User manual GAMES PC WARHAMMER-DWARFS

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[. . . ] Discover mysterious civilizations and devious organizations. New adventures, feats, prestige classes and other mechanics immerse you in the setting. Descriptions of the major regions of Kalimdor, Northrend and the South Seas. Three adventures set in the lands of mystery to ignite your World of Warcraft RPG game. . New prestige classes (the buccaneer, holy strider and techno mage), new feats, new magic items, and new civilizations steeped in the flavor of Warcraft's unexplored regions. [. . . ] Furbolgs are simple and uncomplicated, and so is their home. Furs cover the floors and furniture, which is large and comfortable, and woven tapestries lend some color to the walls. Weapons and other trophies are mounted above doors and windows, which have thin sheets of skin to keep out the cold. Large fire pits stand at the center of every house, and some large rooms have their own smaller pits down the middle. Furbolgs remind me of tuskarr (or perhaps it's the other way around): They are focused on their work and the survival of their families, and are not violent unless you cross them. They're hunters and trappers rather than fishermen, though I have seen furbolgs spearing fish in the river. Shamans run the tribes along with the family elders. Warriors are next and then hunters and gatherers. The women stay home and tend to the children and to food preparation, though an angry furbolg woman is as dangerous as most armed men. in the hills, and uncover truths about our race's early culture. The Explorers' Guild thought it likely enough to send him here, at any rate. The heroes have to find and retrieve the relic without getting caught by the Scourge or the furbolgs, all the while avoiding the wild beasts in the area. THE HOWLING FJORD Capital: Valgarde (5, 000). Population: 11, 000 (60% human, 30% Ironforge dwarf, 5% Drakkari troll, 5% furbolg). Ruler: Magistrate Randalvarr (half-elf scout 8/ warrior 5). 104 Per Engström (order #60770) Major Settlements: Valgarde (5, 000). Languages: Common, Dwarven, Ursine, Zandali. Faiths: Holy Light, druidism, Mystery of the Makers, shamanism. Resources: Fur, grain, information, leather, meat, timber, transportation. 8 HOWLING FJORD Affiliation: Alliance. The Howling Fjord is a great name for this place. They call it that because the wind races in from the sea on all three sides, producing a constant howl like a maddened beast seeking its prey. Most people who arrive in Valgarde purchase low, fur-lined caps with flaps for the ears, or headbands that slant down in back, or thick hoods, anything to keep their ears from ringing when outside. Other than the noise, the Howling Fjord is pleasant. It's not as heavily forested as the Grizzly Hills, or as hilly, but the temperature here is a little milder; between that and the flatter terrain it's an ideal place to grow grain and other crops. [. . . ] Continual flame is a utilitarian spell common in the west. Continual Flame Evocation [Light] Level: Arcanist 2, Healer 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Object touched Effect: Magical, heatless flame Duration: Permanent Saving Throw: None Spell Resistance: No A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched. Light spells counter and dispel darkness spells of an equal or lower level. [. . . ]

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