HWR4:The Kogolor Part 2 In this section: Examples of PLACES,CLANS,NPCs Dwarf-Druids Disclaimer Places of note: Bergholm A small mining town in the south of the country. Most of the valuable ores used by the Kogolor in trade are extracted by the dwarves who live here. A rather wealthy town with the riches distributed evenly, it has the highest GP-per-capita of any Kogolor town. There is one dominant clan, which conducts most of the trade with Kolmstat, that being the Silverfeet. None of the other clans seem to resent this though, at least they will not admit to it. Ruud Ruud is a backwater village among major Kogolor settings. It and its accompanying fort, Fort Aath, were once vital in turning back eastern Krugel raids. With time, the conflict moved westwards and Aath fell into disuse. Currently it is a rather rusted-out place, scarcely manned by citizens of Ruud. The town itself has settled back into an agricultural lifestyle, content to work the hillsides and lead on with their quiet lives. Olarh A town that sprung up due to its proximity to two military bases more than for anything else, Olarh has developed into a fair-sized community. The people have a sense of security and have allowed themselves to build the basis for a place that may grow into a city with time. Several clans have taken residence in Olarh and annually small ones seem to arrive from the countryside to expan the city. Olarh may become a big part of Kogolor civilization in the near future. Kolmstat While listed as the capital of the Kogolor people, it is only assumed so by foreigners. The Kogolor do not have a unified government and as such have no national capital. Kolmstat IS the biggest city of the Kogolor's, the best defended and the wealthiest. Trade over the river has become profitable, with traders bypassing Krugel lands to reach Neathar traders. All the powerful clans of the Kogolor have members in Kolmstat and in times of crisis it is to this city that the people look for leadership. The city as a whole is much like a human one, just built on a smaller scale to accomadate the residents. Yoht Perhaps the lone 'troubled' Kogolor community. The town was built over one of the northernmost Borrower locales. As a result, the place has a tendency towards insanity and corruption not normally seen among the dwarven peoples. The atmosphere is notably different than in most dwarven communities and as a result most Kogolor avoid it by a wide distance. There are few smallish communities within reasonable range of Yoht and it is likely to remain so. A likely trouble spot in the future. Note:this burrower is underground and sleeping so cannot engineer the influence and plotting of the 2 Nithian Tower Burrowers. Examples of clans: Kogolor The dominant clan upon the arrival of the dwarven peoples to the Hollow World, the Kogolor clan is no longer of great importance. They have seen themselves shrink in the Hollow World as other clans caught up to the Kogolor in many fields, while the Kogolor, never very large, were spread out so much that the endogamous rules limited expansion greatly, with few Kogolor in each city for another to choose from. Currently, they number only around a thousand, still shrinking and still very spread out. The use of their clan name to refer to all Hollow World dwarves, a practice only common to outsiders, may cause confusion as no other dwarf who lives in these mountains refers to themselves as Kogolor. In this HWR, I only use that term because it is so commonly used to described them all. Dwarves refer to themselves by name, clan, occupation, but never as 'dwarves' or 'Kogolors' (except of course for the Kogolor clan) Kogolor dwarves are still of some importance, and are generally well-educated and of high social standing. Outsiders, due to their belief that the Kogolor are of such high importance, have also made another grievous error. They mistake Bifric, the head of the Kogolor clan (mentioned in PWA), to be the king of a peoples that are not unified, let alone monarchically ruled. The Kogolor sometimes go along with this charade because they find it difficult to make outsiders understand their culture. Dankara Dankara is a medium-sized clan, numbering around 10 thousand. It has members in many towns and villages and a large district to itself in most of the cities. The clan is fairly normal in most aspects, with one exception. They tend, much more than any other clan in the region, to specialize in nature study. The Denkaran library in Kolmstat is home to many excellent works on agricultural practice and on Oltec druids. These dwarves tend to be farmers more than any other, and with their excellent knowledge of crops do a good job of it. They are still represented in many fields and walks of life, but they are widely known and reknowned for this major interest. (Note:see dwarf-druids near the end of this HWR if you wish to allow Denkaran dwarf-clerics to be treated differently due to their clan's nature focus) Siltarn The Siltarnee are the dwarves who reside in the village of Siltarn and are members of clan Siltarn. The village is entirely composed of members of the clan. No other town, village or city in the mountains has more than two or three Siltarn dwarves residing in them. If you do see a member of the Siltarnee outside the village and they are not there on a trading mission or the like, it is almost definite that they are an outcast among their people for one reason or another. Few dwarves have heard of the Siltarnee or their village, as they are just another village on the map. Drauglain A largish clan, the Drauglain number around seventy thousand. They have clanholds in each major city, as well as a large district of the city to their own. They have high-ranking priests, common brewers, famous craftsmen, everyday farmers and criminals in their number. It would be impossible to find a walk of life which no Drauglain practice. The clan symbol of a deer antler crossed over by a shovel can be found in many residencies across the land, and these symbols are beacons of refuge to a Drauglain traveler. Customs are the same from city to town to village to town to city to village, and the Drauglain culture is rather distinct, though no outsider would probably be able to pick up on the differences. The clan is neither considered 'high' nor 'low'. It just is very well-known and present in all places. Thurdann Yoht is a horrid place to live, with its rampant insanity, corruption and violence. Thurdann is a small clan that exists almost entirely within the borders of Yoht. Its small size leads to many mental disorders, with the endogamous nature of the dwarvish clans. The fact that it is in Yoht only increases these problems. Few members of the clan are at all stable and many of these possess an odd quirk or two. It is amazing that the clan can continue to exist with such a situation but it seems to thrive in the odd town. Several of the great 'evil folk' mentioned in Kogolor stories are members of the Thurdann. Examples of Kogolor NPCs high and low Matridi Rostun History:Matridi was born 91 cycles ago in a small village in western Kogolor lands. From an early age, he was involved in his uncle's trading business that worked throghoutout several villages and towns. He worked in increasingly important roles, event ually working as a trader by himself, trusted to negotiate deals by himself well. He has acquired much knowledge of the far western Kogolor lands in this time, but his wandering life has bothered him sometimes as he wishes to settle down sometime. Personality:Matridi seeks the best for himself, his family, his clan and his uncle's trading business. This doesn't mean that he isn't a kind dwarf or a caring one. He will never what he considers an unfair deal and never will make a trade that he know s will come back to hurt him or the one who deals with. He avoids trading with anyone who may be considered of a bad reputation. He cares greatly for his family, and would give anything to ensure their safety and well-being. His primary interests lie i n opening up the Oltec lands for increased trade with the Kogolor and he has made friends and business contacts among the eastern Oltec. Appearance:A rather fit dwarf as a lad, he has steadily become rounder with time and wealth. He is still in good shape overall. He has a dark brown beard and long brown hair, both common traits of the Liswern clan of which he is a member. He dresses h imself in fancy clothes at home, but when on the road (which is usually) he wears simple traveling clothes, including the traditional Kogolor cloak. Combat Notes:Matridi does need to protect himself from trouble while on trading ventures so is armed when on the road. He is a 1st level dwarf. AC 7 (Leather); hp 5; At 1; D 1-8 (sword); save D1; ML 9; AL N;S 10, I 14, W 15, D 7, Co 12, Ch 16. Languag es:Kogolor, Neathar, Oltec. General Skills: Signalling (Kogolor Yodelling) (I), Mountaineering (D), Bargaining +1 (Ch), Knowledge (Eastern Kogolor, Western Oltec lands) (I) Gerston Thurdann History:Gerston was born over 180 cycles ago just outside of the Yoht center square. Growing up in the extremely odd town, he led anything but a normal childhood. From a young age, he was subject to the same insanities caused by the Burrower that all Y oht residents were. Compounding the problems was his membership in the small and inbred-damaged clan of Thurdann. He became a very violent, power-obsessed individual. Doing anything to seek power, he killed off several other Thurdann clan members whom he perceived as being obstacles in his path to power. Today, he heads the clan which all Kogolor know to fear due to their instability. Personality:Gerston is a very cruel and heartless individual. He believes himself destined to one day rule over all the dwarves of the Kogolor lands, not just the clan or even the town. He will do anything to achieve these goals. (Whether he is being directly manipulated by the Burrower or not is up to the individual DM, though the direct influence a sleeping one can have is also questionable.) He cares nothing for anyone, save himself. In addition to this extreme self-focus and power-craving, he al so is victim to a phobia of snakes and fits of manic-depressive behavior. Highly unpredictable. Appearance:Gerston takes careful attention to his appearance and is usually dressed in fancy clothes. His beard and hair are always well-trimmed and not a stain marks his clothes at all times. From his appearance, most people would assume him a 'proper ' , stable being, not at all the lunatic he in fact is. He is slightly stronger than the average dwarf, but does not carry around excess weight. Gerston is a bit taller than the average male Kogolor. Combat Notes: He is a 7th level dwarf. AC 3 (Chain, Horned Shield, Dexterity Bonus); hp 34; At 1; D 1-8+2 (sword plus strength bonus); save D7; ML 10; AL C;S 16, I 13, W 8, D 13, Co 14, Ch 13. Languages:Kogolor, Neathar. General Skills:Signalling (Yod el) (I), Mountaineering (D), Persuasion (Ch), Hide in Shadows (D), Bravery (W), Intimidate (S). Gerston is also armed with a poison-tipped knife or two at *all* times, concealed. He is an Expert with daggers. Anorada Siltarn History and Personality:Anorada Siltarn was born 217 cycles ago in the town of Siltarn. She was married fairly young, at age 36, and is the mother of 4 children. She was born into a rather poor family of the village, but is not looked down upon for thi s. She is not wealthy now, either, but is very happy with her life. Anorada contributes to the town with her farming work and as such is respected as any other Kogolor would be. She tries hard to rear her children well and to do her job. She accepts h er role in Kogolor society and asks for nothing more, and is accepted by Kogolor society as a result. She is, like almost any Kogolor, a follower of Garal Glitterlode. Appearance:Anorada is of average height for a female dwarf, but is a tad thinner than would be expected for one of her stature. She wears simple peasant clothing, except for special events like the upcoming wedding of her son. She tries to look her best though her efforts are often hampered by her hard work in the fields. Her clothes are usually tidy, and her hair well-trimmed. She could easily get lost in a crowd, with her common appearance. Combat Notes:She is a 1st level dwarf. AC 8(Dexterity Bonus);hp 4; At 0;D 0; save D1; ML 9;AL N;S 9, I 8, W 11, D 13, Co 11, Ch 11. Languages:Kogolor, Neathar. General Skills:Knowledge (Farming) (I+2), Singalling (Yodel) (I), Mountaineering (D) Stillan Steelfinder History and Personality:Stillan Steelfinder has lived all 348 cycles of his life in the town of Bergholm. For the past 74 years he has served as leader of his clan in that town. He has led the Steelfinders well during the town's rise to prosperity. Wh ile he knows his clan will never reach the importance of the Silverfeet, he wishes them to do well and they have. Now a great great grandfather, he knows his days are numbered and he is hard at work finding a successor. Due to his work so far, the clan likely will not have any problems in the near future, barring a major crisis in the town. He just wants to make sure that things will be in capable hands when he passes on. He is generally a kind soul, though he is a tad miserly with his money. Appearance:Stillan, a dwarf of average height in his youth, is now stooped over slightly with age. His hair is nearly all gray, from the top of his not-bald head to the end of his beard. He dresses in fine clothes and always makes sure his clothes are neat and orderly. He still possesses the remnants of a strength he developed through many years of toiling in the mines. His features are very weathered with age and time. Combat Notes:He is a 5th level dwarf. AC 11(Dexterity Penalty);hp 20; at 0;D 0;save D5; ML 11;AL N;S 9, I 14, W 14, D 5, Co 8, Ch 12. Languages:Kogolor, Neathar. General Skills:Signalling (Yodel)(I), Mountaineering (D), Leadership (Ch+1), Caving (W), Ba rgaining (Ch) Niggalda Surilan History:Niggalda Surilan was born 261 cycles ago in the small town of Knarr in northern Kogolor. Always interested in learning, she served an apprenticeship to the local historian for several years. When her time came to serve in the nearby Fort Aath. In the few battles that occurred in her time there, she fared well. During that time though, she witnessed her head trainer charged with treachery against the Fort. Not believing the charges set against him, she helped work with the Klaurmann bought in for the trial. While the trainer wound up being found guilty, the incident led Niggalda to study more and more of the Kogolor justice system. She studied with the Klaurmann of Knarr upon returning home, putting aside her studies of history, and after the requisite 10 years she achieved the status of Klaurmann. Nowadays, she is the chief judge of the town. She is married and has one child, whom she cares for greatly and is trying to get to follow in her footsteps. Personality:Niggalda's main interest is seeing justice served in any case. She has learned from her first experience with law, and now is known as a very impartial judge, hearing both sides and deciding based on the facts, not on forknowledge of the peo ple involved. Outside of the courtroom, she is a very different person. She is kind and caring to all in the community, a fact that has helped her during her time as judge, as the people respect her persona. She still bears an interest in Kogolor histo ry and often is found reading over records of the past, both those relating to law and those not. Living in a fairly peaceful town, even by Kogolor standards, Niggalda has less work than a typical Klaurmann and as such has the leisure time to become the scholar she is and still devote time to her family and to the community. While her war record was not spectacular, she is often asked to lead the bimonthly war preparations in her village. She is one of the most respected citizens of the town, more resp ected even than the typical Klaurmann. Appearance:Niggalda, while neither beautiful nor ugly, is not average either appearance-wise. She is below average height for a female dwarf, but is also at least average weight and very strong. She wears the typical grey Klaurmann cap at all times, ma rking her out in a crowd, and wears fine, but usually ill-kept clothing. Her eyes are a shade of grey somewhat atypical among the Kogolor. Her hair is still the light brown they have been most of her life, cut rather short. She does not care much for her appearance, but knows that it makes an impression on strangers so does try to look somewhat dignified, an achievement usually attained. Combat Notes:She is a 6th level dwarf. AC 9 (4, Chain and Shield, if trouble arises); hp 31; at 1; D 1 - 12+2 (sword, strength bonus, Skilled-carried only in times of crisis or in battle practices);save D6; ML 11; AL L;S 16, I 15, W 15, D 9, Co 11, Ch 1 4. Languages:Kogolor,Neathar,Krugel. General Skills:Signalling (Yodel)(I),Mountaineering (D), Knowledge (Kogolor Law Code) (I+2), Profession (Klaurmann) (I), Knowledge (NW Kogolor History) (I) Hernril Cagnon History and Personality:Hernril Cagnon was interested in travelling the mountains for nearly all of his 205 years. He grew up in the village Brillan on the summit of a mountain and always loved the long trek downward when the family went to the town of Yavi at the base of the mountain. An inventive sort, he always fiddling with simple mechanical devices. Naturally, most of these involved ways of travelling either up or down the mountain. Some, like a pulley-type device, were of use, but most were not . Then he hit on his greatest invention:skis. As explained in the Skiing section of the HWR, his invention has spread all over, as has his reputation. He is always amazed to see the ideas other dwarves have to utilize his invention and he is even more thrilled to see modifications. Rather than seeing these as challenging to his invention, he sees them as improvements, or more often, his inventive side likes seeing the odd concepts of others. Hardly the standard Kogolor, he works no job other than his inventions, a strange way to make a living. He is interested mostly in the new, the different. Even more of a young child at heart than most Kogolor, he sees the main goal of life as to have fun and experience the new. He could care less that he is a folk hero already. Appearance:Hernril definitely has a 'mad scientist' look to himself. His hair and beard are rarely combed or trimmed. His clothes are often ruffled, torn and stained from his latest meals. Still fairly young and unmarried, he is rather handsome, but p ays scant attention to women (other than fellow inventors, a purely academic interest). He is never armed, as war and battle are far too serious an endeavor for Hernril. Combat Notes:He is a 1st level dwarf despite his fame. AC 9;hp 5;at 0;d 0;save D1;ML 6 (this does not mean he is brave. He is rather fearless. He knows he is not a warrior, though, and hence flees from the sight of an armed opponent);AL C;S 8, I 14, W 14, D 12, Co 8, Ch 15. Languages:Kogolor, Neathar. General Skills:Mountaineering (D+1), Signalling (Yodel)(I), Craftsman (Ski-Maker)(I)(He is not a great craftsman or inventor. He just made a simple, albeit useful invention through constant trying and tampering. His more complex inventions usually fail marvelously, which does not daunt him in the least. Few members of his town would be mad if an invention damaged their property, as his inventions have helped them as well in making the trip down and b ack up the mountain) Dwarf-Druids Dwarf-Druids, if allowed, are a mix of dwarf-clerics and druids as can be guessed. If they are allowed, I suggest that only Denkarans can be dwarf-druids and Denkaran dwarves cannot be dwarf-clerics then. They follow the rules for dwarf-clerics with th e following exceptions. Their cultural weapons must meet Kogolor (not dwarf-cleric) standards and be made of wood (staff, club, sling or all-wood spears or swords or arrows or whatever which would naturally inflict less damage). Their armor is limited t o Leather and only wood shields may be wielded. Dwarf-druids are limited to level 10 but have access to druidic and clerical spells as per a druid. (Only spells allowed within the Spell of Preservation can be used, of course). Normal druid restrictions on spell use (evil/good oriented magic not allowed) apply. Dwarf-druids must be neutral. They do not worship Garal Glitterlode, but rather the elemental forces themselves. All notes under 'Druid Philosophy' in the Companion rulebook apply to Denkaran Dwarf-Druids. Dwarf-druids also have a natural ability to sense the approach of snowstorms up to a day in advance. A 16 wisdom is required to be a Dwarf-druid, as Hollow World restrictions apply. Disclaimer This HWR is not intended for profit. It is for use with the TSR-created setting the Hollow World, a boxed set that is basically required to derive much use from it, as well as the OD&D rules. Also, the information in the Poor Wizard's Almanac seems to me inconsistent on some counts with the information given elsewhere so some of it is ignored. The coinage section has been used in this HWR, but otherwise nothing else has been kept as is. If you wish to mix my work with the PWA, feel free to of course, if you can find a way.