Lurchin
LURCHIN by Reagren Wright
Human scholars have two possible theories to explain the existence of Lurchins. One is
they are a sub-species of dwarf that appeared during the Age of Light or they’re
inhabitants of Hades and came to the Palladium World via a dimensional rift around the
same time. Dwarves tell of a different story. They speak of a group of powerful
psychics who during the Age of a Thousand Magicks believed the fledgling dwarves
empire should avoid the surface and stay hidden in the earth, hording all of its riches
and sharing none of it. They tried to persuade others into this line of thinking, but in
the end, the decision was made to live in both worlds. Angered the group of psychic
departed the Old Kingdom Mountains and journeyed south. They took up residence
deep beneath the surface of the Silver Mountains and never ventured to the surface
again. Yet beneath these mountains grew a deadly yellow mold and its poisonous
vapors slowly changed them over time. It took away their sight, their ability to speak,
and turned them a sickly yellow. Now they must forever stay beneath the surface or
risk certain death.
The truth most likely is somewhere in between the two ideas of the human scholars.
Lurchin look identical to dwarves only all the intolerances dwarves exhibit are magnified.
Lurchin want nothing to do with the surface world, namely because they fear sunlight
and open skies (40% of urchin suffer from agoraphobia/fear of open spaces). They live
in a realm of eternal darkness. They have no eyes to speak of, yet their other senses
are greatly enhances and inherit psychic abilities allow them to compensate. Despite
being blind, lurchin are still amazing craftsmen and masons, just like standard dwarves,
but their skill in metal working is about the same as humans. Lurchin like dealing with
rock and stone more than metal. It is also quite difficult to deal with molten liquids
when you can’t see. Some claim the underground architecture of lurchins is the most
elaborate in the world, and the envy of dwarf and kobold. Lurchins are known to be the
biggest hoarders of precious stones, but they don’t use them as a form of currency or
trade, instead they are used as a form of braille writing. Gems can be found throughout
their underground villages (about the same size as troglodytes) on tablets or imbedded
in walls to serve as signs or as written forms of communication. Each gem corresponds
as a letter of the alphabet. Because of their heighten sense of touch, lurchin can
identify each gem merely by touching it. Surface dwellers for the most part are
completely unaware of the importance gems have in lurchin society, they merely see a
gem covered walls and start plucking them out. Elves were notorious thieves, having
need of gems to power their various forms of magic during the Age of a Thousand
Magicks, entire villages where plundered. This also happened when dwarves started
practicing magic as well. As a result, lurchin grew to detest all surface dwellers, all of
them are considered thieves and to be made examples of. The psychic abilities of
Lurchin are normally used to compensate for their lack of vision and voice, but their
ability to install insanity in the minds of others is their secret weapon. They know the
surface dwellers fear the dark and confined spaces, so they make them afraid of ever
returning to such places.
Lurchin are known for making cleverly disguided pit traps. They dig shafts up to the
surface then costruct them in a way so the ground doesn't collapse until something
walks over them. The poor victim may fall twenty to sixty feet. Besides eating what
ever game animals stumble into the pits, Lurchin cultivate mushrooms and fungi. They
are also worm eaters, in fact they raise worms like surface dwellers raise pigs.
Those lurchins who choose to leave the confines of the underground village and make a
life on the surface are treated even worst than surface dwellers. The moment they
acquire the stink of a surface dweller, no lurchin will welcome or speak to them ever
again. Life on the surface can be difficult for the blind yellow dwarf, but some have
managed to make the best of it, putting their skills to use in cities in Timiro and the
Eastern Territory. A number have chosen the city of Adriana “the Marble City” within
the White Rock Mountains as their home. The man in charge of the Adriana Minding
Agency is in fact a 110 year old lurchin.
Rumor has it lurchin live in the vast underground network of tunnels and caverns in the
Hades’ Sulfur Pits. If this true or not remains to be seen, but the Demon Lord Belphegor
is the only deity worshipped in lurchin villages. Lurchins are impervious to the effects of
the variety of deadly Hades molds (Green, Red, Yellow, and Blue). And they bow down
before any Magot (which on occasions results in getting eaten or turned to stone, in
either case it means the Demon Lord found favor in the person).
Alignment: Selfish and evil
The Eight Attributes: I.Q.: 3D6, M.E.: 5D6 (16 minimum), M.A.: 1D6, P.S.: 4D6+8, P.P.: 3D6, P.E.: 4D6, P.B.:1D6+6, Spd: 2D6 (3D6 digging). In order to navigate safely, they must reduce Spd by half and must feel, tap and rely on heighten senses and psionics.
Hit Points: P.E. Attribute number plus 1D6 per level of experience starting with level one. S.D.C.: 15 plus those gained from physical skills.
Average P.P.E.: 4D6.
O.C.C.: Limited to miner, merchant, mercenary, soldier, priest of darkness, peasant laborer, or vagabond.
O.C.C. Skill notes: Add a bonus of +5% to the following skills (in addition to O.C.C. bonuses): General Repair, Geomancy, Stone Sculpting, and Masonry.
Horror Factor: 8
Physical Appearance: They have standard dwarf features and characteristics, accept they are completely hairless and their skin is a dull yellow. Their skulls do not have eye-sockets and their noses are large and misshapen.
Size: 3-4 feet (0.9-1.2 m) tall.
Weight: 90 to 180 lbs (40.5 to 81 kg)
Average Lifespan: 200+ years, very few have lived beyond 300.
Natural Abilities: In addition to their high physical attributes:
- Psionic Sight: They can make out blurred, vague shapes, distance and depths, but Lurchin actually “feels” or senses who or what he is seeing. Cannot see facial features, read signs, the printed word or see flat illustrations or paintings. Psionic sight can be maintained and used continuously for one hour per each P.P.E point at no I.S.P. cost. This ability allows them to see in total darkness. Range: 90 feet (27.4 m).
- Telepathic Transmission: This functions as simple, mind-to-mind, speech substitute. Range is roughly that of human speech (300 feet/91.5 m), except it is not affected by background noise. There is no saving throw because it is not an attack nonetheless the receiver can choose to ignore the message. The psionic can focus the Telepathic Transmission so that only one specific person will receive it, or the Transmission can “speak” to several people at a single time, so long as everyone is within the range limit. Non-psionics will assume that the Telepathic Transmission is normal speech. This cannot be used as a form telepathy or pick up empathic impression. It can only be used to communicate with words. This power cost no I.S.P. and can be maintained indefinitely.
- Extraordinary Hearing: They can hear very faint sounds (light footsteps and animal breathing). They can even hear a whisper conversation. Estimate distance of a sound (30% +6% per level of experience. Estimate the speed and direction of approach at 25% +6% per level of experience. Recognize a voice or sound through intense concentration at 20% +6% per level of experience. Receive a +10% bonus if the sound is underground.
- Extraordinary Sense of Smell: They can detect very faint scent traces. Track by smell at 72% (+10% to follow a surface dweller). Recognize the distinct scent of a specific individual at 55% (+10% if the person is a surface dweller). Receive a +10% bonus if the odor is underground.
- Extraordinary Sense of Touch: They can recognize the very slightest difference in textures by touch alone, 35%+6% per level of experience. They notice minute changes in temperature by touch or slowly moving their hand over an item, 30% +6% per level of experience. Identify fabric and material by touch, 30% +6 % per level of experience. Note: Instead of suffering the typical penalty for being blind at -9, Lurchin are at a -3 on all combat moves (strike, parry, dodge, etc).
- Underground Abilities: Same as standard dwarf accept increase base skills by 10% and increase at +6% per level of experience.
- Recognize Precious Metal and Stones: Same as the gemology skill with a +15% bonus.
- Natural Psionics: See below.
Bonuses: +2 to initiative, +1 to save vs. magic, +7 to save vs. possession, +5 to save vs. Horror Factor, and +6 to save vs. mind control (any form). As natural psionics, they need a 10 or better to save vs. psionic attacks.
Magic: Only if they become Priest of Darkness.
Psionics: All Lurchin possess the following psionic abilities: Presence Sense, Object Read, Psychic Diagnosis, See Aura, Sixth Sense, See the Invisible, Total Recall, Sense Evil, Astral Projection (they can see normally), and Cause Insanity (claustrophobia-fear of confined space or noctiphobia-fear of darkness are their favorites). I.S.P.: 3D6x10+M.E. attribute number in I.S.P. +10 additional I.S.P. per level of experience.
Enemies: Surface dwellers, they are suspicious and untrusting of any one from the surface. Those who stumble into their domain will be taken prison and interrogated until they reveal their intension. Those who are let go usually leave with one or two insanities. They are indifferent toward kobolds, gnomes, and dwarves. Lurchins know these races venture to the surface so they must be thoroughly questioned. Those who turn out not to be subterranean will be turned away or taken prisoner. They absolutely detest goblins, hobgoblins, orcs, and elves. Giant races and dragons are heavily feared.
Allies: Troglodytes are their closest allies. They will trade among them for food, raw materials, and water. They are honored to be in the presence of a Magot.
Language: Their mental speech is the same as Dwarven. They do practice the written language using gems as letters of the alphabet. They make tablets out of clay, rock, etc. Note: The hatred of elves is so great, no Lurchin would ever choose to learn to read or speak Elf/Dragonese.
Habitat: Beneath the Silver Mountains of Timiro and the White Rock Mountains of the Eastern territory.
Favorite Weapons: Mining tools, especially pick axe/mattlocks and shovels.
Other Notes:
- 1. Many worship Belphegor of the Sulfur Pits
- 2. Wear light armor
- 3. Superior miners and masons, but average metalworkers.
- 4. Immune the effects of Green Mold (and its other colored variations).