Salamander
| Key | Value |
|---|---|
| HD | 1 |
| BR | 1 |
| Power | [HD] + [Level] |
| Starting HP | 6 × [Power] |
| Speeds | Run 25’ |
| Weight | 15# |
| Max. Load | 10# (2 per 3# Weight) |
| Size | 5’ |
There are no records of dwarves. No faces, no records in the Templevaults they were said to have built. After their supposed vanishing off the face of Aia, the salamanders are their only testament — a strange race of predatory lizard-like “humans” with scaled tails, claws, and hydra’s ears, brought forth from the depths of the earth.
Glass’s salamanders are all imported & mostly not by choice. Intermittent wars with the Bread Bay kingdoms saw captives made servants on both sides, & in Glass, ‘mander slaves found a potent role in underground labor. Mines are brutal, unrelenting places for a human, but for a salamander, it’s home — so much a home that as centuries passed, mining clans wholly native to Glass formed around fractured blood-memories of their prairie homeland.
Salamanders dominate the mineral trade. Glassians haven’t mined ore in a full century. You are the mining guilds. You are the source of iron, bronze, & steel. After centuries of increasingly nominal servitude, you control the beating heart of every war machine fighting for control over Glass. In the midst of this infernal slaughter, your clans may find a permanent freedom.
Racial Features
- Claws (Natural Weapon): 4 Physical. Excavate dirt & stone at twice a normal human rate.
- Semi-Subterranean: You can detect all harmful gases & can identify their effects (if not their names) with the slightest whiff at least a split second before you start to suffer from it (& can choose to hold your breath). Your scaled ears always know the direction to go in to find the nearest open-air exit in any structure or underground cavern from subtle air currents (unless the air is being heavily disturbed).
- Cave Joints: Being Prone has no impact on your Run score. When wearing no armor, you can double over yourself & turn around in crawlspaces. You cannot throw things.
- Prehensile Tail: You have a lizard-tail that can serve as a hand for holding & lightly manipulating things (i.e. lanterns, Totems for casting). It lacks the strength & dexterity required for complex or forceful motions.
- Dwarven Blood Progenitor: If you were born into a Salamander clan, you have a legendary dwarf ancestor. You genuinely believe he existed. Make up (or roll for, see below) an absurd dwarven heraldic feat & write down the one-sentence story as a Fact. Each Salamander PC, if they declare themselves part of your clan at character creation, can add their own absurd heraldic feat (& sentence) to the Fact & share in its combined legend. The legend can be invoked any time you attempt something related to your clan’s legend. No matter how many feats are added, it’s still only one Fact, so it can only be invoked once for any given Save or other effect.
| 2d6 | Progenitor | Mythical feat | Heraldic beast |
|---|---|---|---|
| 2 | Montanduq | Architecture | Apogeac bull |
| 3 | Ironqing | Challenging | Chimera |
| 4 | Qarriman | Craftsmanship | Dragon |
| 5 | Qindac | Digging | Hydra |
| 6 | Smith | Divination | Duckbill lizard |
| 7 | Taqman | Drinking | Giraffe |
| 8 | Thimrur | Fearlessness | Horse |
| 9 | Urist | Greed | Lammasu |
| 10 | Varn | Grudges | Lion |
| 11 | Yewman | Leadership | Llama |
| 12 | Yonderqog | Magic resistance | Mountain lion |