Authalar
Дварф, дикий (Dwarf, wild)
Регионы: Чалт, Ташалар, Дикий Дварф.
Дикие дварфы, называюшие себя "дюр Оталар" (Народ) - примитивные жители Джунглей Чалта, Джунглей Мха йр и Черных Джунглей. Они в значительной степени отвергли клановое ремесло и ориентируемую на кузнечество культуру своих кузенов-кузнецов - золотых, серых и щитовых дварфов, выбрав вместо этого жизнь в охотничьих бандах, постоянно меняющих свой состав. Сто ронясь всех атрибутов цивилизации, дикие дварфы живут подобно тварям, занятые бесконечной охотой ради выживания. Только те, кто смеет заходить в темные глубины южных джунглей Фаэруна, знают о существовании этой варварской дварфской подрасы, поскольку эти неуловимые охотники держатся в глубинах своих глубоких лесных домов.
Дикие дварфы темнокожи, невысоки и крепки, с темно - карими глазами. Их густо татуированные тела покрыты жиром, чтобы отогнать насекомых и затруднить зазватывание. Дикие дварфы носят немного е, кроме своих длинных, спутанных волос, которые служат своеобразной одеждой. Собираясь воевать, они обмазывают свои волосы и кожу грязью, чтобы сформировать грубый доспех.
Дюр Оталар имеют больше общего с тварями джунглей, чем со своей дварфской семьей, г лядя на жизнь как на бесконечную охоту и каждодневную борьбу за то, чтобы убить или быть убитым. Дикие дварфы не доверяют всем вторгшимся в свою область джунглей и, если в силах, атакуют первыми и без вопросов. Во многом подражая тварям, дикие дварфы не особенно заботятся ни о продвижении в мир в целом, ни о н е-диких дварфах, ни о материальном имуществе.
Дикие дварфы имеют продолжительность жизни и возрастные категории, определенные для дварфов в Таблицах 6-4 и 6-5 в "Руководстве Игрока", но используют след ующие случайные характеристики роста и веса вместо описанных в Таблице 6 -6:
Дикий дварф, мужчина 2 '8" +2d4 50 фнт. х (ld4) фнт.
Дикий дварф, женщина 2 '6" +2d4 40 фнт. х (ld4) фнт.
История
Завоевание дроу Баэриндена примерно около -9000 ЭЯ вынудило Крепкий Народ этого царства рассеяться на изолированные владения по всему Югу. Одна из самых больших групп дварфов, чтобы сбежать от разрушения, проделала сухопутный путь до Чалтского полуострова перед тем, как расколоться на маленькие племенные группы. Там они проявились как отличающаяся подраса, известная как дикие дварфы. Дюр Оталар никогда не старались задержать свое скатывание в варварство и в значительной степени воздерживались от резкой критики жизни клана. Хотя несколько великих империй время от врем ени требовали их территорию, включая Чалтское царство, основанное в Мезро, империю Змей юань- ти, возникшую после падения Нетерила, и Города Морского Бриза, собравшиеся, чтобы сформировать королевство Таштан, дикие дварфы никогда не были побеждены. Вместо этого они просто таяли в глубинах джунглей до того времени, когда могли мирно вернуть свои старые охотничьи угодья.
Перспектива
Дикие дварфы смотрят на мир в терминах охотника и добычи. В умах дюр Оталар цивилизация - всего лишь личина, затеняющая бескон ечный цикл добычи и хищничества. Дикие дварфы заботятся только об обеспечении себя пищей и о преодолении вездесущих опасностей естественного мира. С молодого возраста дикие дварфы участвуют в охоте, и недостаток сильного семейства или клановых связей гаран тируют, что каждый дикий дварф понимает, насколько он одинок в мире.
Те немногие дикие дварфы, которые выбрали приключенческую жизнь, обычно когда-либо получили к этому толчок. Многие были некогда пленниками работорговцев-Калишитов, сбежали и должны теперь идти по миру своим путем. При
недостатке поддержки стаи, в которой они выросли, многие видят в духе товарищества приключенческих банд нечто близкое к своим традиционным охотничьим бандам и, таким образом, разыскивают такие группы.
Общество диких дварфов
Дикие дварфы организовываются в свободные, постоянно изменяющиеся охотничьи банды и не особо учитывают различия в семействе или клане. Они живут кочевой жизнью, вращающейся вокруг охоты и избегания более мощных хищников. Материальное богатство и товары значат очень немного, оружие - единственные объекты, с которыми они связывают какое-либо реальное примненение.
Дети диких дварфов растятся всеми вместе, со слабым подтверждением семейных связей. Изучения книг нет, и молодежь учат охотиться, как только они смогут не отставать от остальных. Все взрослые, как ожидается, включатся в общую жизнь, будь ли это наблюдение за м олодыми или охота.
В то время как дикие дварфы уважают мудрость старших, те, кто становится слишком слабыми из -за постоянных болезней или возраста, в конечном счете бросаются своей семьей. Некоторые выбирают свою смерть, убийствено нападая в одиночку на ве ликую тварь. Их помнят за их храбрость в ночных сказках, постепенно превращающихся в мифы.
Немного диких дварфов когда-либо покидают свой традиционный путь жизни в южных джунглях. Дикие дварфы, с которыми можно столкнуться за пределами джунглей - обычно од иночки, захваченнные и порабощенные или добровольно выбравшие изгнание. Большинство таких диких дварфов в конечном счете находят свою нишу рядом с рейнджерами, охотниками или друидами, хотя некоторые присоединяются к стаям ликантропов и других разумных тварей в попытке освежить свой традиционный путь жизни.
Язык и грамотность
Дикие дварфы говорят на диалекте Дварфского, а также на Общем. Те редкие индивидуумы, которые грамотны, используют алфавит рун Детека. Диалект диких дварфов, Оталан, отдаленно связан с диалектом золотых дварфов и несет в себе тонкое Чалтское и Ташаланское влияние.
Обычные вторичные языки отражают доминирующие языки Чалтского полуострова и включают Чалтский, Драконий, Гоблинский, Шаарский, Ташаланский и Юань-ти.
Магия и знания диких дварфов
Дикие дварфы считают, что магия, которую они знают, дарована им. Благословения Тард Харра, переданные через клерика племени, необычны не более, чем мастерство вождя в войне или способность целителя находить полезные травы в джунглях. Наоборот, дикие дварфы часто беспокоятся о магии, которую они никогда не видели прежде, что включает большинство тайной магии и любые магические изделия, основанные на обработанных товарах.
Заклинания и колдовство
Дикие дварфы имеют сильную божественную колдовскую традицию, и многие из Крепкого Народа призываются служить Тард Харру как клерики, друиды или рейнджеры. Тайные заклинатели почти неизвестны.
Колдовская традиция: Дикие дварфы предпочитают заклинания, взаимодействующие с естественным миром и помогающие в охоте, типа кожи-коры, успокоить животных, связи с природой, доминирования над животным, запутыв ания, удержания животного, отразить паразитов и стены шипов . Дикие дварфы, кажется, не создают много заклинаний, или, если они делают это, они широко не известны и не распространены.
Дикие дварфы часто усиливают свою магию дополнительным ревом, жестикуляц иями и травами, собранными в их домашних джунглях. Многие берут умение Примитивный Заклинатель (см. Приложение).
Магические изделия диких дварфов
Дикие дварфы ценят магические изделия, которые помогают в бою, облегчают быстрое движение или обеспечивают персональную защиту. Обычные примеры таковых - амулеты естественного доспеха, сандалии прыгания и шагания (идентичные ботинкам с тем же названием), сандалии скорости (идентичные ботинкам с тем же названием) и весь спектр магических масел.
Характерные магические изделия: Дикие дварфы изготовили также много уникальных магических изделий, типа сандалий свободы движения (как кольцо, но носятся на ногах), мази кожи-коры, и запутывающих заплат (см. Приложение).
Божества диких дварфов
Хотя дикие дварфы иногда приносят подношения другим дварфским божествам, они уверенно поклоняются только Тард Харру, Лорду Глубин Джунглей. В фольклоре дюр Оталар Морндинсаммар уменьшены до немногим более чем мощных духов, часто связанных с определенными вехами или естественными явлениями. Лорд Глубин Джунглей - защитник диких дварфов, помогающий им бороться против мародерствующих тварей и тех, кто вторгается в джунгли. Почти все дикие дварфы уважают Тард Харра, рассматривая его не только как покровителя своего вида, но также и как источник великой мудрости и опыта. Он учит диких дварфов и уважать и подражать путям тварей, особенно великим кошкам джунглей, и жить в гармонии с природой.
Отношения с другими расами
Скрытые глубоко в своих обширных джунглях, дикие дварфы нечасто сталкива ются с расами, не живущими в существенных количествах на Чалтском полуострове. Дикие дварфы имеют хорошие отношения с другими дварфскими подрасами после столетий мирных контактов с маленьким количеством щитовых дварфов, эмигрировавших в Чалт. Дикие дварфы не имеют почти никаких знаний об эльфах, полуэльфах, гномах, халфлингах, полуорков или затронутых планами, хотя они хорошо уживаются с призрачными халфлингами в тех редких случаях, когда встречаются с ними.
У диких дварфов смешанные чувства относительно людей. В то время как они хорошо общаются с Чалтанами, они рассматривают Калишитов и Лантан как жестоких эксплуататоров, а большинство Ташаланцев - как слуг юань-ти. Дикие дварфы больше всего ненавидят гоблинов Чалта.
Оснащение диких дварфов
Дикие дварфы вообще сторонятся любой формы одежды, вместо этого нося волосы длинными и покрывая свои тела татуировками и жиром. Во время войны они обмазывают свои тела грязью, формируя эффективный, но грубый доспех из грязи. При защите своих домашних пещер они любят использовать весь спектр ям, силков, провалов и других ловушек. Уникальные предметы: Нокаутирующий яд диких дварфов (см. Приложение).
Оружие и доспехи
Дикие дварфы обычно используют оружие типа полукопий, ручных топоров и вездесущих духовых трубок с колючими дротиками, покрытыми нокаутирующим ядом.
Животные и домашние животные
Дикие дварфы предпочитают в качестве фамильяров летучих мышей, оцелотов (рысей), змей и жаб; они предпочитают охотящихся кошек, типа леопардов и тигров, в качестве домашних животных или животных компаньонов. Дикие дварфы настолько почитают больших кошек джунглей, что большинство отказывается охотиться на них.
Дикие дварфы сторонятся использования вьючных или ездовых животных, хотя время от времени те, кто живет в Джунглях Чалта, пытаются использовать в последней роли трицерапторов.
Wild dwarves, also know as jungle dwarves[2][3] and dur Authalar ("the People"),[3][4][8] were primitive dwarves who inhabited the Jungles of Chult[2][3][8] and the Mhair[2][8] and Black Jungles[8]. Contents[show] DescriptionEdit This dwarven subrace was little-known except by those familiar with the jungles of South Faerûn.[8] The jungle dwarves were smaller than most other dwarves but sturdy and well-muscled.[2][3] Over millennia in the hot jungles, they had developed a strong resistance to heat and disease.[8] They wore very little, if any, clothing, and greased their tattoo-covered dark skin to keep away insects and make themselves slippery.[2][3][8][10] Both males and females could grow beards,[10] and their beards and woven hair provided satisfactory covering for their otherwise naked bodies.[2][3][8] They often plastered themselves, skin and hair, with dried mud, which served as a surprisingly effective armor.[2][3][8] For adornment, they carved earrings, bracelets and necklaces out of bone.[3] PersonalityEdit As a rule, wild dwarves were not trusting of strangers, and would avoid detection whenever possible.[2][3] Wild dwarves were used to certain magics—such as those granted their clerics and druids—and treated it no differently than they would the power of a healing herb or a warrior's strength in battle. With most arcane spells and magic items, on the other hand, with which they were not very familiar, they could be fearful.[7] SocietyEdit Contrary to their cousins, the gold, gray, and shield dwarves, wild dwarves adopted a completely different social structure, leaving behind the more common clan-based approach.[7] The term "dur Authalar" referred to their belief that they were all of the same family. Instead of tribes or clans, they formed hunting groups with very fluid memberships, and practiced polygamy.[3] Children were raised by the community with little acknowledgement of lineage.[7] They were taught to hunt from a very young age.[8] Wild dwarves held the wisdom of their elderly in respect, but those with weakness or illness were often abandoned to die for the good of the hunting group. Some wild dwarves, when they knew they were growing old and weak, would instead provoke and attack a ferocious jungle beast alone to be killed in a show of bravery.[7] Wild dwarves would on occasion keep wild cats, such as leopards or lynxes, as pets. In fact, most wild dwarves would not hunt jungle felines. For the most part, they did not make use of mounts or pack animals, with the rare exception of riding on the backs of triceratops.[5] Each hunting group carried a drum used to "talk" to other groups, warning them of danger or inviting them to share a large carcass of fresh meat. Each group also carried a water skin and at a minimum maintained a few watering-holes, a place to cook and eat, a sleeping cavern and/or sleeping trees with hammocks, several lookout posts, and a handful of bolt holes that extended deep underground.[3] As a people, the wild dwarves followed various leaders similar to a meritocracy. Those that planned ahead, were good with tactics, and had the best ideas, regardless of age or sex, were called the "talkers". Their best warriors were called "war leaders" and soldiers that had some combat experience were called "bloods". Their clerics were simply called "priests"[3] or "shamans".[10] Specialty priests of Thard Harr were called "vuddor".[10] Dur Authalar were constantly struggling for survival and refused to adopt the methods of other civilizations.[7] In many ways, they lived more like animals, in a struggle to kill or be killed for food, and cared little for material possessions that did not help them survive.[8] They kept to the tops of the highest trees or the depths of the most remote lush valleys in the jungles.[11] They did not form villages but maintained nomadic lifestyles.[7] Wild dwarves made up approximately five percent of the sentient population of Chult.[12] LanguageEdit Wild dwarves spoke their own dialect of Dwarvish, called Authalan,[7] which was characterized by tongue clicks and trilling notes.[3] It was most closely related to the dialect spoken by the gold dwarves, with notable Chultan and Tashalan influences.[7] Those that dealt with outsiders understood a very basic vocabulary of Common, and a few could read and write Dethek runes when necessary.[3] The study of books, however, was nonexistent.[7] ReligionEdit The wild dwarves almost exclusively served the jungle god Thard Harr,[5] and Thard Harr was worshiped almost exclusively by the wild dwarves.[4] It was rare that offerings were made to any of the other Morndinsamman.[3] Two out of five dwarven priests of Thard Harr were female. About half of Thard Harr's clergy among the wild dwarves were known as "vuddor" (singular "vuddar"[10]), who were especially dedicated to the life of the jungle.[13] The priests and vuddor were responsible for guiding dur Authalar on successful hunts and for their overall protection from outsiders. They wore the skulls of large jungle animals as helmets. During religious ceremonies, the priests donned the pelts of jungle predators, a rare exception to the usual lack of clothing. The priests never cut their beards and wore Thard Harr's symbol as tattoos. In fact, priests of Thard Harr did not carry holy symbols as those of other faiths did; the tattoo alone sufficed.[10] Wild dwarven divine magic usually involved nature spells and those increasing the likelihood of success in a hunt.[7] The verbal and somatic components of such spells often involved wild grunting and hand motions or involved the use of special herbs.[5] Dur Authalar held sacred ceremonies to Thard Harr twice a month on nights of the full and new moon. These ceremonies would involve drums and loud chanting. On such nights—and only on such nights—blood sacrifices were made, and the attendees would eat the flesh of the victim, which was either a wild animal, dinosaur, or a prisoner of war.[10][14] The Emerald Crater, or Morndin Vertesplendarrorn, located in the Peaks of Flame, was a place sacred to the wild dwarves, and Thard Harr was said to walk there. The dwarves had a strange relationship with an emerald dragon named Esmerandanna, who lived there. She was the guardian of the sacred writings of their religion.[10][15] TradeEdit The wild dwarves sometimes traded for metal or glass objects in exchange for skins, meat, or captured animals. Ever cautious of outsiders, they would generally only enact trade in their own territory and would set traps in case of betrayal.[10] CombatEdit Wild dwarves employed blowguns to launch sleep-inducing, poisonous darts at their enemies or prey. They were immune to their own sleep venom and were even more resistant than their shield dwarven brethren to poisons in general.[3] For melee weapons, they favored handaxes, halfspears, and throwing clubs.[2] All wild dwarves were taught how to use a handaxe and blowgun from an early age.[7] Their hunting bands usually consisted of between four and 24 dwarves led by a leader called the "blood".[2] Larger bands of warriors would include a "war leader"[2] and priests and were called "the Pack".[10] Jungle traps, pits, and snares were their specialty and were difficult to detect. Enemies unfamiliar with jungle warfare were especially at a disadvantage. Wild dwarves preferred to attack from hiding, nettling their target with darts until it charged blindly, then surrounded it with overwhelming numbers for the kill.[3] On occasion, Thard Harr would empower one of his followers or a nearby wild animal to assist the dwarves in combat. Such a manifestation of their god's power involved strange low and continuous snarling or thudding sounds that seemed to come from the empowered creature along with a glow of cherry-red. The empowered individual gained a brief burst of strength, prowess, and fearlessness and was immune to mind-affecting enchantments or any sort of entanglements.[13] In the case of victory, the wild dwarves usually took at least one prisoner alive back to their camp for questioning. If sparing the prisoner's life did not seem beneficial to the clan, the prisoner would be offered as a sacrifice on one of the holy nights.[10] The Batiri, the goblins of Chult, were the wild dwarves' greatest enemy.[5] EcologyEdit Their diet consisted of most jungle mammals, reptiles, birds, worms, and insects. From the jungle flora they ate select berries, fruits, leaves, roots, and saps. Their favorite delicacy was snake of nearly any species. They were known to ferment fruit into wine using earthenware pottery.[3] Wild dwarves did not practice cannibalism, but generally did not let a sacrifice, either prisoner or animal, go to waste.[10] Wild dwarves were cross-fertile with humans and other demihumans.[3] HistoryEdit After the fall of Bhaerynden in -9000 DR,[8] some of the dwarves who survived managed to reach the Jungles of Chult. Once there, they abandoned their usual subterranean homes to adopt a new life style, and gradually earned the wild dwarf monicker.[16] As other civilized lands arose around them—Mezro, Serpentes, Tashtan—the wild dwarves simply receded deeper into the jungles.[8]
Wild dwarves, also know as jungle dwarves[2][3] and dur Authalar ("the People"),[3][4][8] were primitive dwarves who inhabited the Jungles of Chult[2][3][8] and the Mhair[2][8] and Black Jungles[8]. Contents[show] DescriptionEdit This dwarven subrace was little-known except by those familiar with the jungles of South Faerûn.[8] The jungle dwarves were smaller than most other dwarves but sturdy and well-muscled.[2][3] Over millennia in the hot jungles, they had developed a strong resistance to heat and disease.[8] They wore very little, if any, clothing, and greased their tattoo-covered dark skin to keep away insects and make themselves slippery.[2][3][8][10] Both males and females could grow beards,[10] and their beards and woven hair provided satisfactory covering for their otherwise naked bodies.[2][3][8] They often plastered themselves, skin and hair, with dried mud, which served as a surprisingly effective armor.[2][3][8] For adornment, they carved earrings, bracelets and necklaces out of bone.[3] PersonalityEdit As a rule, wild dwarves were not trusting of strangers, and would avoid detection whenever possible.[2][3] Wild dwarves were used to certain magics—such as those granted their clerics and druids—and treated it no differently than they would the power of a healing herb or a warrior's strength in battle. With most arcane spells and magic items, on the other hand, with which they were not very familiar, they could be fearful.[7] SocietyEdit Contrary to their cousins, the gold, gray, and shield dwarves, wild dwarves adopted a completely different social structure, leaving behind the more common clan-based approach.[7] The term "dur Authalar" referred to their belief that they were all of the same family. Instead of tribes or clans, they formed hunting groups with very fluid memberships, and practiced polygamy.[3] Children were raised by the community with little acknowledgement of lineage.[7] They were taught to hunt from a very young age.[8] Wild dwarves held the wisdom of their elderly in respect, but those with weakness or illness were often abandoned to die for the good of the hunting group. Some wild dwarves, when they knew they were growing old and weak, would instead provoke and attack a ferocious jungle beast alone to be killed in a show of bravery.[7] Wild dwarves would on occasion keep wild cats, such as leopards or lynxes, as pets. In fact, most wild dwarves would not hunt jungle felines. For the most part, they did not make use of mounts or pack animals, with the rare exception of riding on the backs of triceratops.[5] Each hunting group carried a drum used to "talk" to other groups, warning them of danger or inviting them to share a large carcass of fresh meat. Each group also carried a water skin and at a minimum maintained a few watering-holes, a place to cook and eat, a sleeping cavern and/or sleeping trees with hammocks, several lookout posts, and a handful of bolt holes that extended deep underground.[3] As a people, the wild dwarves followed various leaders similar to a meritocracy. Those that planned ahead, were good with tactics, and had the best ideas, regardless of age or sex, were called the "talkers". Their best warriors were called "war leaders" and soldiers that had some combat experience were called "bloods". Their clerics were simply called "priests"[3] or "shamans".[10] Specialty priests of Thard Harr were called "vuddor".[10] Dur Authalar were constantly struggling for survival and refused to adopt the methods of other civilizations.[7] In many ways, they lived more like animals, in a struggle to kill or be killed for food, and cared little for material possessions that did not help them survive.[8] They kept to the tops of the highest trees or the depths of the most remote lush valleys in the jungles.[11] They did not form villages but maintained nomadic lifestyles.[7] Wild dwarves made up approximately five percent of the sentient population of Chult.[12] LanguageEdit Wild dwarves spoke their own dialect of Dwarvish, called Authalan,[7] which was characterized by tongue clicks and trilling notes.[3] It was most closely related to the dialect spoken by the gold dwarves, with notable Chultan and Tashalan influences.[7] Those that dealt with outsiders understood a very basic vocabulary of Common, and a few could read and write Dethek runes when necessary.[3] The study of books, however, was nonexistent.[7] ReligionEdit The wild dwarves almost exclusively served the jungle god Thard Harr,[5] and Thard Harr was worshiped almost exclusively by the wild dwarves.[4] It was rare that offerings were made to any of the other Morndinsamman.[3] Two out of five dwarven priests of Thard Harr were female. About half of Thard Harr's clergy among the wild dwarves were known as "vuddor" (singular "vuddar"[10]), who were especially dedicated to the life of the jungle.[13] The priests and vuddor were responsible for guiding dur Authalar on successful hunts and for their overall protection from outsiders. They wore the skulls of large jungle animals as helmets. During religious ceremonies, the priests donned the pelts of jungle predators, a rare exception to the usual lack of clothing. The priests never cut their beards and wore Thard Harr's symbol as tattoos. In fact, priests of Thard Harr did not carry holy symbols as those of other faiths did; the tattoo alone sufficed.[10] Wild dwarven divine magic usually involved nature spells and those increasing the likelihood of success in a hunt.[7] The verbal and somatic components of such spells often involved wild grunting and hand motions or involved the use of special herbs.[5] Dur Authalar held sacred ceremonies to Thard Harr twice a month on nights of the full and new moon. These ceremonies would involve drums and loud chanting. On such nights—and only on such nights—blood sacrifices were made, and the attendees would eat the flesh of the victim, which was either a wild animal, dinosaur, or a prisoner of war.[10][14] The Emerald Crater, or Morndin Vertesplendarrorn, located in the Peaks of Flame, was a place sacred to the wild dwarves, and Thard Harr was said to walk there. The dwarves had a strange relationship with an emerald dragon named Esmerandanna, who lived there. She was the guardian of the sacred writings of their religion.[10][15] TradeEdit The wild dwarves sometimes traded for metal or glass objects in exchange for skins, meat, or captured animals. Ever cautious of outsiders, they would generally only enact trade in their own territory and would set traps in case of betrayal.[10] CombatEdit Wild dwarves employed blowguns to launch sleep-inducing, poisonous darts at their enemies or prey. They were immune to their own sleep venom and were even more resistant than their shield dwarven brethren to poisons in general.[3] For melee weapons, they favored handaxes, halfspears, and throwing clubs.[2] All wild dwarves were taught how to use a handaxe and blowgun from an early age.[7] Their hunting bands usually consisted of between four and 24 dwarves led by a leader called the "blood".[2] Larger bands of warriors would include a "war leader"[2] and priests and were called "the Pack".[10] Jungle traps, pits, and snares were their specialty and were difficult to detect. Enemies unfamiliar with jungle warfare were especially at a disadvantage. Wild dwarves preferred to attack from hiding, nettling their target with darts until it charged blindly, then surrounded it with overwhelming numbers for the kill.[3] On occasion, Thard Harr would empower one of his followers or a nearby wild animal to assist the dwarves in combat. Such a manifestation of their god's power involved strange low and continuous snarling or thudding sounds that seemed to come from the empowered creature along with a glow of cherry-red. The empowered individual gained a brief burst of strength, prowess, and fearlessness and was immune to mind-affecting enchantments or any sort of entanglements.[13] In the case of victory, the wild dwarves usually took at least one prisoner alive back to their camp for questioning. If sparing the prisoner's life did not seem beneficial to the clan, the prisoner would be offered as a sacrifice on one of the holy nights.[10] The Batiri, the goblins of Chult, were the wild dwarves' greatest enemy.[5] EcologyEdit Their diet consisted of most jungle mammals, reptiles, birds, worms, and insects. From the jungle flora they ate select berries, fruits, leaves, roots, and saps. Their favorite delicacy was snake of nearly any species. They were known to ferment fruit into wine using earthenware pottery.[3] Wild dwarves did not practice cannibalism, but generally did not let a sacrifice, either prisoner or animal, go to waste.[10] Wild dwarves were cross-fertile with humans and other demihumans.[3] HistoryEdit After the fall of Bhaerynden in -9000 DR,[8] some of the dwarves who survived managed to reach the Jungles of Chult. Once there, they abandoned their usual subterranean homes to adopt a new life style, and gradually earned the wild dwarf monicker.[16] As other civilized lands arose around them—Mezro, Serpentes, Tashtan—the wild dwarves simply receded deeper into the jungles.[8]
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