Dragon | - | Races | - | Dragon 102 |
History | Society and government | Religion | Personality | Gully dwarves as PCs |
Appearance | Possessions | Famous Gully Dwarves | - | - |
Gully dwarves weren't intended to be a
race open to player characters when the
DRAGONLANCE saga was first assembled.
Before long, however, certain gully
dwarf characters in the saga developed lives
of their own: Bupu, the only being who ever
received a blessing from Raistlin; Highbulp
Phudge I, the simple but calculating king of
Xak Tsaroth; and Sestun, the slave who
became the ruler of Pax Tharkas. If they
could come to life, why couldn?t others?
Not everyone will want to play a gully
dwarf ? but those of us who love them
wouldn't mind a grubby face or two in the
crowd. . . .
History
Gully dwarves have an extensive verbal
history of their origins. Unfortunately, no
2 versions told by different gully dwarf
clans agree on any relevant details. The
stories are very colorful and entertaining to
others, though gully dwarves take them
very seriously. For our purposes, other
sources will be considered.
Gully dwarves are a 4th-generation
demi-human race. Originally a human
people who worshiped the god Reorx,
the
ancestors of the gully dwarves were magically
altered by their deity as punishment
for straying from the path of neutrality that
Reorx espoused and for selfishly misusing
their skills and talents. Reorx reduced his
human worshipers in size and filled them
with the urge to tinker, invent, and construct
-- and thus was the race of gnomes
created.
As detailed in module DL5, Dragons of
Mystery, certain gnomes were later profoundly
altered by the Greystone of
Gargath, turning-them into the 2 races of
dwarves and kender. The dwarves were
filled with the lust for wealth and the urge
to possess material goods; their curiosity
drive was reduced, and they tended to think
along static, rigid lines. In later years,
intermarriage between dwarves and gnomes
occured in isolated communities across
Ansalon. Surprisingly, the children of such
marriages proved to be of an entirely new
race, with their own particular characteristics,
but the members of this new race
lacked all the better qualities of its parents.
Further intermarriages of this sort were
banned by dwarven and gnomish societies,
and members of this new race were driven
out of their own clans, particularly by the
dwarves, who regarded the new race as a
blight. This new dwarven race became
known as the Aghar, or "anguished." Humans
later christened them "gully
dwarves," noting the low status and poor
living conditions that the race experienced
(as well as the general disgust felt toward
the Aghar by other intelligent races of Ansalon).
Aghar are also called dumpmen,
muckers, and dirt-eaters by their dwarven
cousins.
Much of the anguish that gully dwarves
suffered came from the bad treatment they
received at the hands of other races.
Dwarves of other thanes (races or major
clan houses) even now regard the Aghar as
unworthy of respect. Aghar were driven
into the wilderness and forced to grub for
existence among abandoned ruins, swamplands,
and the refuse piles of old cities.
They were used as slaves by the darker
empires of old Ansalon and even by the
crueler dwarven races such as derro.
The Cataclysm was at once the curse of
the world and the salvation of the gully
dwarves. The destruction of civilization in
Ansalon opened up dozens of deserted,
ruined cities to habitation by wandering
gully dwarf tribes, and soon once-mighty
towns like Xak Tsaroth became havens for
the Aghar. Undisturbed by the rest of the
world, the gully dwarves were free to establish
their own cultures -- such as they were.
Gully darves still congregate in the
larger ruined cities of Ansalon. Draconian
armies have conquered many of these place
and have reduced the Aghar once again to
the status of slaves. In places like Pax
Tharkas, gully dwarves have been imported
as slave labor from surrounding areas.
While they obey their new masters, the
Aghar wish to return to the days of freedom
they once enjoyed. and they will usually
seek outside-help in themselves-of
their new lords.
Society and government
Non-adventuring adult Aghar have 2
HD; very old or young ones have 1 + 1 HD
or less. They typically have a 25% chance
of possessing treaure type J on their
persons,
though this varies widely depending
upon circumstances. Gully dwarves inhabiting
ruins may carry around considerable
wealth that they do not recognize as being
valuable.
Gully dwarf communities are usually
quite small. Aghar prefer to live in extended
family units, called clans, which have 2-20
members. Some very large clans exist which
have 6-60 members, and a few tiny families
of only 2-8 members may be scattered
through wilderness areas. Most gully
dwarves live in villages abandoned by previous
owners, or in the wilderness in old
mines and caves. Small clans may live in
the slums and refuse dumps of large cities,
and several major cities in Ansalon have
gully dwarves living in their sewer systems.
Clans living in or near major cities are
often hired to perform (under strict supervision)
menial tasks such as garbage collection,
street sweeping, tinkering, cooking,
and so forth. They face great prejudice
when attempting to obtain any other work,
and many have adopted a fatalistic and
subservient attitude--when working with
goblins, humans, or other dwarven thanes.
The leader of a small family group is
responsible for keeping the family together,
and is the sole voice of authority (though his
or her authority may be frequently questioned).
No formal education exists, except
for the proverbial "school of hard knocks."
On occasion, several clans will be found
living together, usually in a ruined or abandoned
city. Dragons of Autumn Twilight,
Book 1 of the Dragonlance Chronicles,
gives an excellent description of a typical
(albeit captive) gully dwarf community at
Xak Tsaroth which was partially destroyed
by flooding. Major Aghar communities
hold between 40-400 adult dwarves and 40-
400 children. At least two clans will be
present, and possibly as many as five. Each
clan will have a chieftain, with one chieftain
(the strongest, cleverest, and most charismatic)
becoming the local king. Kings are
served by their bodyguards and by a completely
chaotic hierarchy of lesser functionaries
with no clearly defined roles or duties.
This haphazard monarchy is invariably
repeated through all Aghar communities.
Other large Aghar colonies exist at the
Steam City outpost of Thorbardin (see
DL3, Dragons of Hope) and at the dwarven
metropolis of Thorbardin itself. A small
colony of Aghar at the ruined town of Pax
Tharkas was supplemented by slaves from
surrounding lands; following the events in
Dragons of Autumn Twilight, the gully
dwarves successfully defended the ruins
from attacking draconians and have shut
themselves away from the world for the
duration of the Third Dragonlance War.
The Pax Tharkas group is now under the
able leadership of Highklahd Sestun I, the
former slave of Fewmaster Toede.
A king's title is produced by adding the
prefix "High" to the clan that the king
represents, with his personal name following
it. It is not unusual to note a succession
of kings with the same name, each calling
himself "the First" because of their inability
to count well and their innate egotism.
It is worth noting that a gully dwarf king
can be greatly underestimated, as was done
with Highbulp Phudge I of Xak Tsaroth (in
Dragons of Autumn Twilight). They can
become quite crafty and calculating, playing
the fool long enough to lead troublesome
opponents into unintentionally fulfilling the
king's plans (often at grave risk of the opponents'
lives).
Aghar support the policies of the Hylar
(mountain) dwarves at Thorbardin, though
the Hylar do not return the good will.
Aghar and derro do not get along because
of the latter's enslavement of the former in
past days.
Religion
Aghar acknowledge Reorx as the patron
deity of all dwarves, but they do not believe
that Reorx has any influence over their lives
— in fact, they believe Reorx has abandoned
them. Instead, gully dwarves believe
that the spirits of their departed ancestors
protect them from harm and ensure their
survival.
Gully dwarves cannot cast any form of
magic, though they are fascinated by lesser
sorts of "magic show" legerdemain
cast by
non-Aghar mages and illusionists. Powerful
spells frighten them. They hold magical
items in disdain, but they universally believe
that inanimate objcets hold great
power in themselves. Possession of such
objects gives the wearer the benefit of this
power, which comes from the spirits of
ancestral gully dwarves. This cross between
animism and ancestor worship appears to
be natural dwarven materialism raised to a
new plane of meaning.
Aghar believe that magical items are no
good because their magic was put into them
by other races. The most powerful items,
say the wisest gully dwarves, are those that
seem to do nothing at all. Such items are
regarded as holy and are given to shamans
(see below) for safekeeping. The origin of
this belief is lost, but Astinus of Palanthus
says that it is a way of rejecting the races
that scorned them. Things that other races
value must be bad, since the other races are
mean to gully dwarves; thus, gully dwarves
do not need magic because it is important to
other races. This attitude also appeals to the
simple view of the world that gully dwarves
have. Magic is complex and difficult to
understand; if gully dwarves can't understand
it, it must not be any good for gully
dwarves.
Objects such as old bones, rotten fruit,
furballs, dead animals, mud, and bent
sticks are venerated and treasured, though
not just any old bone, dead animal, or stick
will do. An item is judged holy or not after
a long period of deliberation among the
gully dwarves who found it. The item is
examined in detail and its relative merits as
a holy item are widely discussed. After a
community vote, an item is either kept or it
is thrown away. Shamans keep these "holy
relics" and administer their use.
Curiously, human clerics before the Cataclysm
sometimes pointed out gully dwarves
in their sermons as models to emulate, not
as objects of ridicule. ?No other beings
have the strength of faith that gully dwarves
have in their relics,? one cleric noted. "We
would do well to consider their example."
Personality
The most important facets of a gully
dwarfs' personality are generally agreed to
be survival instinct, stupidity, pride, and
endurance. Though derided by
other intelligent
races of Ansalon, gully dwarves continue
to thrive under conditions that would
have broken many others, and they have
much to recommend them.
Gully dwarves are born to survive. They
avoid exposing themselves to harm, and
they regard cowardice as a virtue; groveling
has been raised to the level of an art in their
society. If confronted by an extremely dangerous
opponent but not immediately attacked,
Aghar will faint, stand paralyzed
and shake, cry, beg for mercy, divulge rivers
of information, run away, or hide their eyes.
If attacked, most will fight normally, but a
few will also have both eyes tightly closed.
Aghar adventurers are made of slightly
stouter stuff, but cannot be relied upon all
the time. They are easily intimidated, but,
if given a chance to break free of their oppressors,
will fight bravely until they win or
are overwhelmed.
Though the phrase ?brave as a gully
dwarf? is considered a base insult in non-
Aghar towns, this innate cowardice has
saved gully dwarves many times. Draconians
have frequently spared them and used
them as slaves, and other enemies have
bypassed Aghar communities as not being
worth the trouble to eliminate.
Gully dwarves are not above stealing,
cheating, lying, informing, and bullying in
order to survive, though they don?t often do
these things to other gully dwarves. They
can fight well without weapons, biting for 1-
4 hp damage and punching for 1-4 hp damage
per round. Strength bonuses are added
to the punching attacks. Dirty tricks, such
as kicking dust in the eyes, jumping on
fallen opponents, throwing food, etc., are
often used. Food-fighting is also one of their
favorite sports.
Gully dwarves are master scavengers.
Much of their clothing, armor, weapons,
and other possessions were recovered from
garbage dumps or hammered together from
scrap. They have a remarkable talent for
putting apparently useless items to good use
again ? like converting a battered pot into
a helmet, or a twisted board and nails into a
rat-catching trap.
The stupidity of gully dwarves is legendary.
They can grasp the concept of a single
item and of a group of items, but they
cannot distinguish between large groups
and small groups, regardless of their intelligence.
Most Aghar don?t recognize numbers
greater than one, which may derive
from the fact that most gully dwarves do not
recognize the needs of anyone other than
their individual selves. Any number greater
than one is called "two," which simply
means ?more than one.?
This leads to ludicrous situations in
which gully dwarves are asked, ?How many
stars are in the sky?? or ?How many bandits
are riding this way?? Gully dwarves, of
course, always hold up any number of
fingers and solemnly (and truthfully) say,
?two.? A few gully dwarves seem to understand
that ?two? can mean two separate
items or beings as well as ?more than one.?
These few gully dwarves are also able to
understand the needs of those other than
themselves, and are often found in positions
of responsibility and power within Aghar
communities. Humans refer to such
dwarves as ?those who can almost count to
three.? Aghar adventurers are usually of
this type.
Though regarded as foolish by others,
gully dwarves are a proud folk and act with
great seriousness, which only heightens
their comic appearance. They tend to have
inflated ideas of their own greatness, and
puncturing their egos is difficult to do. They
don?t like to be made to appear silly, though
they seem to be unaware of how hilarious or
revolting their behaviors are to others.
Finally, gully dwarves are used to adversity
and can withstand great punishment as
individuals and as a race. They plod
through the bad times with determined,
defiant spirits, often with a surprising cheerfulness.
They?ve outlived so many other
previous troubles that one more isn?t seen
as very important.
Gully dwarves as PCs
Like kender (see DRAGON® issue
#101),
gully dwarves will generally appear only in
DRAGONLANCE-based AD&D® game
campaigns. Aghar are not known from any
world other than Krynn, their home world.
It?s possible that a few individuals have
found their way into other planes and lands
by accident, though they would likely try to
find a way back to their own lands and
people again.
Aghar are less outgoing than other races
and will rarely wander far from their homes
without a good reason (such as being captured).
Some gully dwarves might be encountered
while on special missions for
themselves or for their people, and a few
might decide to go adventuring for a short
time (with periodic visits back home).
Gully dwarf PCs may be of any alignment.
The ancestry and nature of the Aghar
grants them an intense individuality, though
they do not tend toward evil or good.
Nearly all Aghar are chaotic neutral, with
most of the rest being chaotic evil, chaotic
good, or truly neutral in alignment.
The initial characteristics for a gully
dwarf PC are generated using special dice
rolls, to reflect their unique nature. The
following table shows maximum and minimum
values for their six basic characteristics,
as well as appropriate dice rolls.
Ability | Range | Dice roll |
Strength | 6 - 18/501 | 4d4 + 2 |
Intelligence | 3 - 92 | 2d4 +1 |
Wisdom | 3 - 92 | 2d4 + 1 |
Dexterity | 6 - 18 | 4d4 + 2 |
Constitution | 3 - 12 | 3d4 |
Charisma | 3 - 93 | 2d4 + 1 |
1 -- Female gully dwarves may reach
a maximum strength of 17.
2 -- Or higher; see below.
3 -- This effect applies only to non-
Aghar races. Double the charisma to
determine its effect against other gully
dwarves. See also below.
Gully dwarves have a comeliness modifier
of -3. However, their charisma is doubled
(and the effects of charisma on comeliness
increased accordingly) when applied with
regard to other gully dwarves.
Aghar have poor resistance to will-force
spells and powers, and are relatively easy to
enthrall. Illusions work well against them,
and even if they disbelieve an illusion, they
will tend to admire it or step around it.
Gully dwarves who are ?almost able to
count to three? (as explained above) may
add a + 2 bonus to their intelligence, wisdom,
and charisma base scores. The maximum
base scores for these characteristics
then becomes 11 for these individuals. Any
gully dwarf with a base charisma of 10 or 11
will be regarded as a champion of his or her
people, and will almost certainly hold a
major public office such as general, shaman,
or king. Those with intelligence scores
of 10 or 11 are regarded as geniuses.
Gully dwarf characters may be fighters,
thieves; thief-acrobats, or shamans (a special
class detailed below). The only multiclass
options open to them are fighter/thief
and fighter/thief-acrobat.
Gully dwarf fighters are treated the same
as those of any other race. A gully dwarf
with strength of 18 or higher may progress
to the 7th level of experience as a fighter;
otherwise, 6th level is the maximum attainable.
The king of a gully dwarf community
is not necessarily its most powerful fighter,
since charisma is a major factor in determining
political status.
Thieves and thief-acrobats are common
in gully dwarf communities, though such
characters rarely belong to organized
thieves? guilds and are only capable of
learning thieves? cant if they have intelligence
of 8 or better. Dexterity modifiers for
thieving skills are the same as for any other
race. Racial modifiers for gully dwarf
thieves follow; those for thief-acrobats are
the same as for other dwarves.
Pick pockets . . . . . . . . . . . . . . .-5%
Open locks . . . . . . . . . . . . . . -10%
Find/remove traps . . . . . . . . .-10%
Move silently . . . . . . . . . . . . . . .0%
Hide in shadows . . . . . . . . . . +5%
Hear noise . . . . . . . . . . . . . . + 10%
Climb walls1. . . . , . . . . . . . . + 10%
Read languages2 . . . . . . . . . . . .0%
1 -- Though all gully dwarves can
climb well, thieves are even better at it
(see below).
2 -- Gully dwarves usually cannot
read (or speak) any language other than
crude forms of the dwarven tongue and
Common. Those with intelligence of 8 or
higher may add one more language to
their initial list, usually that of a neighboring
race (like draconians).
Gully dwarves may reach the 8th level of
skill as thieves or thief-acrobats, but can
progress no higher because of their limited
learning capacities.
Gully dwarf thieves may be hired out as
assassins and spies. (No assassin class exists
among gully dwarves.) Neutral thieves will
only attempt to assassinate beings who are
harming or enslaving other gully dwarves,
while evil ones are not so choosy. However,
gully dwarves are not very effective in these
capacities. Thieves take a -40% penalty on
the Assassin Spying Table (DMG,
page 18),
and a -40% penalty on the Assassins'
Table
for Assassinations (DMG,
page 75). Gully
dwarves are afraid to handle poison, and
will never use it. If caught while on a mission,
or even if stopped and asked a completely
unrelated question, gully dwarf
thieves who were hired for some task are
50% likely to blurt out the name and address
of the person who hired them in order
to save themselves. ("Nope, nope, nope,
me not know nothin' 'bout no Geoff
Ghrubb what gave me two coins to bump
off no Zheb Kooke, nope, nope, nope.")
In their favor, gully dwarf thieves may be
hired for a fee amounting to only one percent
of the going rate for any mission, including
assassinations. Only Krynn gnomes
will ever hire them, since the gnomes understand
that no one can ever be completely
perfect.
Gully dwarf shamans are treated as fighters
in every respect, except that they have
8-sided hit dice. Shamans gain several
special abilities, however, and are the keepers
of any relics that a gully dwarf clan
possesses. Shamans have great pull in their
home communities, and are regarded as
healers, wise men, and saviors. A shaman
must have a minimum charisma of 7 (14 to
other gully dwarves). Such characters usually
travel with a wide assortment of holy
items on their person, which they will haul
out and use at every opportunity to benefit
their friends and allies -- as Bupu tried to
do for Raistlin with her dead lizard (see
Dragons of Autumn Twilight). A shaman
leading his people into battle (a rare event)
will prominently display every holy relic the
clan owns, including a few new holy items
drafted into emergency service as protective
devices in case the old holy items have lost
their power. ("Better safe than sorry.")
If forced into actual combat, a shaman
will go berserk with fear and desperation,
fighting recklessly until he is slain or the
enemy is vanquished. Aghar shamans are
noted for their ferocity when placed in
seemingly hopeless straits from which they
cannot escape. At such time, shamans gain
a +2 bonus to hit and damage on all physical
attacks, though they lose all AC
bonuses for their dexterity. The berserker
bonuses end when the visible threat has
vanished. All NPC gully dwarves, whether
in combat or just putting up a bluff, gain
+20% to their morale when within 60' of a
shaman of their own clan.
Finally, shamans are the lorekeepers of
their people, handing the oral history
of the Aghar as they see it. They also listen
to the various tales told by other gully
dwarves, and are sometimes consulted by
non-Aghar adventurers who hope to learn
some important bit of information.
Though gully dwarves are unable to
process information to any depth, they have
exceptional memories for all that they see
and hear. This leads to situations in which a
gully dwarf might know the answer to a
problem, but will be totally unable to recognize
the information as the solution. Gully
dwarf PCs have a percentage chance equal
to their intelligence of knowing the answer
to any particular problem or mystery that
the DM feels is within their realm to know.
For instance, no gully dwarf would know
Fizban's true identity or the distance of
Krynn from its sun, but one might have
heard of a secret treasure hoard in the
mountains somewhere. The problem, of
course, lies in getting at this information. A
non-Aghar character must question a gully
dwarf for 20 minutes, less the gully dwarfs
intelligence, in order to determine if the
dwarf knows the answer to the problem.
Thus, it would take 12 rounds to question a
dwarf with an intelligence of 8, and there is
an 8% chance that the dwarf knows the
right answer. Shamans have double the
chance for knowing the answer to a problem,
but it takes twice as long to get the
information from them. Threats of physical
harm will double the length of time needed
to get the information.
Like other dwarves, gully dwarves have
infravision to 60'. They have no bonuses to
attacks made against goblins, hobgoblins,
or the like (orcs are unknown in Ansalon),
since they are not racial enemies of these
folk. Likewise, gully dwarves have had little
experience in fighting larger beings like
giants and ogres, and so receive no bonuses
to their AC against these monsters.
They move at 12" due to their agility. No
gully dwarves are psionic, but they gain a
+6 to their saving throw vs. psionic blasts.
Gully dwarves are not able to detect traps,
new stonework, or other underground
phenonema as can normal dwarves, but
they still have a constitution-based bonus to
their saving throws against poison, spells,
rods, staves, and wands (+1 on saves per
3.5 points of constitution).
Because they have been exposed to noxious
substances for so long, gully dwarves
have poorly discriminative senses of smell
and taste. Spells or powers that rely upon a
victim's olfactory sense to work (e.g.,
skunk, witherstench, or wolverine musk, or
stinking cloud) will fail when used against
Aghar.
Oddly enough, gully dwarves rarely die
from diseases, though they often suffer from
them. When rolling for severity
(page 22 14,
DMG), apply a -1 modifier to the d8 roll.
Gully dwarves may possess multiple diseases
and are often feared because they
serve so well as carriers (the "Typhoid
Marys" of Krynn, as it were). Magical
diseases affect them normally.
All gully dwarves can climb well, scaling
any surfaces from cliffs to trees to city walls
-- a hard-learned survival talent. Any gully
dwarf wearing padded, leather, studded
leather, or no armor has a base chance of
success at climbing equal to that of a thief of
equal level (see page 22, Unearthed
Arcana).
Both hands must be free to climb;
heavier armor of any sort negates this ability.
Gully dwarves without levels climb as
well as a 1st-level thief. Gully dwarves
climb well, as their short height is balanced
out by their dexterity and past experience;
thieves receive a bonus to their climbing
ability, as noted above.
Gully dwarves are surprisingly shortlived,
compared to their brethren. The half-orc <line on the>
aging table (page 13, DMG)
should be
used for aging such characters, and starting
ages for half-orc characters
(page 12, DMG) should
be used for gully dwarf PCs, with shamans
starting at the "cleric" age. Aghar give
birth much more often than other dwarves
do, which helps keep their numbers up.
Appearance
Gully dwarves are short, squat demihumans,
averaging 4' in height; they have
an average weight of 100 lbs., give or take
about 10 lbs. Females tend to be slightly
smaller than males. Aghar are physically
much like any other dwarves, though they
are often covered with scars, boils, sores,
and filth, due to their living conditions and
the effects of disease.
Gully dwarves have skin tones ranging
from olive brown to a light parchment color.
Mottled and splotched skin is not uncommon,
and a few have a dirty gray-brown
skin tone. Male gully dwarves wear long,
scruffy beards; females have cheek hair but
no beards. Hair color ranges from dark,
dirty blond to brown, rust, gray, and dull
black. Eye color can be watery blue, dull
green, brown, or hazel.
Gully dwarves don't appear to be as
heavy and stocky as other sorts of dwarves,
and have narrower fingers and limbs. Pot
bellies are very common among both sexes,
and gully dwarves develop wrinkles quickly
after age 25.
Gully dwarves are hard to understand,
since they have no concept of grammar,
syntax, and so forth. They speak in one- or
two-syllable words, ramble constantly, lose
the thread of what they are saying, and ?
in short -- make themselves as obtuse as
possible.
Possessions
Gully dwarf characters start with only
1 weapon and 2-20 copper pieces (and no
armor). Anything else they find must be
scavenged, stolen, or taken as charity. They
have nowhere to go but up!
If given the chance, gully dwarves will
wear any armor that they come across.
Those living near old battlefields or in
ruined fortresses often wear battered bits of
old armor suits, some of which fit them
poorly at best. Armor which requires a lot
of complicated work to assemble and wear
will be beyond their ability to use. Because
most gully dwarves have little concept of
what good armor is all about, they tend to
wear mismatched pieces of it if they wear it
at all. Armor classes for these patchwork
armor suits range from 3 (equal to plate
mail) to 6 (equal to scale mail), determined
at random when the suit is created. Such
suits will only be worn in battle.
Padded, leather, and studded leather
armors are most often seen, since gully
dwarves like to travel light unless preparing
for battle.
Gully dwarves may use any weapon one-
handed which is 3½? or less in length and
weighs less than 80 gp. They almost never
use missile weapons, though they can throw
weapons such as hand axes and daggers.
Weapons weighing 150 gp or less and 8? or
less in length may be used two-handed.
Longer and heavier weapons are too clumsy
for gully dwarves to use effectively. Small
shields may be used with one-handed weapons.
Traditionally, gully dwarves rarely use
weapons other than clubs, daggers, knives,
hand axes, and saps. A few gully dwarves
have learned to use slings.
As would be expected, gully dwarves
usually wear ragged clothing. Children in
many communities run around without any
clothing at all. When they can get them,
they prefer clothes with bright, flashy colors
-- the more garish, the better.
Famous gully dwarves
Because the statistics for the more important
gully dwarves mentioned in the
DRAGONLANCE saga were not included
with the module series, they are presented
below, with appropriate notes on roleplaying
these characters as NPCs or as PCs.
Bupu
2nd-level Aghar shaman (fighter)
HP 12
AC 10
CG
STR 11
INT 10
WIS 10
DEX 14
CON 9
CHR 8/16
Following the events in Book 1, Dragons
of Autumn Twilight, Bupu returned to Xak
Tsaroth and helped reorganize the Aghar
colony there after the city was partially
destroyed by flooding. She still
remains
there with her people, though she pines for
her one true love: Raistlin. Bupu carries a
pouch on a strap that holds numerous odds
and ends (like dead lizards) which she uses
in her daily rituals.
Phudge I
0-level Aghar (2 HD adult)
HP 16
AC 8
CN
STR 15
INT 8
WIS 11
DEX 13
CON 10
CHR 9/18
Like Bupu, Phudge I may be found
among the ruins of Xak Tsaroth. Phudge
doesn't trust any outsiders, and will do all
he can to get rid of them, using trickery and
deceit. He blames all of his problems on
magic-users, heroes, and draconians. He
wears heavy robes and usually carries no
weapons except for a dagger.
Sestun
3rd-level Aghar fighter
HP 15
AC 6
CG
STR 14
INT 8
WIS 9
DEX 15
CON 9
CHR 8/16
Sestun, as noted above, is currently the
ruler of the gully dwarves at Pax Tharkas.
He wears some bits of armor and uses a
double-edged hand axe. He
is regarded as a
hero and is quite popular among his people.
PCs fighting the draconians will find him a
willing -- if not always helpful -- friend.
OCTOBER 1985