Title Graphic


Gorron

[Dwarves/Stone Elves]


General Description

Children of the Earth the Gorron are one of the Second Races and as such are some of the first peoples to walk on Whent. As such they are truly an Elven race but the obvious difference in their temperament and the animosity they still bear over the war that was fought between the Gorron and the other Elven races (the Eressea in particular) has distanced them from the other Children. Many Gorron would consider it a mortal insult if they were called an “Elf” and they have adopted the racial name of Dwarves (given to them in the Zurrtanni language) for use by outsiders. .

Physical Characteristics


Build: Large and stocky.


Coloring: The colors of the Gorron are the colors of the earth. Their skin is most commonly a rich, dark gray although lighter grays and browns are not uncommon. Their hair runs from auburn to brown to black and they are the only member of the elven races who may grow facial hair (a trait they shared with the Zurrtanni before the Zurrtanni sacrificed their connection with the element Fire). It is a particular point of honor among male dwarves to possess a thick, long, well-kept beard. (Note that female dwarves posess facial hair no more frequently that female humans do.) The eye color of the Gorron is astounding in its variety and may even change over the life of each Gorron. Any color found among the gems of the earth may be found among the Gorron and as the Gorron age their eyes become even more gem-like. The elder Gorron are seldom seen but it is rumored that their eyes have changed into true gems of a type that most fits the particular Gorron's personality.


Endurance: Well Above average but higher when in contace with their element, lower when removed from it.


Height: As with all of the Second Children the Gorron are fairly similar in appearance. Particularly when they are young. Starting height is 4'8" +/- 4" with no differance between male and female Gorron. Again in keeping with the nature of the Second Children they continue growing over their entire lives. Elder members of the Elven races are rarely encountered but when they are the age they carry is apparent to all. Note that this aspect of the Elven races is known to very few on Whent. It is the younger members of these races who serve as messengers, ambassadors, traders and the like and all of the elven races are happy to maintain that ignorance. (For gaming purposes the Gorron grow 1" every 10th of their age rounded up. E.g., if they begin at age 50 they add one inch to their height when they reach age 55, another inch when they reach age 61, another when they reach age 67, 74, 81, 88, etc.)


Lifespan: 800 to 1,200. Gorron consider 50 to be the age of majority and will generally allow young Gorron to act independantly after reaching this age. As with all of the long lived races there are still a number of levels of adulthood - each with their own duties, responsibilities and advantages. While 50 is the age of majority (and the starting age of Gorron adventurers) they would certainly have no authority over any other being and would not have access to any of the secret knowledge or history of the Gorron.


Special Abilities: The Gorron are also naturally and very strongly attuned to the element of Earth. They are also particularly susceptible to damage from electricity as they act as naturla grounds.


Other Factors


Demeanor: The public perception of the Gorron is a dour unfriendly one. Among their own (or with trusted friends or accomplished craftsmen) they are much more open and relaxed. They are a careful, formal and precise people. They rarely would consider lieing to another being - although not answering a question or answering it in the manner they want to is acceptable. Poor craftsmenship is an affront - but only what they would expect from non-Gorron. (Individual exceptions are made of course.) When it comes to craftsmanship of any sort they are brutally honest - at least among themselves - and will credit outstanding craftsmanship even of an outright enemy.

Prejudices: Violently prejudiced against any Ruc Eressea and any agents of the Unnamed. Actively distrustful and suspiscious of any Eressea. All others are assumed to be weak, corruptable at the least and therefore bear watching. They are also probably poor craftsmen.


Culture


Clothing & Decoration: It is said that a Gorron without armor and a hammer is only half-whole. While this is somewhat of an overstatement it is certain that it is a rare sight to see a Gorron without a fine suit of armor and a weapon of somesort. Chainmail or heavier armor is worn daily by nearly all Gorron and nearly all carry an axe or hammer. Being tools as well as weapons the axe and hammer are much favored among these practical folk. Quality of dress is most often determined by the quality of one's arms and armor. The Gorron distain the silks of the Eressea but much enjoy the cottons and fine wool produced by human and Teleri weavers.


Fears & Inabilities: A proud race the Gorron almost universally turn fear into anger. Above all else they rage against the Ruc Eressea, demons and other agents of the Unnamed. Anger too they point at the Eressea. The sacrifices the Eressea have made to combat the corruption of their own race mitigate this somewhat but the everpresent chance that a Ruc Eressean would attempt to pass themselves off as an Eressean ensures that the fear and anger will never totally go away. As astonishingly poor swimmers who commonly drape themselves in heavy armor the Gorron also fear deep water. A fear that typically manifests in a distainful opinion of ships and travel or trade by sea. A large number of underground portals and their stamina for long marches allows the Gorron to easily carry on overland trade and maintain distain for waterbourn travel.

Lifestyle: The Gorron are a fiercely introverted, mostly as a result of feeling like they cannot count on anyone else to help when the need is greatest. Like all of the Elven races thay acknowledge the sacrifice that the Zurrtanni made and they also honor humanity for the suffering humans endured under the slavery imposed by the Ruc Eressea. If the Gorron could be said to "like" any other people it would be humanity. For their quiet secretive help during the war against the Ruc Eressea the Gorron are on neutral to good terms with the Teleri, but they consider the Teleri to be a cowardly folks since they did not openly oppose the Ruc Eressea. Among their own the Gorron are a quietly happy - perhaps content is a better description. It is only surrunded and safe with their own that a Gorron truely relaxes. Many have commented on the Gorron's love of combat and it is a truth, but not as some might have it. The Gorron are, in their hearst, craftsmen above all else. They love combat as something they are good at. A craft they seek to hone and perfect - and one that is all the more important since it helps protect themselves and their people. It could be said - with little room for argument - that the life of a Gorron is a quest to perfect the crafts that he or she holds dearest to their heart.

All children, whether they are born to a married couple or outside of a marriage, are raised communally and all bear the bear the surname "Krahli'sa" or "Gift of the Hold". At any time after attaining their age of majority the Gorron may be adopted into one of the families or clans within the hold. Most clans specialize in a particular craft or crafts and adopt those who show a talent for that craft. Most adoptions do not take place until the Gorron reaches the age of 100 (or more if the craft or crafts require a longer time to show true ability) to make sure the talent is true and the Gorron truely desires to join the clan. Children of married couples tend to be adopted earlier if they show a talent for crafts held in esteem within one of their parent's clans. Once a Gorron is adopted they may change their surname to that of their new clan. At that point they legally become the 'children' (or "Clan Apprentice") of those persons as dictated under Clan law. The laws differ by clans with some having all Clan Apprentices directly under the Clan Leader, some assigning a mentor, some appointing whomever forwarded the application to adopt. From that point until the Gorron attains the title of Journeyman they must obey absolutely the dictates of their parrent(s) or risk significant legal and social penalties.

Marriage Pattern: Like many of the longer lived peoples the Gorron typically marry late in life (300+) but they do so for life. There is no provision for annulling a marriage under the laws of the Gorron unless one party does violence against the other. Even the death of a spouse does not end a marriage for they swear the bond "unto death", not "untill death do us part". Like other such races the high probability of liasions occuring before marriage - and of children out of wedlock - is acknowledged and accepted. By Gorron custom such children are honored and raised by the whole community. No mention of the child's mother or father is usually made (and - as with all Gorron children - legally they have no mother or father outside of the community as a whole). .

Religion: All Gorron honor the Dragon God Kesh't'ree but aside from that the Gorron are not a very religously inclined people. They look more toward what they can accomplish on their own rather than petitioning another power for assistance.


HARP Stats

Racial Stat Modifiers
Power
Resistance Bonuses
RACE
St
Co
Ag
Qu
SD
Re
In
Pr
Disc.
Endurance
Points
Stamina
Will
Magic
Gorron [Dwarf/Stone Elves]
+3
+4
-
-2
+4
+3
-
-
-
+40
+20
+20
+10
+0

Note: the "Disc." colomn lists the number of Discretionary Points that the player may distribute among the character's stat bonuses. No more than 3 discretionary points may be added to any one stat's bonus.

Racial Talents

The Gorron possess the following Racial Talents:

  • Elemental Blood (Stone/Earth) - As described in the New/Revised Talents area of this website.
  • Extended Adolescence (Major) - As described in the New/Revised Talents area of this website.
  • Dark Vision (Greater) - As described in the HARP rulebook.
  • Dense Musculature - As described in the HARP rulebook.
  • Master Craftsman - As described in the College of Magic rulebook. The Gorron may choose three crafts that they have favored access to learn. These crafts gain the benifit of the Master Craftsman talent. (Note: Alchemy, Battle Runes, Charmcraft and Runes are considered crafts for the purposes of the Master Craftsman talent.)

    Adolescent Skill Ranks

    Characters from this race must choose one of the Adolescent Skill packages listed below as common to their racial type unless they possess the Changeling talent - in which case they may choose any Adolescent Skill package as provided for in that talent description.

    (See the Adolescent Skill Development page for a list of all of the available packages.)

    Comments and suggestions are solicited and appreciated. Please send them to me at: aranmull@nycap.rr.com.

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