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Man, Isolated; Qaurik

by Jamie Baty

DMR2 75
2nd Level Warrior
Medium Humanoid (Human)
Hit Dice: 2d8+ 4 (13 hp)
Initiative: +0
Speed: 30 ft. (20ft in Hide armour)
Armour Class: 13 (+3 Hide armour), touch 10, flat-footed 13
Base Attack/Grapple: +2/+4
Attacks: Greatsword +4 melee (2d6+3) or Greataxe +4 melee (1d12+3) or Lance +4 melee (1d8+2)
Full Attack: As Attack
Face/Reach: 5 ft./5 ft.
Special Attacks: ---
Special Qualities: Qaurik Traits, Sure-Footed
Saves: Fort +5, Ref +0, Will -3
Abilities: Str 15, Dex 11, Con 14, Int 8, Wis 5, Cha 8
Skills: Balance-1, Climb +1, Jump -6, Listen +0, Spot +1, Survival +0
Feats: Alertness, Power Attack
Climate/Terrain: Any arctic
Organisation: Solitary, band (5-30), or colony (20-200 plus 150% non-combatants)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually True neutral
Advancement: By character class
Level Adjustment: ---

The Qauriks live in a domed crystal city within the polar regions. They are a hardy race that takes great pride in their culture and achievements. The Qaurik city lies in the midst of an icy valley. The city was cut off many millennia ago by huge avalanches which blocked the mountain passes and have since frozen solid.
They are led by a group of eight wizards (8th- 15th level) known as the Firelords. The Firelords control all the aspects of the city and ensure that its inhabitants survive the harsh conditions of the region. The Firelords live in a majestic palace in the heart of the crystal city, from where they control the powerful fire elementals which provide heating for the city.
The folk of Qaurik are kept in awe of the Firelords by
their use of illusion spells to appear as mighty supernatural beings. The Qauriks willingly die for their leaders, believing that in so doing they become supernatural beings. The Firelords exploit their subjects' fanaticism by actively preying on them. It is considered a great honour to be called to the Firelords' palace, where it is believed the person dwells in ecstasy forever. What the Qauriks do not realise is that those entering the palace fall prey to the unspeakable rites and appetites of the Firelords.
No Qaurik can be made to doubt the wisdom of their leaders, and they are fond of pointing to the warmth and majesty of their city as proof of the Firelords' powers and beneficence. They see themselves as people blessed, for their gods live among them. Any evidence to the contrary will be dismissed-it is not their place in life to doubt the actions of the gods.
Qauriks are of normal height and are very strong. They have death-white skin and pale blue eyes and hair. At the corners of their mouths are two protruding fangs. Their feet are hairy, and feature sharp, downward-curving claws which are used to grip the ice. They wear heavy furs and ride ice wolves outside the city. Inside, they favour red-and-orange garb.
The qaurik warrior presented here had the following ability scores before adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Combat
Qauriks wield two-handed swords, greataxes, and, while mounted on ice wolves, lances. They wear furs that are equivalent in protection to hide armour. They do not use shields.
Qauriks are not immediately hostile, but if threatened, they are more than capable foes. They will fanatically defend their Firelords from harm.

Sure-Footed (Ex): Qauriks do not receive any penalties from moving in arctic or icy terrain.

Skills: Qauriks receive a +2 racial bonus to all Survival checks.

Qaurik Characters
Like normal humans Qauriks have no favoured class.
Qaurik Traits (Ex): These traits are in addition to the normal human traits:
+2 Str, +2 Con, -2 Int, -4 Wis.
Sure-Footed (Ex): Qauriks do not receive any penalties from moving in arctic or icy terrain.
Qauriks receive a +2 bonus to all Survival checks.