The Hidden Races

ou have heard of the Green Elves, the Red Dwarves, and the gnomes. (They are used liberally in my campaign as non-player characters (NPC's) run by the AdventureMaster to move the plot along and help the party.) But deep beneath the ground there hide three hidden races, who long  ago shunned the upper world. Your Raiders shouldn't know about them at the start of the game, but rather should learn about these lost souls as the game progresses. Here are the stats for the Hidden Races: 
 

Dwarves, Black (Morlocks) 
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APPEARING: d8 in mining team
BA: 5 (or as Agility) 
      6 if Tunnel Guard (or AG +1)
FOR ST: Roll d4+6 
FOR AG: Roll d6-1 
FOR EN: Roll d8+3 
FOR PV: 30 (or 4d8+6) 
SPECIAL ABILITIES: NO TA! 
      KN of 5 (See Below) 
      LIS 6 and QM 5 underground 
      BWS 10 in torch light or less
      WM at -4 
DAMAGE: d8 Mace 
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orlocks are a "lost tribe" of the dwarven race. Long after Shaitan and his brood corrupted men with their gifts, a third of the dwarven race was not satisfied with the gold and jewels that their kind had yet mined from the OverLord's Talania. Grabbing pick and shovel, the rushed off to the mouths of the shallow mines that had been dug to that point, and in a frenzy of work and sweat, dug shafts deep into the rock. It is said that no feat of engineering that modern Men can muster can match these deep shafts, and that if you were to drop a gold coin down one, you would never hear it hit bottom. (Others say that the reason you would never hear it hit bottom was that a black dwarf would hear it coming down the shaft, assay the gold content by the sound, and snatch it up before impact.) Most of these shafts were later filled in by the rest of the dwarves, but occasionally a party of adventurers will find the mouth of one of these pits. They have been lost underground as a race for so long that they are forgotten by the OnceBorn, and nothing more than legend to the Wise Ones at the Academy. 
      Morlocks roam the deepest of the underground tunnels, far below the darkling elves or deep gnomes. They live off insects and lichen, and have a deeply ingrained false religion about the surface world, their "hell." In these dim misty hallways, lit only by the light from glowing moss, their dwarven argumentative nature has festered and refined to a truly obnoxious level. They are usually a solitary people, disliking to mix even with their own kind except where profit is the goal. If a party is encountered, it will be out searching for food or for ore deposits. 
      Morlocks fight at either AG or a set BA of 5. If the morlocks are part of a formal Tunnel Guard, they will be better armored and fight at AG+1 or BA of 6. 
      Their technology is but a remembrance of what it once was, and they have lost their Tinker Ability in the time since they have become tunnel-dwellers. They have retained a good knowledge of metals, gems and weaponry, but it is more on a rote level...they chant oral history about metal work and such, but the spark of invention and creativity is long gone. All their weapons, armor and ironcraft would be dismissed as "hackwork" by a regular dwarf. Morlocks are remarkably quick learners if removed from their underground warrens and brought into the Light. However, the Tinker Ability is a lost one, and can never be regained in morlock characters. 
      All morlocks have a KN 5 in stone construction, mining, weapons & armor smithing, and blacksmithing. They are instinctively good judges of gems and ore, but most often leave the working of fine metals to the deep gnomes. They have lost most of their creativity in the years underground, and initially can only produce metal or stone work that matches what they have seen with their own eyes. After a year of study with a full dwarf, some racial abilities resurface, and they can do full-quality dwarven work. (Still no TA though!) They also share the dwarven WM penalty, but a -5...like their surface-world brothers, they "do not so much swim, as drown." 
      Morlocks speak a variant of Dwarvish. If a party includes dwarves and thinks before they attack the morlocks, they will be taken in and treated adequately. Communication will be tough; Morlock sounds like grunts to non-dwarves, and regular dwarves must beat a KN roll at DL1 each round of talk or there will be communication error. ("The tall white man-things say 'Blessed are the Cheesemakers'!") If non-dwarves communicate, roll KN at DL8, or KN at DL4 if PC has Scholar as a former profession. Any communication-based WordRune may lessen this problem. 
      Once communication is established, any character with PF or TL should be able to evangelize the Morlocks if beating a DL 5 roll. See Witnessing in the New Rules section. 
      Morlocks dislike torchlight, but take no penalties from it. In torchlight or less they BWS at 10 ability. They normally rely on hearing alone to move in the Stygian gloom of the underworld, so they always have LIS at 6 while in while underground, and also have MQ at 5 while in that environment. If they can extinguish a party's torch or lantern, they fight at regular BA, while Raiders will get a -5 on attacks and a "passive" SF protection with no d10 roll. In lanternlight the BWS functions only at 5. Additionally, if subjected to any Rune that casts the OverLord's own Light, these OnceBorn fight at a -1 on BA, and ALL stats and abilities function at - 1. (And the BWS will not function at all in full Runelight.) 
      Like most sub-surface dwellers, they have a special heat-vision ability that will allow basic travel and examination of the underground in total darkness. This special ability only allows the "seeing" of different shades of gray and red. They get a general idea of layout and lifeforms, but could not read a sign or scroll clearly. (AM to determine what the morlocks can "see" on a case by case basis; for any real detail, require a VIS check as if in regular light.) 
      Morlocks are a jet black in color, but will become slightly more ruddy if exposed to the Light. They are dressed in rags stolen from the corpses of lost adventurers, and they roam the darkness as their kingdom .Their eyes are pale pink and reflective in the gloom if they fail their BWS. Their hair is a dusky gray, but will turn the purest white if the NPC visits the surface world and bathes. Their teeth are generally poor from the diet and hardships of the underworld, but they can be improved if a dwarvish dentist has a shot at them. If exposed to full sunlight, these OnceBorn will fight at BA 1 until special sunglasses are designed and produced for them. 
 

Elves, Dark (Darklings) 
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NUMBER APPEARING: d6 in a Night Patrol 
BA: Footman 5 (or as Agility) +1 armor/weapon 
      Sergents 6 (or as Agility) +1 armor/weapons 
FOR ST: Roll d6-1 
FOR AG: Roll d4+6 
FOR EN: Roll d8-2 
FOR PV: 18 (or 3d8) if footman
            23 (or 3d8+5) if Sergeant 
SPECIAL ABILITIES: 
      KN of 5 (See Below) 
      LIS 6 and MS 5 (underground) 
      BWS 10 in torchlight or less and
      CA at 3 (underground) 
      TE at 3 (underground) 
DAMAGE: d6 Bow or d8 Sword 
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ong ago, when the Glade was young, the elves fell to quarrelling over the dark magic offered by the Dragons. Those elves who loved magic more than life itself conspired to kill and steal all of the trinkets the Dragons offered to elvenkind. On a night still referred to as "Dakenung" (or "Night of the Rending"), a splitting took place. Many noble and true elves were slain by their more greedy brothers and sisters in an night of bitter darkness. When sunlight again shone in the Glade, a quarter of all elves were gone, disappeared into the depths of the earth, far from sun and sky, and taking the DragonToys with them. 
      Today, many years later the "dark elves" (or darklings) still patrol, deep in the earth, awaiting the day when they will have their revenge on the surface elves. In their dark, twisted minds, the surface dwellers are somehow responsible for their own dark banishment. And every year they hide from the light, their own dark nature gets more and more wicked. 
      Though the darklings serve no Dragon, they do have their own "home defense force", a para-military organization to which all belong. Children as young as five years old are taught weapons drill. 
      Darklings wear a special "mist armor", forged by dark magic, that gives them a +1 BA to attacks and defense. This mist armor works only in darkness or half-light; anything more powerful than a torch or lantern destroys the armor utterly, and dispels the magic on their weapons, leaving them as normal swords and arrows. 
      For every 2d8 Footsoldiers with BA 5+1 (armor/weapon bonus) there will be one Sergeant with BA 6+1 (armor/weapon bonus.) Patrollers will be about evenly split between women and men. 
      Darklings have Track Enemy at 3 in the underworld ONLY, and likewise have CA 3 with underworld animals (rats, moles, etc.) They have KN of 5 on "underworld lore." (AM's call as to limits of this skill; it is not a "gimme" for ALL dungeon lore.) Darklings still hate the Dragons, it's true, though they have long since forgotten why. The Dragons actually try to support the Darkling by secret means, for as long as the elves are fighting each other, the yoke of the Dragons remains firmly in place. Dark elves REALLY hate the surface elves, and TwiceBorn far beyond that. Darklings speak a variant of Elvish. If a Raid party includes true elves, there will be an automatic attack on the party, with intent to kill the elf first. Communication will be tough; Darkling talk sounds like grunts to non-elves, and regular elves must beat a KN roll at DL1 each round of talk or there will be communication error. ("Mr. Bigears says, "Jesus Slept!'") If non- elves communicate, roll KN at DL8, or KN at DL4 if PC has Scholar as a former profession. Any communication-based WordRune may lessen this problem. 
      Once communication is established, any non-elf character with PF or TL should be able to evangelize the Darklings if beating a DL 7 roll. See Witnessing in the New Rules section.
      Darklings dislike torchlight, but sometimes must rely on it; they will use torches if they serve their purposes. In torchlight or less, Darklings BWS at 10 ability. They normally rely on hearing alone to move in the Stygian gloom of the underworld, so they always have LIS at 6 while in while underground, and also have MQ at 5 in that environment. If they can extinguish a party's torch or lantern, they fight at regular BA, while Raiders will get a -5 on attacks and a "passive" SF protection with no d10 roll. 
      Lanternlight will make BWS function at 5. Additionally, if subjected to any Rune that casts the OverLords own Light, these OnceBorn fight at a -1 on BA, and ALL stats and abilities function at - 1. (And remember that BWS does not function at all in FULL RUNELIGHT.) Like most sub-surface dwellers, they have a special heat-vision ability that will allow basic travel and examination of the underground in total darkness. This special ability only allows the "seeing" of different shades of gray and red. They get a general idea of layout and lifeforms, but could not read a sign or scroll clearly. (AM to determine what the darklings can "see" on a case by case basis; for any real detail, require a VIS check as if in regular light.) 
      And remember the DragonToys that started it all? Most stopped working within years of the Rending, but some still are lost deep in the earth. True elves all look forward to one day having the chance to destroy even one of these dark and evil trinkets. 
      Dark elves are pale, pasty things, the size and shape of regular elves. Darklings dress in somber blacks and grays, setting off their pasty white complexions. For unknown reasons, Darkling females delight in red lipstick. Hair color is silver and severely cut. If exposed to full sunlight, these OnceBorn will fight at BA 1 until special sunglasses are designed and produced for them. 

Gnomes, Deep
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APPEARING: d8 in a work party 
BA: 4 (or as Agility)
      5 if DragonSoldier (or AG +1) 
FOR ST: Roll d4+6 
FOR AG: Roll d8 
FOR EN: Roll d8+3 
FOR HITS: 25 (or 3d8+3) 
SPECIAL ABILITIES: 
      KN of 5 (See Below) 
      CA at 2
      WM at -5 
      LIS 6 and QM at 5 while underground 
      BWS 10 in torchlight or less 
DAMAGE: 1-5 Handaxe
      or d10 BattleAxe if DragonSoldier 
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n the dimmest past, dozens of gnomish royalty were kidnapped by the Dragons and carried off to depths of Talania. The vile Dragons ransomed these lost gnomes, and kept both the hostages and the money that was paid to them, locking them away deep underground. Although the royal ones escaped, they were unable to find their way out of the underworld, and have been wandering the tunnels, lairs and caves of the underworld ever since. They occasionally break out to the surface or the realms of the darklings or morlocks, but by now they are no longer true gnomes. Afraid they will be rejected by the surface gnomes, they hide deep in their tunnels and speak only to themselves. Some adventurers tell the tale of sad dirges and keening that echo the endless caverns as the deep gnomes mourn their lost past. 
      If gnomes are the merry-makers of the OnceBorn, the deep gnomes write the tragedies. Much of their non-work time is still spent in entertainment, but the works they write are dim, odd and pointless, and are very Kafka-esk. They are perpetual victims, ever lamenting the cruelties of the world, and are not considered very fun to be with. (If the OnceBorn had Primes, they would have a Joy rating of zero!) 
      When generally encountered, deep gnomes are in a work party, gathering food or discussing their sorry state. Deep gnomes fight at a base BA of 4 if using their gnomish handaxe, but with any other form of weapon they attack at BA 1. (However, they may fight at BA 4 if using farming tools; GM to determine damage.) The handaxe may be employed as a missile weapon and thrown. Defense rolls are always at AG or 4. Such gnomes who join the Tunnel Guards will have chainmail of fair workmanship and additional arms training, and fight at BA5. Deep gnomish soldiers will also be able to fight with a 2' long d10 battle axe. 
      Deep gnomes gain CA at 2 with all true animals of the Underworld. Their hearty constitutions allow them powerful ST and EN bonuses, but there is a drawback...as with dwarves, all WM checks are made at -5. If the end WM rating is 0 or lower, the dwarf will SINK LIKE A STONE in any body of water. They fear running or deep water as do their cousins the dwarves. They have KN of 5 on all stone construction and mining, and on fine metalwork and jewelry-making. (They leave the grunt work of weapons and blacksmithing to their cousins the dwarves.) As is the case with the morlocks, all such work tends to be hackish, and deep gnomes are incapable of new ideas, reproducing the same old designs over and over. After a year of study and walking in the Light of the upperworld, a deep gnome will begin to have original ideas on such work. 
      In torchlight or less, deep gnomes have BWS at 10 ability. They normally rely on hearing alone to move in the Stygian gloom of the underworld, so they always have LIS at 6 while in while underground, and also have QM at 5 in that environment. If they can extinguish a party's torch or lantern, they fight at regular BA, while Raiders will get a -5 on attacks and a "passive" SF protection with no d10 roll. Additionally, if subjected to any Rune that casts the OverLords own Light, these OnceBorn fight at a -1 on BA, and ALL stats and abilities function at -1. Lanternlight allows QM but makes BWS run at 5. (And remember that BWS won't work at all in full RuneLight.) 
      Like most sub-surface dwellers, they have a special heat-vision ability that will allow basic travel and examination of the underground in total darkness. This special ability only allows the "seeing" of different shades of gray and red. They get a general idea of layout and lifeforms, but could not read a sign or scroll clearly. (AM to determine what the morlocks can "see" on a case by case basis; for any real detail, require a VIS check as if in regular light.) 
      Deep gnomes carry a special lantern with them, created by dark magics and powered by a sliver of a dragon's eggshell. The lantern casts a globe of utter darkness for 30' in all directions, and while in this circle of darkness, all Raiders fight at -5 on swings and a passive SF while in this darkness, and the deep gnomes fight per normal. Upon first contact with the beam of this Dark Lantern, all Raiders suffer a Joy check and possible Joy damage from the magical despair radiated by the lamp (at d8 DL, per usual.) Holy Water VS the DL of the lantern might de-magic it, but any Light spell or Scroll reference having to do with light or truth will destroy the lantern, doing d8 blast damage to all dark creatures within the 30' range. 
      Deep gnomes speak a variant of Gnomish. If a party includes dwarves or gnomes and thinks before they attack the NPC's, they will be taken in and treated adequately. Communication will be tough; deep gnome talk sounds like grunts to non-gnomes, and regular gnomes must beat a KN roll at DL1 each round of talk or there will be communication error. ("The pasty humanboy says 'Blessed are the Poor in Syrup.") If non-gnomes communicate, roll KN at DL8, or KN at DL4 if PC has Scholar as a former profession. Any communication-based WordRune may lessen this problem. 
      Once communication is established, any character with PF or TL should be able to evangelize the deep gnomes if beating a DL 5 roll. See Witnessing in the New Rules section.
      Deep gnomes wear somber gray robes made from their own hair (ouch!) They are very dour, and once they become TwiceBorn they are so joyful they are taken to be mad by other OnceBorn deep gnomes. 
      Eyes are in grayish tones, with reflective pupils if they fail to BWS. Hair varies from white to gray. If exposed to full sunlight, these OnceBorn will fight at BA 1 until special sunglasses are designed and produced for them. 

      Now you know what your players don't (or shouldn't anyway. I can't card every gamer who surfs in, dang it!) 

Onward, for the OverLord!


 

 
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