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Harva (Har-vah)

Dwarves modified by the communication technology found in the crashed starship, the Angra-Nenu, harvas are all connected mentally through brain implants. Able to communicate knowledge and senses over long distances, they are excellent at working in teams.

Basic Information

Genetics and Reproduction

Harvas reproduce at the same rate as normal dwarves.

Growth Rate & Stages

Harvas grow at the same rate as normal dwarves, although they are implanted with various mental chips as they age to help link them to the other harvas.

Dietary Needs and Habits

Harvas share the dietary needs of regular dwarves.

Biological Cycle

Harvas remain much more active in the winter then other dwarves, due to the technology of Nenu-Lan able to keep the city running just as smoothly in the winter as in the warmer months.

Additional Information

Social Structure

The harva link is run by a harva known as the Coordinate, a harva who is physically linked to a set of massive wires that power the link. The Coordinate facilitates communication and runs the harva guard, telling them where and when to go. The heads of harva clans all work with the Coordinate, and are in charge of installing a new Coordinate should something befoul the old one.

Facial characteristics

At first glance a harva appears to be no different than a normal dwarf. The only difference is in their eyes. A harvas iris glows an iridescent color, while the sclera of their eyes are a dark black.

Geographic Origin and Distribution

Nearly all harvas live in the technologically advanced city of Nenu-Lan, as the farther a harva goes from the city the less reliable their mind-link gets.

Average Intelligence

Like normal dwarves, harvas are cautious and careful. Harvas have a much easier time learning dwarven ideals, as their connected minds means they learn from each other at a faster pace.

Perception and Sensory Capabilities

Like normal dwarves, harvas have darkvision. With training, a harva can "turn off" their own senses and view the world through another harva in the mind-link.

Civilization and Culture

Naming Traditions

Harva share their naming conventions with normal dwarves.

Major Organizations

Most of the harva's in the city are a part of certain Harva clans, who work together to represent the harvas of the city, and a majority of the harvas work as the cities guard force, utilizing their mind connections to coordinate their patrols of the city.

Beauty Ideals

Harvas share most of their beauty ideals with regular dwarves, although they are slightly less put-off by stranger appearances such as body augments.

Gender Ideals

Many harvas share the dwarves more traditional ideals on gender, but some families saw the freedom from the norm that the city of Nenu-Lan brought to challenge traditional roles and expand on their freedoms.

Courtship Ideals

Harva courtships are much more passionate than other dwarven marriages. While often still arranged, the bond the link provides allow for a harva couple to bond on a more personal level. Many harva couples partake in a process called Melding, where the two link their minds together for extended periods of time, a process that fundamentally changes both of them, causing them to take on parts of the others personalities.

Relationship Ideals

A harva often only relies on or trusts other harvas. They are capable of making friends among other harvas almost immediately, utilizing their mind-links to find other harvas who have similar intrests.

Average Technological Level

Like all the Nenu-Lan races, the harva utilize advanced alien technology harvested from the Angra-Nenu. The harva specialize in communication technology, able to speak to each other mentally from all over the city and coordinate their movements.

Major Language Groups and Dialects

Like normal dwarves, Harva speak Dwarven and Common, and can be found speaking Giant, Gnome, Goblin, Orc, Terran, or Undercommon.

Common Dress Code

Like normal dwarves, harvas like to wear formal and sturdy clothing, with many harvas adapting uniforms and armor they have found on the Angra-Nenu.

Common Taboos

Harvas are even more xenophobic than normal dwarves, as their link to each other causes them to rely on other harvas to a greater extent, and thus have difficulty relating to any other race. A harva who works to further the goals of other races is likely to be kicked out of their family.

History

The harva are descended from the first dwarves who travelled to the crashed starship that would become known as the Angra-Nenu. Eventually, theses dwarves breached the communications tower of the ship, and was able to implant the technology found their into their brains, allowing for coordination over vast distances. Their increased coordination led them to quickly cement themselves as one of the strongest forces of the newfound city of Nenu-Lan.

Historical Figures

The leader of the Nenu-Lan guild The Court of Misfits, was Gano Girdion, a harva gunsmith.

Common Myths and Legends

A majority of harvas are non-religious, but some still worship Sartos or another member of the dwarven pantheon. Harva's are much more likely to join the hive-mind of The Collective One, as they minds are already connected to others.

Interspecies Relations and Assumptions

Harva’s aren’t super well liked by the other Nenu-Lan races, due to their tendency for xenophobia and their enforcement of rules. Most races outside of Nenu-Lan distrust the augmented races, seeing them as heretics who reject the natural order of the world with their alien technology.

Racial Table - Harva: Hit Dice: Appraise, Craft, Knowledge (Engineering), Profession, Sense Motive; Skill Ranks Per Level: 2 + Intelligence modifier; Weapon Proficiency: Simple, plus battleaxes, heavy picks, warhammers, any weapons with "dwarven" in its name, and technological weapons; Armor Proficiency: Medium, plus technological armor
Level BAB Fort Reflex Will Abilities
1st +0 +2 +0 +0 Mind-Link
2nd +1 +3 +0 +0 Hardy, Suspicious
3rd +2 +3 +1 +1 Share Senses, Tactical Positioning
4th +3 +4 +1 +1 Link Awareness, +1 Constitution, +1 Wisdom
5th +3 +4 +1 +1 Perfect Link

Random Starting Ages
Adulthood Intuitive1 Self-Taught2 Trained3
40 years +3d6 years (43 - 58) +5d6 years (45 - 70) +7d6 years (47 - 82)
1This category includes armigers, barbarians, bloodragers, imbuers, kineticists, leaches, oracles, psychics, ravelers, realmstriders, rogues, sorcerers, and spiritualists   2This category includes antipaladins, arcanist, armorsmiths, bards, brawler, cavaliers, fighters, gamblers, gunslingers, hunters, mediums, mesmerist, paladins, pantheists, rangers, samurai, shamans, skalds, slayers, spellthiefs, summoners, swashbucklers, tricksters, vigilantes, wardens, weaponsmiths, and witches.   3This category includes alchemists, clerics, druids, explorers, inquisitors, investigators, jewelers, magi, monks, mortalists, ninjas, occultists, painters, travelers, tinkerers, warpriests, wizards and zealots.  
Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 3 ft. 9 in. +2d4 in. (3 ft. 11 in. - 4 ft. 5 in.) 150 lbs. +(2d4x7 lbs.) (164 - 206 lbs.)
Female 3 ft. 7 in. +2d4 in. (3 ft. 9 in. - 4 ft. 3 in.) 120 lbs. +(2d4x7 lbs.) (134 - 176 lbs.)

Harva Aging Table
Middle Age (-1 to Str, Dex, and Con, +1 to Int, Wis, and Cha) Old (-2 to Str, Dex, and Con, +2 to Int, Wis, and Cha) Venerable (-3 to Str, Dex, and Con, +3 to Int, Wis, and Cha) Maximum Age (GM secretly decides maximum age)
120 years 180 years 230 years 230 + 2d20 years (232 - 270 years)

Random Harva Homelands
% Rolled Homeland Trait Gained
01-90 Technological City or Area Technological Archeologist
91-98 Dwarven Homeland (Roll on Dwarven Homeland table)
99-00 Unusual Homeland (Roll on Unusual Homeland Table)

Random Harva Families
% Rolled Parental Status
01-60 Both of your parents are alive
61-73 Only Father is alive
74-86 Only Mother is alive
87-00 Both of your parents are dead
Random Harva Siblings
% Rolled # of Siblings
01-80 1d4 siblings
81-90 1d4+1 siblings
91-95 1d3-1 siblings
96-00 No siblings
Genetic Ancestor(s)
Lifespan
232 - 270 years
Average Height
3 ft. 9 in. - 4 ft. 5 in.
Average Weight
134 - 206 lbs.
Average Physique
Many harva supplement their sturdy body with technological implants to increase their power.
Body Tint, Colouring and Marking
Harva are less likely to augment their skin with nanite tattoos then the other Nenu-Lan races, but will often get their clan name inscribed somewhere on their body.

Harva

Type Humanoid (Dwarf, Half-Construct)
Ability Score Modifier +2 Constitution, +2 Wisdom, -2 Charisma: Harvas are sturdy and wise, but don’t get along well with other races.
Size medium
Speed Harvas have a base speed of 20 feet. Their speed is never reduced by armor or encumbrance.
Language A harva begins play speaking Common (Maran) and Dwarven. A harva with a high Intelligence score can pick from any of the following languages: Aklo, Giant, Gnome, Orc, Terran, or Undercommon.

  • Materil: A Harva can be tied to any of the Materils, although they tend towards Earthbreakers.
  • Darkvision: Harvas can see perfectly in the dark up to 60 feet.
  • Mind-link (Ex): Each Harva is linked to each other through technology implemented in their brains. A Harva can duplicate the effect of the sending spell, as long as the recipient is another Harva. For each 5 miles the targeted creature is away from the Harva attempting to utilize this mind-link, there is a 1% chance that the sending fails. A Harva can speak telepathically to any other Harva that it can see.
  • Hardy: Starting at 2nd racial level, a harva gains a +2 racial bonus on saving throws against spells and spell-like abilities This bonus increases by 1 for every five Hit Dice after the 2nd that the harva possesses.
  • Suspicious: Starting at 2nd racial level, a harva gains a +2 racial bonus on Perception and Sense Motive checks. This bonus increases by 1 for every 3 hit dice after the 3rd the harva possesses.
  • Share Senses (Ex): Starting at 3rd racial level, as a standard action a harva can link with another harva and share all of its senses, such as sight, hearing, and taste. That harva is made aware of the attempt, and can refuse the link. While a harva is sharing the senses of another, it loses all of its own senses and is helpless. As part of the mind-link, this effect shares the 1% chance of failing for every 5 miles the two harvas are apart.
  • Tactical Positioning: Starting at 3rd racial level, a harva gains a +1 racial bonus on attack rolls when flanking. If they are flanking with another harva, they instead double any bonuses they gain from flanking.
  • Link Protection (Ex): Starting at 4th racial level, a harva is not caught flat-footed in a surprise round unless all harvas in that surprise round are, and if one harva can act in the surprise round, all harva within 60 feet can. A harva is not flanked unless all harvas in a 60 foot radius of it are being flanked.
  • Perfect Link (Ex): Starting at 5th racial level, a harva automatically gains the benefits of all feats of other harvas within 30 feet of it, and whenever it would be affected by a mind-affecting effect, it reduces the duration of that effect by 1 for each harva within 100 feet. If this reduces the duration to 0, then the effect fails completely.

Alternate Racial Traits
  • Cyber-Attuned: Many harva like to augment their bodies with cybernetics, and have built up a resistance to the rigorous installation process. A harva with this trait treats both their Intelligence and Constitution score as an amount higher equal to their racial level for the purposes of installing new cybertech, decreases the DC to install cybertech in themselves by 2, and decreases the amount of Constitution damage taken by an installation by 1. A harva with this trait lacks darkvision. This trait alters the harvas senses.
  • Enclave Protector (Sp): Some harva specialize in protecting their clan base and train in specific magics. They gain a +2 bonus on caster level checks of any abjuration spell they cast and gain the following spell-like abilities: Constant - nondetection, 1/day - faerie fire, obscure object, sanctuary. A harva with this trait doesn't gain weapon proficiency with weapons with "dwarven" in the name.
  • Severed: Some harva have been partially cut out or have a weaker connection to their mind-link, and have been forced to survive on their own. These harva can only duplicate message with the mind-link. These harva gain a +1 racial bonus on Appraise, Bluff, Diplomacy, Intimidate, Knowledge (Local), Sense Motive, and Stealth; these bonuses increase by 1 for every two hit dice beyond the 1st the harva possesses. This trait alters the harva's Mind-Link trait.


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