Homebrew Arctic Dwarf (Inugaakalikurit) Species Details
Credit: Forgotten Realms Wiki, Arctic dwarf, 3e, multiply authors
Arctic Dwarves, also known as Inugaakalikurit (pronounced: EE-nu-GA-ka-LEE-ku-rit), were a race of dwarves located in the isolated reaches of the Great Glacier in Faerun's northernmost reaches. Arctic dwarves had a different origin from most other dwarves in Faerûn and were significantly different physiologically and culturally from other members of the Stout Folk, so much that they might be considered their own race. Arctic dwarves were almost entirely unheard of until a group of them began settling the edges of Luruar around the mid –14 century DR.
Arctic dwarves were a small race, not only in general but in comparison with dwarves as well. The average arctic dwarf was of the same stature as a Gnome or Halfling, standing at just over half the height of a Shield Dwarf. Physically, arctic dwarves were squat, with pinched faces and stubby legs, being nearly as wide as they were tall. Their fingers and toes were thick and blunt, and their feet flat and wide to help them walk across the snow. Their skin was typically quite pale, ranging from a pale shade of blue to white, except for their cheeks which were a ruddy red. That said, their frequent exposure to the sun meant many were almost always sunburned, although this did not cause them any discomfort. Arctic dwarf eyes were bright blue and their curly hair was white. Unlike some dwarves, arctic dwarf females couldn't grow beards. Some males couldn't grow beards either, if they did, they would often grow short beards with twisting mustaches . Arctic dwarf dress was typically simple, most often little more than tunics of polar bear fur, and they were always barefoot.
Abilities
While ostensibly dwarves, arctic dwarves had many significant physical differences between themselves and other dwarves. For instance, while arctic dwarves were frequently sunburned because of their constant exposure to the sun, this caused them no harm. Arctic dwarves were almost just as strong as a Mountain Dwarf, despite their smaller size, whilst being less dexterous. Arctic dwarves were also extremely resistant to the effects of extreme cold.
Personality
In general, arctic dwarves were a gregarious people, open to the company of others. Unlike other dwarves, they cared little from what bloodline another dwarf came from and had next-to-no materialistic drive, believing instead in living life to the fullest. In part, this was derived from the primitive nature of arctic dwarven society, which relied on hunting and foraging to sustain themselves, restricting the accumulation of private property but at the same time allowing for a greater amount of free time than civilized cultures had.
While individualistic and open-minded, arctic dwarves rarely ventured beyond their own homelands to adventure. Those that did were usually driven by a spirit of curiosity, falling into the life of an adventurer more by default than by conscious decision. These individuals often became rangers or barbarians, which the self-sufficient lifestyle of an arctic dwarf was well-suited for and which drew upon the long history of their people's fight against the frost giants of the north.
Society
Given the scattered nature of their population, arctic dwarf society was surprisingly homogeneous, most likely the result of millennia spent in isolation from other races. Unlike most dwarves, the arctic dwarves did not divide themselves by clan lineage but neither was individualism highly valued among them, and they did not frequently remember individual deeds for more than a generation. Arctic dwarves also did not value hard work or craftsmanship to the same degree as other dwarves or indeed as most other races.
Instead, arctic dwarves focused themselves on contributing to the greater communal good, which itself demanded very little from them, meaning that most of the race were content to live in ease without concern for the future. Young children received a great deal of attention and were largely raised by the community as a whole. Elders were largely devoid of any responsibility at all in arctic dwarf society, which saw it as their right to live without worries for the remainder of their days before being buried beneath the snow and ice when they finally left the mortal world.
Arctic dwarves were few in number and only very rarely did they migrate from their northern homes to more temperate regions. As a result, they integrated poorly with other cultures that did not have a casual lifestyle and often exerted a great deal of effort looking for others of a similar leisure mindset.
Culture
Some arctic dwarves dwelt in snow houses, like the arctic humans of the regions in which they lived. Larger communities reside in glacier caves deep within the ice at bedrock.
Arctic dwarves almost exclusively spoke Kurit, a rare dialect of Dwarvish that was significantly influenced by Uluik, which most also knew. Other arctic dwarves learned a Common dialect known as Sossal as well as Giant, Damaran or Draconic. Although nearly all arctic dwarves were illiterate, Kurit did use a version of the Dethek alphabet and many arctic dwarves who became adventurers were literate.
Art & Leisure
Because of their hunter-gatherer lifestyle, arctic dwarves have a great degree of free time on their hands and as a result valued leisure. Among the activities enjoyed was dog sledding and the arctic dwarves employed a large number of riding dogs as pets, mounts, hunting companions, and beasts of burden.
Arctic dwarf crafts were largely limited to practical items, such as hunting weapons or survival tools. Many arctic dwarfs wore hide armor, the pelts of polar bears being the most valued. Most arctic dwarfs went barefoot, in spite of the cold. For hunting tools, arctic dwarfs preferred the use of arctic harpoons, even though their size might make this seem awkward, they are in fact quite adapt at them, with the practice driven on by myths about arctic dwarfs felling improbably large quarries with similar harpoons.
Magic & Religion
For the most part, arctic dwarves lacked a significant amount of magical traditions unless it was practical for survival. The magical items found among the race were mostly created by druids or the race's small number of arcane spellcasters, among the most common of which were Amulets of Natural Armor and Snowshoes of Speed. One of the few magic items unique to arctic dwarves were Kerrenderit or magically shaped ice crystals often used as arrowheads, axe heads, blades or other practical items.
In addition to a very limited arcane spellcasting tradition, the arctic dwarves were not particularly religious and venerated neither the Morndinsamman nor any other gods. Instead, the arctic dwarves venerated the natural world, Ice, Water, Wind, Earth and Fire, sometimes honoring Talos or Ulutiu in the process. Those few dwarves who practiced any magic of any kind were most frequently druids, adepts, rangers and in extremely rare cases, sorcerers and wizards. Arctic dwarf spell casters were somewhat notable for their reliance on fire-based magic, which they employed against frost giants, frost worms, and other foes to great effectiveness.
Relations
Arctic dwarves had very little contact with anyone besides themselves; frost giants, with whom they were deadly foes; and Ulutiun humans, with whom they had friendly relations. However, because arctic dwarves were a friendly and open-minded race they were usually very tolerant of outsiders. Gnomes and other dwarves were often considered amusing to arctic dwarves, owing to their mix of familiar appearance and alien customs, an attitude that also applied to a lesser extent to humans other than the Ulutuiuns. The most familiar of the elves to arctic dwarves were the flying avariel and as a consequence arctic dwarves typically treated all elves with a degree of awe. Most other humanoid races only rarely encountered the arctic dwarves and were considered quite exotic.
History
Unlike most dwarves, arctic dwarves did not claim descent from the ancient kingdom of Bhaerynden. Instead, they seemed to be an artifact from an even more ancient lineage, the origins of which little was known about save that they came from one branch of the first dwarves in Faerûn that migrated from beneath modern day Semphar.
The Innugaakalikurit dwelt upon and under the Great Glacier since about -2274 DR, but contact with the outside world was almost entirely absent until the mid –14 century DR, when small groups began to settle the shores of the Great Ice Sea and parts of Luruar's northern reaches.
Most scholars believed their initial migration to the north occurred about the same time as the founding of Bhaerynden. Others claimed that the arctic dwarves once ruled a mighty empire of their own. Other than the fact that the arctic dwarves, prior to the coming of the Ulutiuns, once covered most of the Great Glacier living in small villages, but were later limited to the peaks of Novularond, almost all theories about the race's origins and history were poorly supported speculation.
Arctic Dwarf (Inugaakalikurit) Traits
Your Arctic Dwarf character has an assortment of inborn abilities, part and parcel of Kurit nature.Ability Score Changes
As a Dwarf your Constitution score increases by +2. Despite your size you are almost as strong as a Mountain Dwarf, your Strength score increases by +1. Your hunter gatherer culture grants you a natural +1 to Wisdom. However, with your stubby legs, wide feet and being nearly as wide as you are tall, your Dexterity decreases by -1.
Age
Arctic Dwarves mature at the same rate as other Dwarves, young mature at the age of 50 and on average, they live about 350 years.
Size
Arctic Dwarves stand between 2'6" to 3'4" tall and your weight range is 42 - 82 pounds. Your size is Small.
Speed
Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Darkvision
Arctic Dwarves are still accustomed to life underground, just like their distant cousins. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Which is also helpful during the long winters of the north, where the sun doesn’t rise for several months.
Arctic Grit
You have advantage on saving throws against Cold, Ice, Frost and Cold weather conditions. You also have resistance against Cold damage.
(Replaced Dwarven Resilience)
Hunter Gatherer Weapon Proficiency
An adventurer from a primitive culture, no matter which class you choose, you will have proficiency in all Simple Melee Weapons, all Simple Ranged Weapons along with the Atlatl, Blowgun, Harpoon, Machete, Net, Trident and Whip. These weapons may have the Primitive Property (See Hunter Gatherer Tool Proficiency). Some primitive cultures will favor some weapons over others. For arctic hunters it may be a harpoon, for jungle warriors it may be the machete.
Atlatl's use the same profile as a Short Bow when using arrows or bolts as ammunition (bolts become 1d6 dmg). One version of an Atlatl is designed for versatility, not as efficient with specific ammunition but instead for multiply types. When using it to throw a Dart, Javelin, Harpoon, Spear, Trident or other appropriate throwers that have a shaft or haft, use that weapons profile and add +10 feet to the effective and max range (except with arrows and bolts). The Atlatl is not designed for Dagger, Handaxe, Light Hammer or similar handled throwers.
A Harpoon can use the weapon profile of either a Javelin, Spear, Trident or other similar long hafted thrower. Harpoons (or other weapons if you wish) gain the Barbed Property:
- A barbed weapon, on a successful attack (melee, range or throw) becomes imbedded in the target (dealing it’s damage listed) and imposing the Grapple Condition on the target if you are still holding the barbed weapon itself or holding the string, rope or chain that the barbed weapon is attached to (i.e. you can use the weapon as usual, unless your going to hold onto it). The Grapple ends if you let go of the weapon/line, the weapon/line is broken/cut in some way or if the barbed weapon is pulled out with a Strength check. If you loose the Grapple, you can let go (free action) or be moved by the creature. If you use a line of some kind, they are generally no longer than the effective range of the weapon used (shorter or longer is up to the user).
The Machete uses the same profile as a Shortsword but deals Slashing damage instead.
(Replaced Dwarven Combat Training)
Hunter Gatherer Tool Proficiency
You gain proficiency with Bushcrafter's Tools (Tinker's Tools, Primitive) for basic living and survival based on your primitive culture. You can also choose either one Artisan’s Tool, one Gaming set or one Musical Instrument of your choice, due to having more free time with a primitive lifestyle.
Bushcrafter's Tools are a set of simple primitive hand tools consisting of a small flint knife, a bone needle and sinew, pitch glue made from plant or tree sap, bone chisels, small bow drill, natural cordage and other various primitive tools. Also with these tools is a Flintknapping pouch containing a bopper billet, pressure flaker, notcher, small abrader, small leather leg pad, and a indirect percussion stick.
This allows you to make primitive rudimentary items, objects and weapons (see list below for examples). Proficiency in these tools gives you the basic knowledge for finding natural materials around you (you may roll a check with these tools to do so). Which can be done during travel, downtime, a short or long rest. If you are proficient in the Nature or Survival skill, you could collect more material, take less time to make something or make more of a particular item. Bushcrafting or Flintknapping can be done during your downtime while camping and resting (Long Rest).
Bushcrafting can include camping equipment like a wooden backpack frame, grass mat, temporary equipment repairs, crude woven baskets, dead fall trap, beads, buttons, etc. As well as any non-magical items or objects listed in the Rulebook (or other sources) using the same profile. Bushcrafted items and Flintknapped equipment and weapons are just as effective as items made in a workshop but can break or shatter more easily than their equivalent. They are however, far more easier to repair in the field and on the go. As an option, they gain the Primitive Property:
- When using a primitive item, a natural D20 roll of 1-3 (15% chance), before modifiers, success or not, the item breaks. Broken primitive items only require a Short Rest to repair. Or it’s pieces can be made into something else that is smaller than the original.
Here is a list of Flintknapping examples (amount subject to change). When you make these items you can attach them to an appropriate shaft, haft, handle or item as part of the process. Other materials that you can use are obsidian, bone, teeth, talons, claws, horns, antlers, rock, bamboo, ironwood and possibly crystals:
- 1 Holy Symbol, Arcane or Druidic Focus
- 10 Arrows or Bolts, either Bludgeoning or Piercing
- 10 Sling Bullets, either Bludgeoning, Piercing or Slashing
- 5 Darts
- 3 Javelins
- 1 Dagger, Sickle, Handaxe, Spear or Trident
- Several small blades or spikes can be attach to a Bludgeoning weapon, granting it Slashing or Piercing damage in addition to Bludgeoning damage (choosing the type of damage when you attack, or change the damage type completely to another).
- You can shape 3 stones that are either Bludgeoning, Piercing, Slashing or a combination, which can be used with the Magic Stone cantrip (or given to someone who knows the spell).
- Larger Martial weapons are possible, with time and material. You can use the example below as a way to calculate the time required (Your DM may alter this example, gold is used for the calculation):
- A Daggers value is 2 Gp = 1 hour of downtime to flintknap and finish, if you have the materials available.
- A Shortsword at 10 Gp = 5 Daggers = 5 downtime sessions or 5 hours to flintknap and finish. (Which is a type of Aztec Macuahuitl, which has a row of sharpened obsidian on either side of a stout stick.)
Most merchants may not want to buy such primitive items and may not put much value in them. The intent of this tool set is for in-field crafting and being self-sufficient, not a gold generator. As an option, downgrade the value in gold to silver or gold to copper. However, the DM's campaign setting may not view it this way.
You’ll notice these tools don’t mention food. You can make very simple snares, like the dead fall trap, a bird loop or a fish trap, but you would barely get by with just these. If you are not a hunter yourself, you would still need to rely on one for an extended trip in the wilderness.
(Replaced Tool Proficiency)
Glacier Survival
Whenever you make an active (not passive) Wisdom (Perception) check related to hidden natural dangers, like snow covered crevasses, leaf covered pitfall traps, boulders teetering on the edge of a ravine above, stalactites ready to fall or other natural dangers and hazards. You are considered proficient in the Perception skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Some enemy made dangers can be disguised in natural ways, it will be up to your DM if this trait still applies, as the disguise may seem out of place.
(Replaced Stonecunning)
Languages
You can speak, read, and write your native tongue Kurit, as well as Uluik, Common and Dwarvish.
Kurit is a form of Dwarvish strongly influenced by the arctic humans that speak a form of Common, Uluik. This blending of languages allows you to communicate with all four.
Kerrenderit Mother Geode Crystal Shaping
Kerrenderit are coin-sized or larger ice crystals of exceeding sharpness that can be flintknapped to form deadly arrowheads or other items. Some where magical imbued to be more deadly. Kerrenderit Mother Geodes were nurtured by the arctic dwarves in caves carved into the Great Glacier.
All of your weapons and some items you start with (at character creation, even if it's a martial weapon) are all made of Kerrenderit. You made these before you left your home and are not free in character creation. Selected equipment or gold spent represents time spent making them.
Kerrenderit crystals are considered a natural material and are not effected by cold, heat, melting, corrosive or acid effects. They are considered primitive however and may break more easily than a more robust material, like steel (Reference Primitive Property in Hunter Gatherer Tool Proficiency). Which is why no armor is made from it, it’s not very practical and polar bear hide is more reliable. The items you create from Kerrenderit are considered sacred and you may not part with one easily to anyone, other than your party members.
You have also been gifted with a Kerrenderit Mother Geode which resides in a Growing Pouch. It grows a crystal of a color of your choice at the end of each day (ready to shape during a long rest). They were given to you by your village elder, are sacred and the pouch may be elaborately decorated. If you loose it, it must be recovered at all cost. The Kerrenderit crystal must be shaped into something before the Geode can grow another. They are difficult to flintknap, requiring years of practice (See Hunter Gatherer Tool Proficiency for details on Flintknapping). If you are a magic user, the Mother Geode can act as your Focus or you can make one from it’s crystal.
- Larger Martial weapons of Kerrenderit are possible but require more time and space for your Mother Geode to grow the crystal (not the pouch). You can use the example below as a way to calculate the time required (Your DM may alter this example, gold is used for the calculation):
- A Daggers value is 2 Gp = 1 crystal = 1 day to grow and 1 hour to flintknap and finish.
- A Shortsword at 10 Gp = 5 Daggers = 5 crystals = 5 days to grow and 5 hours to flintknap and finish.
Your Kerrenderit Mother Geode is attuned to you (whether it counts against your attuned items or not is up to the DM) and items you create increase in power along with you. When you reach 5th level the crystals grown are considered magical (and therefore can have the option to be imbued with magical effects) with a +1 bonus, 11th level +2 and 17th level +3. Previous items made before these levels will not be granted this bonus, you must wait for the crystal to grow and create the item(s) again. It will be up to the DM if this bonus only applies to you while they are in your possession or if this applies to items that are gifted to your party members. (Your DM may alter the bonus’ depending on your campaign.)
In addition, the items are attuned to the Mother Geode. The crystal(s) slowly fade based on its distance from the Mother Geode, furthest away becoming a dull grey. If it remains at a great distance for an extended amount of time, it will eventually crack, become useless, have no value and loose its properties. If it is brought back to its original Mother Geode before it cracks and becomes useless, it's color will slowly return as it gets closer and retain its properties. Inugaakalikurit hunters would utilize this unique feature by leaving one item behind with someone in their village before traveling. So if they are gone longer than expected from getting lost, injured, caught in an avalanche, blizzard or fallen in a crevasse, they could be found. It can take several days or weeks for the color to fade completely and has been known to be effective over several hundred miles.
If you die, the attunement ends and all the items/objects/weapons you created fade, crack and become useless instantaneously. The Mother Geode begins to faintly shift through different colors and will no longer generate crystals until re-attuned and a new color is chosen. The Mother Geode may be attuned to someone else if the DM allows. In which case, the new person must start over and create all new items. Returning it to it's native people however, may yield a greater reward.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
6/6/2022 6:17:26 AM
|
15
|
0
|
1
|
Coming Soon
|
|
6/6/2022 2:14:18 PM
|
15
|
0
|
1.1
|
Coming Soon
|
|
6/6/2022 6:29:14 PM
|
15
|
0
|
1.2
|
Coming Soon
|
|
6/11/2022 2:35:02 AM
|
21
|
1
|
1.3
|
Coming Soon
|
Comments