New Culture: Dwarves of Dunland

The unique One Ring rules set invites tinkering and secondary creation. Whilst The One Ring works brilliantly as written, we provide this forum for those who want to make their own home-brewed versions of the rules. Note that none of these should be taken as 'official'.
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Ernst-Jan
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New Culture: Dwarves of Dunland

Post by Ernst-Jan » Mon Feb 23, 2015 5:07 pm

One of my players, a Dwarf of the Lonely Mountain, expressed some time ago that if he were to die, his place was to be taken by his estranged son. His in-game son. We discussed this briefly, theorizing about when exactly things like conception and estranging took place, and we ruled out Erebor and the Iron Hills as likely places for the son to come from. The Blue Mountains seemed too far for the son to just be ambling from. I remembered the reference Tolkien made to Thror, Thrain, Thorin and the other displaced Dwarves briefly establishing a colony in Dunland before going to Azanulbizar and therafter heading for the Ered Luin. I suggested that perhaps a few Dwarves remained in this colony, and that the estranged son could come from here, as he was supposed to be some sort of destitute wanderer. Having decided this, I thought I might as well sketch out a variant culture based on this conceit, to give the player some options once the time came to introduce this character.

It all sort of escalated from there.

What follows is a description of the culture, rules and a description of their dwellings in the Hollow-Hold. All hopefully sort of not clashing with the impending Horse-Lords of Rohan.

Dwarves of Dunland

Description
When Smaug the Terrible expelled the Dwarves of Erebor from their mountain hold, they were a broken people, consigned to wandering the Wilds, living off the land, and having home nor hearth to look forward to. Many of these wandering Dwarves, led by Thrór, finally settled in the inhospitable hills of Dunland, at the bottom of the Misty Mountains. There they lived for many years peddling trade and craftmanship to the people of Dunland and Rohan, a shadow of the people they once were. After Thror was killed in Moria by Azog, the Dwarves went to war and fought on Khazad-Dûm's doorstep in the Battle of Azanulbizar, after which Thrain and Thorin took their people further westwards to settle in the Blue Mountains.

A handful of Dwarves, however, weary of wandering and satisfied to eke out a modest living in Dunland, remained in the colony. These Dwarves and their descendants still live here, a secretive tribe that survives without King and with little tradition, dependent on the coin of Men to survive. Dunlander Dwarves can often be found wandering, looking for employment, as tinkers, smiths and mercenaries, returning only intermittently to their secret settlement of Tumun-Gathol, the Hollow-Hold. They still hold fast to what remains of their heritage, but without a mountain over their heads and the work of their ancestors about, the Dwarves of Dunland are fast forgetting their past. Under the guidance of their leader, the Dwarf-Lady Thríma, they have grown withdrawn and mistrustful.

Standard of Living
Dunlander Dwarves are a destitute folk and the hills of Dunland hold little riches. As such, Dwarves of Dunland are considered Martial.

Dunlander Dwarven Adventurers
Because their home provides them with so very little, most young Dwarves of Dunland have little choice but to become adventurers.

Suggested Callings: Wanderer, Treasure-Hunter. Dwarves of Dunland are without means and expend much effort in trying to support themselves and their kin.
Unusual Callings: Warden. The Dwarves are not truly at home in Dunland and do not love it. They will rarely raise arms in its defense.

What Thríma says:
Elves of Rivendell: "Like all Elves, Elrond's folk care nothing for the plight of others. We return the favour in kind."
Men of Dunland: "The Dunlanders are a base and cruel folk, but alas, we must weather their presence as long as we are dependent on their coin."
Men of Rohan: "Though nobler than the Dunlanders, I mistrust Thengel and his horse-wranglers. They live but briefly and their reigns are capricious."
Woodmen of Wilderland: "These Men are fools to live so closely to the evil of Mirkwood."
Dwarves of the Lonely Mountain: "Our kin may have redeemed the Lonely Mountain, but they must see it cannot be as it once was. Our realm is but a Shadow of itself, to redeem it is to diminish it."
Elves of Mirkwood: "The Elven-King's folk are a provincial and cruel people. They will never extend a hand unless it benefits their own."
Rangers of the North: "We have had no dealings with these Rangers. Any who would willingly wander the wilds of the West are fools."
Men of the Lake: "Canny traders and shrewd merchants. Our dealings with them are sparse. They are of no trouble to us."
Bardings: "I do not begrudge these men their burnt homes. But they must know their renewed reign is bound to be ended again, by some evil or other."

Cultural Blessing
Dwarves of Dunland may choose between Redoubtable or Wandering Ways as their Cultural Blessing.

Wandering Ways
Dwarves of Dunland err far and wide, and have developed a sense of direction that is uncommonly astute. Whenever a Dwarf of Dunland has to roll a Travel check, he may roll his check twice and keep the best result.

Starting Skill Scores
Awe 0
Athletics 1
Awareness 0
Explore 3
Song 1
Craft 2
Inspire 0
Travel 3
Insight 1
Healing 0
Courtesy 0
Battle 2
Persuade 1
Stealth 0
Search 3
Hunting 0
Riddle 1
Lore 0

Weapon Skills
Unusually, some Dwarves of Dunland have come to favour the bow, as they are often traveling in open spaces and the need of ranged weaponry is often great. Choose one of the following two weapon skill sets, and record it on the character sheet.

1) (Axes) 2, Short Sword 1, Dagger 1
2) Bow 2, Short Sword 1, Dagger 1

Specialties
Choose two Traits from the following:
Fire-Making, Mountaineer, Smithcraft, Stonecraft, Trading, Tunneling

Backgrounds

1 - Ranging Craftsman
Traveling from Dunlending camp to Horse-Man Hamlet, you craft that which the clumsy fingers of Men cannot, and are remunerated for the effort. Whether you are a tinker, a mason or a blacksmith, the Men of the region that are willing to pay for quality craftsmanship have your skills at their disposal. You range far and wide, wherever the coin is, and return home only rarely.

Basic Attributes
Body 6, Heart 2, Wits 6

Favoured Skill
Craft

Distinctive Features
(Chose two Traits from those listed)
Cautious, Cunning, Honourable, Secretive, Wary, Willful

2 - Mercenary Blade
Your father was a warrior and so are you. However, for the Dwarves of Dunland, there are but little fights left worth fighting. You instead offer your skill with the blade as a commodity, receiving coin for your prowess. Wary travelers pay you to guide and guard their way through the Gap of Rohan, and harrowed villagers pay you to do what the Rohirrim cannot or will not do. You must always be careful with what contracts you sign. Sometimes the line between a mercenary and a bandit is but a small one.

Basic Attributes
Body 6, Heart 3, Wits 5

Favoured Skill
Battle

Distinctive Features
(Chose two Traits from those listed)
Bold, Hardy, Suspicous, Vengeful, Wary, Willful

3 - Wandering Soul
When your folk lost the Lonely Mountain, it lost its place in the world. Now that the Dragon has been slain and the Mountain restored, you, like many others, still feel displaced, a stranger traveling lands no longer his own. You have taken to long wanderings, erring this way and that, looking for a sense of purpose, or maybe just to lose yourself in the wild. When you have no true home, you are at home everywhere.

Basic Attributes
Body 7, Heart 3, Wits 4

Favoured Skill
Explore

Distinctive Features
(Chose two Traits from those listed)
Cautious, Gruff, Hardened, Robust, Secretive, Wary

Endurance and Hope
Due to their harsh environs, Dwarves of Dunland are slightly more hardy then their kinsmen, but their situation has also left them bitter and without much Hope.

Endurance: 30 + Heart
Hope: 5 + Heart

Cultural Virtues
Dwarves of Dunland have access to the following Dwarves of the Lonely Mountain Cultural Virtues: Durin's Way, Old Hatred, The Stiff Neck of Dwarves. In addition, they may choose the following:

Well-Traveled
Though your way is one of caution and mistrust, you have had dealings with many Folk and have ranged far, and have developed an easy manner when dealing with others. Whenever you encounter the leader of a group or Folk for the first time, you are considered to have an extra amount of success dice to spend equal to your Wisdom rating. These can only be used in rolls involving Awe, Courtesy, and Persuade.

Craft-Lore of Curunir
Across the Misty Mountains lives the white wizard Saruman in his sheltered vale of Isengard. Of late, the wizard has been interested in many forms of craft, including jewel-smithing. He has recently learned of the existence of the Hollow-Hold and its furtive Dwarves, and has, on occasion, purchased the services of some to assist in the interpretation of some more obscure forms of smithing. You were among these Dwarves, and though none of you has been of any significant help, the time spent in the smithy of Orthanc has given you mastery over a few more refined techniques. Note for Loremasters: This may make for an interesting Adventuring Phase.

You can now spend a Fellowship Phase crafting an Armour piece, customizing it to the features of its intended bearer. If successful, the Armour gains a +1 to Protection. You may later undertake this again, for a total of a +2 to Protection.

Cultural Rewards

Walking-Axe
The craft of the Dwarves of Dunland exemplifies itself through eschewing beauty for practicality. What few Dwarves encountered the peculiar axes of the Dunlendish Dwarves both marveled and were slightly disgusted by the stout, unwieldy-looking weapons. The Dwarves of Dunland's Walking-Axes are great, sturdy axes that double as sturdy walking sticks. The bottom of the shaft is coated in iron and greatly alleviates the rigours of extended travel. A Walking-Axe shares the stats of a Great-Axe, but only has an Encumbrance rating of 2.

Grey Cloaks
Cruel Men may jest that the weathered Dwarves of the Hollow-Hold already resemble boulders. Ironically, they do not realize how true their jibes are. Some Dwarves of Dunland wear thick, roughspun grey cloaks that blend uncannily well into their rocky environs. When wearing a Grey Cloak, a Dwarf of Dunland's Stealth skill is considered to be one rank higher. This bonus disappears as soon as the Cloak is taken off. In addition, whenever the Dwarf is in what the LM considers to be a rocky environment, the Dwarf's Stealth check's TN is lowered by 2.

Relic of Better Times
A relic of better times can be any of the Cultural Rewards available to the Dwarves of the Lonely Mountains or the Dwarves of the Blue Mountains, an artifact that ended up in the Hollow-Hold and neglected to travel on.

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The Hollow-Hold
In Dunland, hidden among the inhospitable foothills of the Misty Mountains, lies a small, secret holding known to none in Middle-Earth but the Dwarves that call it home. In their secret tongue, they call it Tumun-Gathol, but those few Dunlendings and Horse-Folk that have gone deep enough in dealings with these Dwarves know it as the Hollow-Hold. Hewn out of solid rock and artfully hidden by Dwarven artifice, the Hollow-Hold is humble, laughable even, compared to mighty halls such as Erebor and Khazad-Dûm. The Hollow-Hold is no grand monument to riches and history, but a refuge from the plight that many Dwarves found themselves in after Smaug the Terrible drove them from their halls beneath the Lonely Mountain. Thror led them to Dunland, where they dug the foundations of Tumun-Gathol hidden away from hostile eyes. War led them from there, and Thrain led them back. It was not long, however, before many Dwarves, led by Thorin, traveled further westwards to the Blue Mountains, abandoning the Hollow-Hold and its wild lands ruled by evil Men. A handful of Dwarves, weary of travel and fearful of the future, chose to remain to carve out a modest existence in this strange land.

From a hidden entrance among rocky outcroppings in a deep cleft between two hills, the Hollow-Hold expands into several large chambers, which function as living areas, sleeping quarters, and storage rooms, sometimes all at once. Deeper beneath the Hold is a modest but serviceable vein of iron ore discovered when the Dwarves first dug out their chambers. It yields enough iron for them to construct tools and arms for themselves, and for commerce. Some of the Dwarves working on deepening the Hollow-Hold secretly entertain ideas about digging northwards, in the hope of entering Moria from within, conveniently forgetting the horrors that drove the Dwarves out of there.

When searching for the Hollow-Hold, adventurers have to succeed at three successive Explore rolls to find its hidden entrance. Dwarven adventurers need only succeed at two.

Thríma, Warden of Tumun-Gathol
Thríma, wife of Thrán and daughter of Fraín, is the Warden of the Hollow-Hold and the closest thing the disparate Dwarves of Dunland have to a leader. A hard and grim Dwarf-Woman, russet of beard, she unexpectedly came to seize the leadership after her father Fraín, the preceding Warden, and her husband Thrán, his successor, were both killed in a Goblin ambush. Thríma has had to overcome much adversity, as the Dwarves felt uneasy being ruled over by a woman, and put much effort into displacing her. Thríma persisted and came out on top, becoming an unforgiving, stern Warden in the process. She rules the Hollow-Hold with an iron fist, preaching caution to her charges, for it is a dangerous world out there, and there are no folk that can be trusted. She is wary of yet more attempts to wrest control from her, and is said to always sleep with an axe close at hand.

Attribute level: 6
Specialties: Stonecraft, Tunneling
Distinctive Features: Grim, Wary
Relevant Skills: Awe 3, Insight 2, Axes 3
Endurance: 25

-----------------------------------------

EDIT: Tweaks courtesy of Michebugio
Last edited by Ernst-Jan on Mon Feb 23, 2015 11:25 pm, edited 10 times in total.

Otaku-sempai
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Re: New Culture: Dwarves of Dunland

Post by Otaku-sempai » Mon Feb 23, 2015 5:45 pm

I imagine that most Dwarves who might have remained in Dunland might fall into the categories of disgraced, giving into dispair, or otherwise non-conformist. I think that this view fits well into what you've written up.
"Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not. They are older than he."

Michebugio
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Re: New Culture: Dwarves of Dunland

Post by Michebugio » Mon Feb 23, 2015 6:28 pm

I admit I am not very much knowledgeable about the background details, but since I've made a playable Culture myself, I will highlight some imprecisions regarding game mechanics:

1) Starting skill scores: you should spend another 3 skill points in the starting skills, since all Cultures start with 29 points and yours is at 26. I would suggest the 3rd point in Craft, or the 3rd in Explore.

2) Weapon skills: a weapon skill cannot be both Favoured and (Flexible), if you look at the other Cultures. So it should be: (Axes) and Bow.

3) Usually there should be 6 backgrounds, but in this case an exception is acceptable, as I suppose that there aren't many dwarves around belonging to this Culture.

4) I would align Craft-Lore of Curunir to Rivendell's Artificer of Eregion (without the benefit against undead) in terms of game mechanics, since if you compare them you'll notice that Craft-Lore is much better regarding the bonuses.

5) Walking Axe and Grey Cloaks seem a bit weak (expecially the Axe, since this Culture has already plenty of bonuses to Travel: it's Favoured, it starts at 3 ranks, you roll twice!). And Grey Cloaks risks to penalize the Callings who can get Stealth as Favoured (Slayer and Treasure Hunter), but this is a minor nuisance since they can simply choose not to take it waiting for their Cloak. The Axe really needs a buff, the Cloaks is a bit scarcely appealing but it can work.

EDIT: thinking more about it, the Cultural Blessing has a strange rationale. Why should they be better at traveling only if they are a Guide? I would simply change it as: when making Travel checks, a Dwarf of Dunland may roll the Feat die twice and keep the best result.

Ernst-Jan
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Re: New Culture: Dwarves of Dunland

Post by Ernst-Jan » Mon Feb 23, 2015 6:36 pm

Otaku-sempai wrote:I imagine that most Dwarves who might have remained in Dunland might fall into the categories of disgraced, giving into dispair, or otherwise non-conformist. I think that this view fits well into what you've written up.
Thanks, I've tried to make sure they don't skirt too close to the edge. Having them bitter and still playable.

Ernst-Jan
Posts: 99
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Re: New Culture: Dwarves of Dunland

Post by Ernst-Jan » Mon Feb 23, 2015 6:48 pm

Michebugio wrote:I admit I am not very much knowledgeable about the background details, but since I've made a playable Culture myself, I will highlight some imprecisions regarding game mechanics:
Much appreciated, Michebugio. I can be a bit wobbly on these sort of things so I appreciate the input.
Michebugio wrote:1) Starting skill scores: you should spend another 3 skill points in the starting skills, since all Cultures start with 29 points and yours is at 26. I would suggest the 3rd point in Craft, or the 3rd in Explore.
Sloppy work on my part. Excellent suggestions!
Michebugio wrote:2) Weapon skills: a weapon skill cannot be both Favoured and (Flexible), if you look at the other Cultures. So it should be: (Axes) and Bow.
I never realized that.
Michebugio wrote:3) Usually there should be 6 backgrounds, but in this case an exception is acceptable, as I suppose that there aren't many dwarves around belonging to this Culture.
That was indeed the rationale. technicaly they're a 'sub'-culture, and the Dwarves here don't have a wealth of options as far as occupations go. Besides that, by slowly forgetting their heritage, they've started to lack 'depth'.
Michebugio wrote:4) I would align Craft-Lore of Curunir to Rivendell's Artificer of Eregion (without the benefit against undead) in terms of game mechanics, since if you compare them you'll notice that Craft-Lore is much better regarding the bonuses.
Good call. It was intended as a variant of Artificer, but it is indeed perhaps a bit too much, considering they're deprived Dwarves versus learned Elves.
Michebugio wrote:5) Walking Axe and Grey Cloaks seem a bit weak (expecially the Axe, since this Culture has already plenty of bonuses to Travel: it's Favoured, it starts at 3 ranks, you roll twice!). And Grey Cloaks risks to penalize the Callings who can get Stealth as Favoured (Slayer and Treasure Hunter), but this is a minor nuisance since they can simply choose not to take it waiting for their Cloak. The Axe really needs a buff, the Cloaks is a bit scarcely appealing but it can work.
Agreed. I'll start tweaking them a bit.
Michebugio wrote:EDIT: thinking more about it, the Cultural Blessing has a strange rationale. Why should they be better at traveling only if they are a Guide? I would simply change it as: when making Travel checks, a Dwarf of Dunland may roll the Feat die twice and keep the best result.
It is rather strange, now that you put it like that. It was meant to make the wandering Dwarf an excellent guide primarily. I'll have another look at it.

Thanks a lot for your feedback. With your permission, I'll implement your suggestions (credited, obviously).

Michebugio
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Re: New Culture: Dwarves of Dunland

Post by Michebugio » Mon Feb 23, 2015 7:00 pm

Ernst-jan wrote:Good call. It was intended as a variant of Artificer, but it is indeed perhaps a bit too much, considering they're deprived Dwarves versus learned Elves.
But they are good armourers, nevertheless. I tell you what: you could just make it a one-benefit Virtue, and take the same mechanics as the Artificer but instead of boosting weapons, it boosts armours. ;)

Regarding the Axe: why don't you make its property a reduced Encumbrance (say, -2)? Like a sort of Cunning Make quality applied to weapons. It perfectly fits the rationale, since lightness means a better choice for traveling. What do you think? ;)
Ernst-jan wrote:Thanks a lot for your feedback. With your permission, I'll implement your suggestions (credited, obviously).
Permission granted, no credit needed ;)

Ernst-Jan
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Re: New Culture: Dwarves of Dunland

Post by Ernst-Jan » Mon Feb 23, 2015 7:38 pm

Michebugio wrote:But they are good armourers, nevertheless. I tell you what: you could just make it a one-benefit Virtue, and take the same mechanics as the Artificer but instead of boosting weapons, it boosts armours. ;)

Regarding the Axe: why don't you make its property a reduced Encumbrance (say, -2)? Like a sort of Cunning Make quality applied to weapons. It perfectly fits the rationale, since lightness means a better choice for traveling. What do you think? ;)
Both excellent suggestions. I'll take a swing at them.
Michebugio wrote:Permission granted, no credit needed ;)
Ha! Too late.:) For omitting a credit, I mean.

Michebugio
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Re: New Culture: Dwarves of Dunland

Post by Michebugio » Mon Feb 23, 2015 10:18 pm

Too kind :)

You know, it's actually a Culture I would make available to my players. It has flavour and it's well thought.

Two last things, though: the first, I would change the Standard of living to Martial. It's true that they are exiled dwarves, but their fine creations and old jewelry they saved from their ancient fortresses should have granted them at least a modicum of wealth. In other words: they're dwarves, they can't be as poor as the men who live in the woods in the Wilderland.

Second, I've taken some time to go through the starting skills again and I'm not totally convinced about some of them. Let's analyze them:
Awe 0 (yes, definitely. They are even less "noble" than Erebor dwarves, who already have no ranks in this.)
Athletics 1 (maybe due to the fact that they have to climb steep mountain paths? It fits well.)
Awareness 0 (living in the open, they have plenty of time to spot opponents, so it's reasonable that they are bad at this. Good.)
Explore 3 (fits well, since they are even more adapted to wandering than their Erebor cousins.)
Song 0 (I dunno. I imagine them singing old khuzdul songs around a camp fire, and such is their way to remember old traditions. maybe Song 1 would be better?)
Craft 2 (less crafty than their cousins, yet they keep a solid tradition of artisanship. Yes.)
Inspire 0 (hardened and more bitter than Erebor dwarves, it's reasonable that their rallying skills are inferior. Good.)
Travel 3 (of course, journeys are what their lives are made of)
Insight 1 (fits well, since they're more cosmopolitans than the dwarves in the Lonely Mountain)
Healing 0 (well, at first I thought that their life of survivors should grant them at least 1 in this, but who needs it when you have a starting 30 Endurance??)
Courtesy 1 (this is maybe inappropriate. not even their "more civilzed" cousins in Erebor have ranks in this, and their ability to deal with other folks is measured more by Insight. And they definitely shouldn't know better the secrets of court life. I would definitely drop this one to 0)
Battle 1 (what about Battle 2? They are more adapted to live in open field than the other dwarves, and after many fights against wild beasts and dunlending warriors, they should be quite good with tactics)
Persuade 2 (is this because they are good traders? I don't think that they should go as high as 2, however: what about just Persuade 1?)
Stealth 0 (of course!)
Search 3 (yep, I don't see any reason why they shouldn't be equal to Erebor dwarves on this.)
Hunting 0 (they're traders and farmers, not hunters. yes.)
Riddle 1 (a bit more simpletons than Erebor dwarves, it fits well.)
Lore 0 (well, they surely can't be more knowledgeable than their cousins)

Just my opinions of course, and by no means they should get you away from your original idea.

Ernst-Jan
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Re: New Culture: Dwarves of Dunland

Post by Ernst-Jan » Mon Feb 23, 2015 11:24 pm

Michebugio wrote:You know, it's actually a Culture I would make available to my players. It has flavour and it's well thought.

That is very flattering!
Michebugio wrote:Two last things, though: the first, I would change the Standard of living to Martial. It's true that they are exiled dwarves, but their fine creations and old jewelry they saved from their ancient fortresses should have granted them at least a modicum of wealth. In other words: they're dwarves, they can't be as poor as the men who live in the woods in the Wilderland.
Good point. I think I might have unconsciously humbled those two up. Martial it is.

Michebugio wrote:
Awe 0 (yes, definitely. They are even less "noble" than Erebor dwarves, who already have no ranks in this.)
Athletics 1 (maybe due to the fact that they have to climb steep mountain paths? It fits well.)
Awareness 0 (living in the open, they have plenty of time to spot opponents, so it's reasonable that they are bad at this. Good.)
Explore 3 (fits well, since they are even more adapted to wandering than their Erebor cousins.)
Song 0 (I dunno. I imagine them singing old khuzdul songs around a camp fire, and such is their way to remember old traditions. maybe Song 1 would be better?)
Craft 2 (less crafty than their cousins, yet they keep a solid tradition of artisanship. Yes.)
Inspire 0 (hardened and more bitter than Erebor dwarves, it's reasonable that their rallying skills are inferior. Good.)
Travel 3 (of course, journeys are what their lives are made of)
Insight 1 (fits well, since they're more cosmopolitans than the dwarves in the Lonely Mountain)
Healing 0 (well, at first I thought that their life of survivors should grant them at least 1 in this, but who needs it when you have a starting 30 Endurance??)
Courtesy 1 (this is maybe inappropriate. not even their "more civilzed" cousins in Erebor have ranks in this, and their ability to deal with other folks is measured more by Insight. And they definitely shouldn't know better the secrets of court life. I would definitely drop this one to 0)
Battle 1 (what about Battle 2? They are more adapted to live in open field than the other dwarves, and after many fights against wild beasts and dunlending warriors, they should be quite good with tactics)
Persuade 2 (is this because they are good traders? I don't think that they should go as high as 2, however: what about just Persuade 1?)
Stealth 0 (of course!)
Search 3 (yep, I don't see any reason why they shouldn't be equal to Erebor dwarves on this.)
Hunting 0 (they're traders and farmers, not hunters. yes.)
Riddle 1 (a bit more simpletons than Erebor dwarves, it fits well.)
Lore 0 (well, they surely can't be more knowledgeable than their cousins)
Good points all. Courtesy was something I thought'd they'd use as a tradesmen, but it doesn't much fit their mistrustful persona. The tradesman things comes to the fore in Persuade, though I agree with the downscaling on that one. I put down Song 0 to reflect the amount that they have forgotten their own tales, but perhaps 0 is a bit harsh.Battle 1 was meant to invoke the fact that these Dwarfs are a badly organized lot of tinkers and mercenaries, and more consummate skill with tactics would be down to individual focus, not a general trait. However, with all numbers added up, I think Battle 2 would make for the best.

Again, thanks a bundle!

Mithrandir
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Re: New Culture: Dwarves of Dunland

Post by Mithrandir » Tue Feb 24, 2015 6:54 pm

I like when people make alternate cultures, it just helps flesh out the world and provides more pc options for cultures! Cheers!

Ive been using Walking Axe as a Long Ax that gives -1 travel fatigue but only in moderate or worse terrain, I use the same encumbrance and it does 1 less damage than the Long Ax.

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