2.2b Dwarves

Overview

The Seven Tribes

As described in Chapter 1, there are seven historical tribes or “clans” of Nokh dwarves that live along the Hirol mountain chain. As a whole, the Nokhen are erroneously considered one dwarven ethnicity, meaning that the Nokh dwarves would be one ethnicity among the other ethnicities of dwarves throughout Ferron. However, the seven clans aren’t as alike physically and culturally as one would imagine they’d be having come from the same progenitor. This is because Lar, the father of the Nokhen, begot seven sons from seven wives of different ethnic origins from across Ferron. Lar begot daughters as well, but after his wife at the time bore him a son, he married anew to beget another son with another woman. As a result, the seven clans have some traditionally distinct traits and features.

Sense of Duty to Nokhenkind

Despite the difference between the clans, one trait nearly all Nokhen have in common is a sense of duty to other Nokhen. However, this duty is dichotic in nature. On one hand, the Nokhen see themselves as the descendants of a single family, and like siblings, the individual clans may squabble and quarrel from time to time over power and prestige, but they would never consider seriously harming each other. If the sovereignty of one clan were threatened, then all the clans would rise up to staunchly defend their brethren. This is also true on a smaller scale, as in a slight made by non-dwarf against a dwarf in a tavern. Regardless of which dwarf is the subject of the slight, or even if it deserved, every dwarf in the tavern would be quick to stand to defend their brother as if it were a slight upon themselves.

On the other hand, with the exception of the Hemekhen, dwarves can be nearly as indifferent or backstabbing as humans can be to themselves, but only nearly. Dwarven families can be quite competitive in regards to earning the favor of the nobles or expanding their family businesses, and they will do almost anything to outmaneuver their rivals. However, one would be hard pressed too find a dwarf that would be actively working to destroy or ruin another dwarf. Embarrassing the host of a noble reception or airing the sordid secrets of a trade rival is fair game, but sabotaging the catering or collapsing a rival’s mines isn’t. On a smaller scale, dwarves are quite fine with jeering at and insulting each other as they see fit, but only if it comes from a dwarf, which can be quite bewildering to a non-dwarf who is confronted by an angry group of dwarves who just did the same.

Language

The language for all Nokhen is Claghist, which is a distinct dialect of a broader dwarven language known as Celtinist. It is believed that the original Nokhen probably spoke Celtinist, or something very close to it, and their language shifted over time. Each clan speaks Claghist with their own idiosyncratic words and phrases, but each is easily understandable by any other clan. Anyone who speaks Claghist should be able to understand Celtinist at the broken language level. Other than academics and mages, who may learn Celtinist to read older texts, not many contemporary dwarves have a need to learn the old tongue as communication with other dwarves across Ferron is essentially non-existent.

Contact with Humans

The Nokh clan with the most contact with Hautherians, and therefore the most likely to be player-characters, is the Boronekh clan, whose clan city lies in the Hirol chain approximately 75 miles west of Dussleholm. Of the remaining six clans, the Gerulekh and Hemekh are the most likely to have some contact with humans, albeit not nearly to the extent as the Boronekh. Therefore, their racial templates include the Unusual Background advantage. The final four clans, the Dantekh, Korumekh, Vironekh, and Lahmekh, don’t have enough contact with Hautherians to be selected as player-characters either because of each clan’s temperament or location. Hence, no character template accompanies their descriptions. As with the human descriptions, another foreign race of dwarves is included at the end which represents the very few foreign-born dwarves who have somehow been fated to live out their days in Hauther.

Anthropometrics

Dwarves are noticeably shorter than humans, yet they are just as broad, just as strong, and usually more sturdy. Typically, a dwarf stands from 3.5 to 4.1 feet tall (1.1 to 1.3 meters) and weighs from 73 to 166 pounds (33 to 75 kilograms) or more, depending on the individual’s body composition. The mean height and weight for dwarven men are slightly higher than for women of the same age. In regards to game mechanics, determine the build of a character normally and then multiply the height and weight by 2/3 for dwarves.

Generally speaking, dwarves have the same life expectancy as humans. However, the life expectancy of each clan varies according to their living conditions. Most dwarves, who live in their clan cities which offers better living conditions than most humans enjoy, typically have a greater life expectancy than humans (+10%). On the other hand, Gerulekh dwarves spend most of their time tending to the herds of strohm all along the Hirols in both pleasant and harsh weather, giving them a life expectancy equal to the average human living in the outlands (-10%). The only other dwarven clans with a life expectancy lower than the Gerulekhen are the Vironekh dwarves whose home is surrounded by the southern plague lands (-15%) and the Lahmekh dwarves who live on the eastern side of the Hirols, facing the Thyrell (-20%).

Magic Resistance

A curious trait of some dwarves is their tendency to resist magic. While not common throughout the population, there are small groups of dwarves in each clan, usually within family lines, that are resistant to magic for good or ill. To this date, thaumatological research hasn’t been able to determine the cause or source of the resistance, just that it exists to varying degrees within a small percent of the population. Therefore, magic resistance is an optional trait for all Nokhen racial templates.

Boronekh Dwarf

Racial Template

Character Points: 10

Included:
Attributes:
HT +1 [10]

Secondary Characteristics:
Will +1 [5]

Size Modifier:
SM -1 [0] (p. B-19)

Disadvantages:
Sense of Duty (Nokhen: Limited) [-5] (p. B-153)

Languages:
Claghist: Spoken (Native) [0], Literacy (none) [0]

Optional:
Advantages:
Magic Resistance (1–3) [2/level] (p. B-67)

Quirks:
Enterprising [-1]

Languages:
Hautherian: Spoken (Accented) [2] or (Broken) [1]

Skills:
Connoisseur (Tobacco) IQ -1 [1] (p. B-185)
Connoisseur (Liquor) IQ -1 [1] (p. B-185)

Description

The clan city of Boronekh lies approximately 75 miles to the west of Dussleholm in the Hirols. It is named after Borone, the third son of Lar, who supposedly settled in the area of the Hirols where Boronekh now lies. The Boronekh dwarves are the first of the seven clans to engage in contact with humans since the Thyrellan expansion and later the Plague War. Usually content to live their lives in relative safety from the lowland humans and elves, the Nokhen had begun struggling to support their populations without access to their former lowland resources. With Dussleholm close by, the Boronekh risked angering the Clansmeet by taking the unsanctioned initiative of reaching out to their former lowland city, now in the hands of the humans. Since then, Boronekh has become the gateway though which all trade with the humans occur.

Like any other clan, Boronekh dwarves posses various physical characteristics from across the clans because of their crossbreeding over the centuries. However, the archetypal characteristics the Boronekh dwarves are known for are their dark-red hair, double-braided beards, light skin, blue eyes, and love for pipe smoking and spirits. They also have a tendency for rosy cheeks and bulbous noses, though not all are proud about these particular traits. Aside from the recent advent of trade with the humans, the most significant contribution to dwarven society is establishing Nokhen-wide trade routes. Like all the other clans, the Boronekh trade with each other, but the Boronekh, who are considered the most enterprising and adventurous (and therefore the most unruly) of the clans, have established efficient trade routes throughout the Hirols, making trade easier for each clan.

Roles within Society

Just like all the other clans, the Boronekh have a variety of tradesmen and craftsmen within their society. However, among the clans, the Boronekh are considered the traders. They originally developed trade throughout the Hirols and are in charge of maintaining and operating the trade routes today, which is no small task. It requires much coordination with the other clans, particularly in the form of money and labor. In return, Boronekh receive a small tariff on goods traded between the clans, giving them a constant stream of income. Such an arrangement would undoubtedly raise suspicions of trade monopoly and price manipulation among human cities, but dwarves, who have a strong sense of duty toward each other, haven’t succumb to such temptation, at least not as openly or prolifically as humans might. As a result, trade flows easily across the Hirols and everyone gains fairly from it, more or less.

Outside of dwarven society, Boronekhen are just beginning to expand their trading empire. A few Boronekh trading companies have opened up in Dussleholm. Other Boronekh dwarves, particularly those who weren’t fortunate enough to be selected to initiate negotiations with the humans, are taking greater risks by reaching out to the Silver Order directly or making treks to Casperia in the hopes of establishing direct trade. Such dwarves are generally well-received, if not marveled as oddities wherever they walk.

Gerulekh Dwarf

Racial Template

Character Points: 15

Included:

Attributes:
HT +1 [10]

Secondary Characteristics:
Will +1 [5]

Size Modifier:
SM -1 [0] (p. B-19)

Advantages:
Unusual Background (Gerulekh) [5] (p. B-96)

Disadvantages:
Sense of Duty (Nokhen: Limited) [-5] (p. B-153)

Languages:
Claghist: Spoken (Native) [0], Literacy (none) [0]

Optional:
Advantages:
Animal Empathy [5] (p. B-40)
Magic Resistance (1–3) [2/level] (p. B-67)
Talent (Animal Friend) (1-4) [5/level] (p. B-89-90)

Quirks:
Likes (Outdoors) [-1]

Languages:
Hautherian: Spoken (Accented) [2] or (Broken) [1]

Skills:
Animal Handling (Strohm) IQ -1 [1] (p. B-175)
Riding (Strohm) DX -1 [1] (p. B-217)

Description

Gerule was the seventh son of Lar, father of the Nokhen. Hence Gerule was bottom on the pecking order within the family. However, tales say that Gerule did not bother fighting for the praise and recognition of his father like his brothers. Instead, he took to caring for his strohm, his heard of bighorn sheep that inhabit most of the Hirols. When the original seven brothers set out to claim their own lands, Gerule went farther north than his brothers and settled in an area about 200 miles west of where the Human settlement of Raynham is today. There, his descendants established a modest city and took up his passion. Over the centuries, the Gerulekh dwarves were able to breed and train their strohm into beasts of burden and riding, which eventually became the backbone for transportation, construction, and defense for the Nokhen.

Because of their occupation, Gerulekh dwarves are a bit slighter than their brethren, who often plump up living comfortably within their cities. Other archetypical traits include very fair to medium skin, light shale blue to dark shale grey hair, light blue or light grey eyes, and a love for the outdoors. Obviously, their most significant contribution to dwarven society has been the domesticating and rearing of strohm, from which every clan uses as beasts of burden and mounts.

Roles within Society

Today, the Gerulekh dwarves still maintain a modest citadel in comparison to the other clans, but they can be found all across the Hirols, tending to their herds of Strohm. In each Nokh citadel, the Gerulekhen have control of stables where they train both the strohm and their riders. Some high-class families of other clans even have their own private stables and try to lure Gerulekh trainers of renown, but often such trainers eventually seek the comfort of the outdoors over the comforts of the estate and leave after a couple of seasons. In other cases, the clans hire elite Gerulekh trainers for their calvary, and sometimes such trainers even become commissioned officers. However, it is more often the case that Gerulekhen remain as trainers rather than officers leading strohm units across the Hirols. Regardless, if one travels throughout the Hirols, or even along the lowlands, one will likely encounter Gerulekhen tending to or training their herds and enjoying the open sky and fresh air.

Outside of dwarven society, Gerulekhen may be seen but rarely encountered as they prefer to keep their herds at a safe distance from outsiders. However, there have been cases of Gerulekh dwarves who have forgone the quiet herder’s way of life and chosen to seek something more adventurous, which often means trekking into the outlands. It is rare, but there have been accounts of blue-haired dwarves, with or without strohm, roaming the outlands. Whatever end became of such individuals, no one really knows.

Hemekh Dwarf

Racial Template

Character Points: 10

Included:

Attributes:
HT +1 [10]

Secondary Characteristics:
Will +1 [5]

Size Modifier:
SM -1 [0] (p. B-19)

Advantages:
Unusual Background (Hemekh) [5] (p. B-96)

Disadvantages:
Sense of Duty (Nokhen) [-10] (p. B-153)

Language:
Claghist: Spoken (Native) [0], Literacy (none) [0]

Optional:
Advantages:
Charisma (1–3) [5/level] (p. B-41)
Magic Resistance (1–3) [2/level] (p. B-67)

Disadvantages:
Social Stigma (Disowned) [-10] (p. B-155)

Quirks:
Imposing [-1]
Proud (Hemekh Heritage) [-1]

Languages:
Hautherian: Spoken (Accented) [2] or (Broken) [1]

Skills:
Leadership IQ -1 [1] (p. B-204)

Description

Heme was the first son of Lar, making him the son with the most influence and responsibility over his younger siblings. When the seven sons set out to claim their own land along the Hirols, Heme remained where his father had settled on the tallest mountain in the range and assumed his reign. Since then, Heme’s descendants have continued doing what is expected of an older brother for his younger siblings, protecting them and maintaining harmony between them. To do this, the Hemekh dwarves established the Clansmeet, a council where all the clans can meet to discuss issues, whether internal or external. As is customary, the older the original son, the more weight the clan has in the clansmeet. Naturally, this causes problems between the clans at times, but the Hemekh dwarves are usually able get their sibling clans to reach an acceptable, if not amicable, compromise either by negotiation or a little arm twisting.

The archetypal Hemekh dwarf has light to medium skin, medium to dark hair, brown eyes, elaborate and intricate beard braids and adornments, and an imposing personality. Such personalties typically stem from the belief that being a descendant of the first-born son of Lar, the Hemekh dwarves are somehow superior, if only in their leadership and judgement. However, this sense may also come from the fact that all Hemekhen are brought up learning how to lead, reach compromises, and make difficult decisions. By the time a Hemekh dwarf has grown, he will have been groomed for a leadership role somewhere across the clans, and will have been instilled with a strong sense of duty to the Nokhen, making him highly unlikely to ever cause harm or deceive his brethren for self gain. As a result, the most significant contribution the Hemekh have made is the relative stability and safety the Nokhen enjoy in comparison to their human and eleven counterparts. Without the Hemekhen working to keep the Nokhen together and out of the affairs of the other races, it is possible the clans may have followed in the footsteps of the humans who compete and fight amongst themselves.

Roles within Society

Because of their sense of duty to their sibling clans, the Hemekh assume the role of diplomats, military leaders, head administrators, and the like across all the clans. In the heart of each city, the Hemekh have departments that work to coordinate Clansmeet laws, regulations, or decisions and relay problems or issues that a clan may face back to the Clansmeet. Hemekhen are also expected to coordinate the military forces of each clan, so many of them act as advisors or commanding officers in each city. As a result of their important roles across the clans, some Hemekhen may become condescending or patronizing, leading to friction with their non-Hemekh underlings. Regardless, no dwarf can ever say that the Hemekh don’t have the very best intentions in mind for their sibling clans.

Because of their strong sense of duty to the stewardship and protection of all Nokhen, it is rare for a Hemekh dwarf to be seen away from the Hirols without being on an official mission. However, since the Hemekhen take their leadership role very seriously, it is possible for a Hemekh dwarf who has failed at his duty to be punished and removed from his position. In circumstances of severe incompetence or failure, the shame is sometimes too much for the family of such a Hemekh dwarf to bare, and they may disown the offender. For a Nokh, having been disowned by one’s family is a great shame, so such that Hemekh dwarves may choose instead to exile themselves from the Nokhen, never to return. Such individuals typically travel into the outlands, never to be heard from again.

Korumekh Dwarf

Racial Template

NPC

Description

As the second son, Korum was either going to act as his elder brother’s second, working to solidify and execute his older brother’s authority within the family, or attempt to usurp his brother’s authority in lieu of his own. Fortunately for the Nokhen, Korum chose the former, working to build for the Nokhen as his brother led them. So, Korum settled near his elder brother’s city to work in stride with him. Since then, the Korumekhen have established themselves as the designers, planners, and builders of the Nokhen citadels and the Nokhen Highway, and they have had a significant influence over the styling and decor of almost everything in Nokhen life.

Archetypal Korumekh dwarves have very light to light skin, light to dark blonde hair, blue or hazel eyes, and a penchant for attire that is both stylish and appropriate for each occasion. They are often seen as perfectionists in their work by the other clans, but Korumekhen see it from the viewpoint of proper planning in the beginning leads to fewer revisions or corrections and therefore less time and resources wasted later on. Such perfectionism led to their greatest contribution to dwarven society, the Nokhen Highway. Taking over two centuries to complete, the highway runs the length of the Hirols, linking each clan city. Though sometimes visible from the lowlands, the highway was built to be inaccessible to lowlanders, keeping it safe from bandits and invading armies. The only way to access the highway is to enter a clan city first.

Roles within Society

The Korumekhen have had a significant influence on the designing and planning of the clan cities. Whether they led the planning and construction or they assisted their brethren in doing it, their blood and work is on nearly every stone. Today, their primary mission is maintaining and repairing the Nokhen Highway, as it is of vital importance for trade, communication, and travel. The Korumekhen are also found in countless design houses across the clans. Whether it is for architecture, textiles, furniture, jewelry, or even art, their creativity and style always manifests somewhere within the fabric of Nokhen style and fashion. Unless the Nokhen are expanding their sphere of influence into the lowlands by building or rebuilding their lowland cities, there is no need for the average Korumekh dwarf to leave his homeland.

Dantekh Dwarf

Racial Template

NPC

Description

The Dantekh dwarves, who descend from Dant, the fourth son of Lar, are most well known for their skill at runesmithing. Even though all the clans have their own runesmiths and traditions, the Dantekh excel in the art, making their work the finest amongst the Nokhen. Their citadel lies at the border of the outlands and the plague lands, which is in the middle of where the Jovaran clans used to exist before the Thyrellans came through. Hence, sages believe that the Jovaran first learned runesmithing from the Dantekh dwarves, since they were the most likely clan to have contact with the Jovaran in the lowland city of Luthra before the Thyrellans conquered Hauther.

The archetypal Dantekh dwarf has medium ashen grey to dark ashen grey skin, dark blue or dark green eyes, platinum white to pure white hair, close-shaven faces, and runic tattoos. Most Dantekhen are also noticeably stoic and focused in their work, but revel in fine drink and song just as any other dwarf at the end of the day. Their most significant contribution to dwarven society has to be their rune stones, which are the magical stones many Nokhen use to invoke magical effects.

Roles within Society

For the most part, Dantekhen enjoy working at their trades, whether it is runesmithing or something more mundane. Even though they do most of their work in their impressive smithies, craft houses, and forges in their own city, they also maintain many establishments throughout the clan cities to offer quick service for smaller commissions and repairs. It is very unlikely that a Dantekh dwarf would travel far from the Hirols since it is their craft they enjoy doing the most and there is always need for their craft.

Vironekh Dwarf

Racial Template

NPC

Description

The average Vironekh dwarf would explain that Virone, the fifth son of Lar, was a master woodworker, and when he set out to claim his own land, he intended to build a family of master craftsmen and artificers. However, the truth isn’t quite as romantic as that tale. Unhappy that his elder brothers had most of the influence and authority over their family, Virone staked his claim in the southern most end of the Hirols with the notion of being left to himself to do his favorite pastime, woodworking. As a result, his city grew slowly, and was the last of the seven clan cities to be built. Eventually, his descendants, the Vironekhen, needed to bring in trade and coin in order to better their circumstances. So, they began by providing labor for the countless projects and work being done by the other clans. Over time, they passed down their knowledge in the craftwork they had learned and became the clan of master craftsmen and artificers Virone never set out to achieve.

The archetypal Vironekh dwarf has light bronze to dark bronze skin, light to dark amber hair, garnet brown eyes, and a love of new, complex craftwork and inventions. Their most significant contribution to dwarven society has been the countless craft items they have created over the centuries. If the Korumekhen are the designers and planners, then the Vironekhen are the craftsman and artisans who make it a reality.

Roles within Society

Traditionally, the Vironekhen were the dwarves to hire for any kind of craftwork. However, the advent of the Revenarum and the fact that plague lands surround their city means that access to their resources in the lowlands is no longer possible. As a result, there has been a decrease in their production, as all raw materials need to enter through the Nokhen Highway, congesting travel and slowing shipments. Like all other clans, there are pockets of Vironekhen working in each clan city, which alleviates the lead time for custom goods. However, the latest trend in craftwork and artificing occur in Vironekh itself, delaying implementation of anything useful for the other clans. Outside of Vironekh, a Vironekh dwarf may be seen experimenting with and testing a new invention, but since they are surrounded by the plague lands, it could only be somewhere within the Hirols.

Lahmekh Dwarf

Racial Template

NPC

Description

Lahm, the sixth son of Lar, is the only child out of all Lar’s children who showed a talent for magic. When he set out to stake his own claim along the Hirols, he chose to find a secluded place where he could practice his magic in peace. Since then, his descendants have followed in his stead, pursuing knowledge, both mundane and magical, becoming the keepers of all dwarven knowledge, and the scholars teaching the Nokhen about the advances in all fields.

The archetypal Lahmekh dwarf has dark to very dark skin, dark hair, and brown eyes. In the past, the Lahmekhen were considered the most wise and knowledgable of all Nokhen. Unfortunately, since the advent of the Revenarum, and in particular, Lahmekh’s proximity to the fallen city of Thyrell, the average Lahmekh dwarf seems beleaguered and grim. The Lahmekhen’s greatest contribution to dwarven society was their university and library. However, because of the city’s present circumstances of being set in the heart of the plague lands, the university and library is no longer in Lahmekh. Instead the various colleges were reestablished in different clan cities, and the great library split among the colleges.

Roles within Society

For the Lahmekhen living outside of their home city, life is usually that of a sage, mage, or other scholar.  Lahmekhen who don’t have the aptitude or personality for such a life usually find work elsewhere among the other clans and trades. Those that have skill in the magical arts may serve in the military instead of teaching at a college. Regardless, most families who live outside of Lahmekh have never set foot in their home city because of the threat the Revenarum and the blood plague pose daily. Those Lahmekhen that still live in their home city have a much harsher life.

In the early days of the plague war, the Lahmekhen were caught unaware of the true nature of Revenarum and suffered great losses to their army and the blood plague as the Revenarum attempted to gain access to the Nokhen Highway through Lahmekhen. In an act of desperation, the Lahmekhen destroyed the gateway into their city and were eventually able to halt the advancement of the Revenarum’s army. In the aftermath of the battle and the blood plague that ran through their citizenry, two thirds of their population was dead or missing. Eventually, the other clans came to their aid and helped them shore up their defenses, but it was quite apparent that they could neither rebuild their city nor abandon it. Someone had to remain to maintain vigil and deny the Revenarum from ever gaining access to the Hirols. So, most of the remaining population was evacuated, leaving only the military and the original family behind. Today, Lahmekhen is a shadow of what it once was. It is vast and largely empty, save for the unfortunate souls whose duty is to guard the Nokhen clans by being ever vigilant against threats from the heart of the plague lands. To leave or to do anything less would be abandoning their duty.

Foreign Dwarf

Racial Template

Character Points: 32

Included:

Attributes:
HT +1 [10]

Secondary Characteristics:
Will +1 [5]

Size Modifier:
SM -1 [0] (p. B-19)

Advantages:
High TL (4+) [5] (p. B-23)
Social Regard (Respected +1) [5] (p. B-86)
Unusual Background (Foreigner) [5] (p. B-96)

Languages:
Native Language: Spoken (Native) [0], Literacy (Broken) [1]
Hautherian: Spoken (Broken) [1]

Optional:
Advantages:
Magic Resistance (1–3) [2/level] (p. B-67)

Languages:
Hautherian: Spoken (Accented) [+1]

Description

Just like foreign humans, foreign dwarves are quite rare, though not unheard of. How or why they ended up on the “forbidden land” may vary, but a common story is that such individuals were surviving crew members of a vessel that fell upon disaster or attack at sea. The typical characteristics could include any seen in the dwarven tribes of Hauther as well as more exotic features not seen before. Since any characteristic that is typically found in dwarves somewhere across Ferron could be found in a foreigner, players are encouraged to choose characteristics that play up the exotic nature of the character.

Language

Just like the Nokhen, the language for most dwarves in Ferron stems from Celtinist, meaning there is a possibility that a foreign-born dwarf’s native tongue could be understood by a Nokh dwarf at a broken level. However, it is unlikely that a foreign dwarf would encounter Nokhen, at least immediately after arriving in Hauther, since most Nokhen keep to themselves in the Hirols. Therefore, it is more likely that foreign-born dwarves would begin learning Hautherian to be able to interact with humans.

Roles within Society

Any foreigner coming to Hauther has a slight technological advantage over Hautherians. As a result, they tend to find themselves in roles related to their knowledge. If a foreigner can find his or her way to Casperia, there are any number of nobles who would offer good coin in exchange for consultation and training in the technology, medicine, and affairs of the rest of Ferron. Academic institutions would also likely offer what they could to garner new developments of the outside world, whereas craftsmen, builders, and even artisans would leap at the chance to learn new techniques. Government officials in Casperia have been known to offer foreigners positions as translators and negotiators with foreign smugglers, and they have been rumored to have offered a new ship to at least one captain who swore to continue his smuggling efforts.

There are some foreigners who find that their knowledge of technology isn’t as useful as their ability to use it, specifically those who use the latest blackpowder weapons. Demolition experts and pistoleers have found their way into the employ of a militia or two, and it is rumored that some may have even joined the Silver Order to fight against the Revenarum. Whatever they bring to Hauther, foreign humans usually find that if they can survive the initial landing and travel to a refuge, they are well received.

 

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