Dwarf, Karrige "The Lost Childeren"
Savage, Noble, Tenacious; these words are what describe the Karrige, known to the Great Southern Dwarven Empire as the “Lost children” who were left behind during the Long March to escape the Great Ice Age. Brothers, Sisters, wives, husbands, daughters and sons, the Karrige were those who would not leave their ancestral homes to the giant and orcish hordes storming from the mountain tops and hidden places beneath the earth.
They are those who stayed and fought, hoping to stem the tide, ultimately they failed in the end. With the onslaught of the cold and the hordes, the dwarven survivors were forced to flee deep within the wilderness and into the cold. Forced to live of the land of the surface, they became nomadic wanderers and hunters, hunting and becoming friends and masters with the powerful boars that roam Ascara’s forest and plains. They learned to create leather of incredible strength and suppleness, weapons forged from bone and wood, and masterful archers and axe throwers.
Karrige Racial Traits
+2 Strength, +2 Wisdom, -2 Charisma: The karrige are strong and cunning, but the harsh life of the wilds have made them savage.
Medium: Karrige are medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Karrige have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Low-light vision: Karrige can see twice as far as humans in conditions of dim light.
Defensive Training: Karrige gain a +4 dodge bonus to AC against humanoids of the giant subtype.
Hardy: Karrige gain a +2 racial bonus against poison, spells, and spell-like abilities.
Hatred: Karrige receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these fated foes.
Heart of the Tundra: Karrige gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them.
Master Craftsman: Karrige gain a +2 racial bonus on all Craft or Profession checks to create objects from leather or stone. When crafting a mastercraft item from leather or bone, the cost is 1/3 the normal cost for a mastercraft item.
Snow Walker: Karrige receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and cold environments.
Weapon Familiarity: Karrige are proficient with Warhammers, Heavy picks, Shortbows, Throwing axes, and treat any weapon with the word “Dwarven” in its name as a martial weapon.
Languages: Karrige begin play speaking Dwarven. Karrige with high Intelligence scores can choose from the following: Common, Giant, Orc, Terran
Brief HistoryFor thousands of years the Karrige, as they began to identify themselves, survived and even thrived on this nomadic lifestyle they had become adjusted too. They had also become savage and ruthless, the bane of the orcish armies and giant raiders that had sought to claim their ancestral halls. While the karrige could never reclaim their former homes, they brutally attacked and murder thousands of orcs, using guerrila tactics and their boar allies, to harry the orcs again and again. This went on for centuries, until the Karrige came into contact with the Mullak, Human aborigines of Ascara. Native people who lived and thrived on the coastal waters of Ascara, the Karrige and the Mullak upon their first meeting made a truce of sorts, neither people wanting to go to war with the threat of their orcish neighbors. So the Karrige and the Mullak worked together for mutual protection and survival. The Mullak taught the dwarves about the natural world, the spirits that lived within all things, the dwarves taught the malluk how to craft fine weapons and armor. Together they beat back the Hordes, and for a time Ascara was peaceful, the land plentiful and while the orcs made occasional forays from their mountain valley homes they never again threatened the Karrige or the Mullak.
As centuries passed into millenium the Great Ice age brought about by the Arcane War subsided, the lands warming. Soon scouts from the Great Dwarven Empire and the Osaric Republic began making forays into the Ascara countryside, seeking treasures and land once thought lost. The Karrige, unfamiliar with their ancient bretheren hide from or killed these newcomers, fearing an attack. As time went on more settlers and travellers came north, settling into a variety of small settlements and diplomats were sent to the Karrige and Mullak tribes asking for peace.
Though hard won peace was eventually made as the threat from the Orcish hordes and other foul creatures became ever present in this thawing world. The karrige and the Mullak taught the settlers about surviving in this harsh northland, the settlers providing the Karrige with metal weapons and tools, once again sparking the Karriges ancient dwarven heritage.
Now the Karrige are still the noble Wanderes, but strides have been made by both the Dwarven Empire and the Karrige to once again unit these two peoples.
The karrige are savage fighters, deadly both with a hammer as well as with a bow. Riding into battle on their powerful boar steeds, their deadly wolfhounds close beside them. Rarely is a Karrige dwarf caught without his bow and hammer, and the karrige have made both of these things a way of life. Training from the time they can walk in the arts of war, the karrige train constantly with their fellow dwarves as well as their traditional boar mounts and wolfhound companions.
Karrige traditionally carry a number of small charms or fetishes, believing that these possess powers of protection, ritual tattooing is also common usually in the forms of their ancestors or one of their gods.