Dwarves, Kogolor

Kogolor Dwarves are not really a subrace of Dwarves, but more an alternative Culture to the Dwarves of the Surface. In the case of Race Details, please use the Dwarf Rules presented earlier.

Kogolor Tribe

The Kogolor Tribe of Dwarves appear physically the same as dwarves from the outside world, but they are the polar opposite to them in terms of personality and culture. It is like night and Day.

Only 25% of Kogolor Dwarves live in caves or underground. They prefer to live on the mountains, or in valleys. Kogolor dwarves do not fancy gold and jewels any more than Elves or Humans do, which is still something, but not the obsession Rockhome dwarves have.

The Kogolor Tribe wear bright colors, often wearing lederhosen, and love to talk. They talk to outsiders and locals happily. They are in general some of the the friendliest, and most welcoming people.

Industry

The Kogolor are famous for logging, and brewing. Brewing beer and ale is a passion for the Kogolor. The kogolor do nto have an army, so that profession path is usually limited, however each dwarf is trained in a weapon to defend his own home with in case of emergency. This weapon is often a spear or poleaxe.

OSR (BECMI) Dwarf Druids

Though most are not aware of it, there are Kogolor Dwarf Druids. These Dwarves have a connection with the elemental forces of their mountainous homes. These dwarves will protect their natural homes from harm, but like their Outer-world cousins, Dwarf Druids do not advertise that they are druids, in the same way that Dwarf-Clerics of Rockhome do not advertise their Cleric ability.

Prime Requisite: Strength & Wisdom.
Other Requirements: Strength 9, Constitution 9, Wisdom 16, Neutral Alignment
Experience Bonus: 5% for Strength 13~15 & Wisdom 16~18, 10% for Strength 16~18 & Wisdom 16~18
Hit Dice: 1d6 per level up to 9th level, at 10th level they receive +3 hp and constitution points no longer apply.
Maximum Level: 10th
Armor: Leather armor, and wooden shields.
Weapons: staff, club, sling, wooden spear, all wood swords, only living material based weapons.
Special Abilities: Druid Spells, Cleric Spells, Half Damage from Spells at 1,400,000 EXP, Infravision, Extra Languages, 1 in 3 to detect traps, sliding walls, Sloping corridors, and New construction made of stone.

LevelXPLv 1 SpellsLv 2 SpellsLv 3 SpellsLv 4 SpellsLv 5 SpellsAbilities
10IV, SD, Snow
24,0001
38,0002
416,00021
532,00022
664,000221
7120,000222
8250,0002221
9400,0003222
10600,00033221
800,00033221
1,000,00033221
1,200,00033221
1,400,00033221Defense

Infravision (IV): Kogolor Dwarves did not lose their infravision over the centuries and keep this ability, even though they rarely need to use it. This ability allows them to see heat in darkness for up to 60 feet.
Stone Detection (SD): Likewise, they may bit be living in the stone like they used to in the past, but Kogolor Dwarves still keep the Detection sweet, as taught by their fathers. ona roll of 1~3 on a d6 (so 50% chance), they may detect traps in stone, or slopes, sliding walls, or new construction in the stone.
Snowstorm Detection (Snow): Dwarf Druids are able to detect non-magical Snowstorms up to a day in advance.
Spells: Dwarf Druids are able to cast any spell on the Druid Spell list of appropriate level. They may also cast spells on the clerical spell list with a few limitations. Druids may not cast spells that relate to good or Evil (such as Detect evil). They may also not cast these spells:

  • Level 2: Hold Person
    Know Alignment
    Snake Charm
  • Level 3: Hold Animal
    Speak with Dead
  • Level 5: Commune
    Insect Plague
    Quest
    Raise Dead
    Truesight
  • Level 6: Transport Through Plant
    Aerial Servant
    Create Normal Animals
    Word of Recall

Defense: At the 1,400,000 Experience level all dwarves become more resistant to magic. The dwarf automatically takes only half damage from any damage causing spell or spell-like effect (such as from a magical item or strange monster powers such as beholders’ eyes but not including dragon’s breath). Divide the rolled damage by 2 and round down. If the effect allows a saving throw, a successful roll indicates that he only takes 1/4 damage; divide the rolled damage by 4 and round down. (If the result is 1/2 point of damage or less, the character takes 1 point of damage.)

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