranged touch attack (as ranged Shocking Grasp)
Tiny, 3d6 (3d6+10 stun), [1 hull point] range?
Vip Gun (+1 to +5; Keen?)
metal 'needle' 3 inches long
stripped off an up to 1 lb. lump of metal (not adamanite) 50 per lb.
thrown at immense speed - effectively a base +1
Tiny, 2d6, x3, 120', 1/2 lb. (+lump), Piercing
zero hull points
Air Car
(c) Dreamer Publications, 1980 - September 2006
Permission granted to use for non-profit making purposes