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    Canonfire :: View topic - Attention! If you have the 2nd Edition handbooks on races...
    Canonfire Forum Index -> World of Greyhawk Discussion
    Attention! If you have the 2nd Edition handbooks on races...
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    Apprentice Greytalker

    Joined: Dec 14, 2007
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    Wed Jan 09, 2008 2:49 pm  
    Attention! If you have the 2nd Edition handbooks on races...

    I'm looking for the data on the age progressions for Dwarves, Gnomes, Halflings, and Half-Orcs from birth to childhood, childhood to adolescence, and adolescence to adulthood. I have the book on Elves, but not the others... I need to know this info so I can make rules for child and adolescence characters (see my other topic...) If you have info for each sub-race (i.e the difference between Hill Dwarf development and Mountain Dwarf development), please include it all! If the info doesn't exist, please let me know and I'll make up something (suggested ages welcomed!)
    Master Greytalker

    Joined: Jan 05, 2002
    Posts: 1052
    From: Sky Island, So Cal

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    Wed Jan 09, 2008 3:07 pm  

    Complete Book of Dwarves:

    Life Cycle of the Dwarves

    Dwarves reproduce very slowly compared to humans and orcs. The birth of twins is rare and triplets and quadruplets do not occur. The majority of families have only one or two children to care for. This is seen as a virtue because it allows them to lavish their time and care on one child, and give that child a better education than would be possible with several.

    Until the age of 10, young dwarves are cared for within the hearth. During these formative years, they learn to speak and are taught the traditions and history of their clan and stronghold. The children socialize with others daily, often in a special clan nursery, while their parents and grandparents are at work. In the nursery the children are taught the rudiments of their clan's craft. Children from an armorer's clan will play with miniature suits of armor, those from a baker's clan will play with scales and bread dough. They are allowed to follow their natural instincts and are provided toy tools and allowed to dig tunnels and "hidey-holes" in the nursery.

    At the age of 10, more formal education begins. For eight hours every day the children learn runes and local history. Training in crafts begins with basic techniques and skills constantly drilled into them. Their education continues until their 25th year.

    Apprenticeship
    On their 25th birthday, great celebrations are held to mark the coming of age. The whole clan assembles to witness the event and join in the fun. The climax of the celebration arrives when parents deliver the youth to the clan's guild master and apprenticeship begins. Males and females both serve the same apprenticeship, with no differentiation based on sex.

    Once the apprenticeship begins, the youth leaves his family hearth and goes to live in the apprentices' dormitories; if apprenticed to individual craftsmen, to the craftsman's hearth. They may return home for one day a week, otherwise they are busy learning their trade.

    Dwarf apprenticeships are served for 25 years. At the end of the apprenticeship, celebrations are held to mark the dwarf's entry into adulthood and the acceptance of adult responsibilities.
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    Apprentice Greytalker

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    Wed Jan 09, 2008 3:15 pm  
    YESS!!

    THAT's the kinda stuff I'm looking for! - Thanks!!!
    Master Greytalker

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    Wed Jan 09, 2008 3:22 pm  

    The Complete Book of Gnomes & Halflings

    The first half-century of a gnome's life is generally spent in a carefree childhood. Youngsters are indulged and benignly guided by their elders, with rarely a harsh word or punishment employed against them. The children learn by example and strive to please the adults around them. Sages attribute the fact that all gnomes respond better to praise and encouragement than threats to this upbringing.

    By the time he or she has reached 50 years of age, a gnome is expected to begin applying himself or herself to the development of a useful skill and to learn the basics of self-defense and weaponcraft. However, during this half-century-long adolescence, gnomes are still not subjected to an array of responsibilities--instead, they are encouraged to experiment with a variety of trades and activities until they find those best suited to their own talents and personality.

    The occasion of his or her hundredth birthday is of great significance to a Rock Gnome, for it indicates that he or she has reached adulthood. It is customary for his or her family to host a large party, with a gathering of any clans within traveling distance to celebrate the coming of age. Since the party itself is likely to run for a month or more, it is not uncommon for gnomes to travel hundreds of miles for such a get-together! Each clan will bring a practical gift for the newly anointed adult, and it is a cause for great pride if the present is judged to be the finest among the array of gifts. However, the practical nature of these tokens is inviolate--boots, a shield, a sturdy tunic, even a weapon or tool are all appropriate. Gem-encrusted baubles, works of art, or simple decorations, although highly valued by gnomes, will not be given as coming-of-age gifts.


    Hairfeet are slightly longer-lived than humans, averaging 100 years--though a few patriarch and matriarchs have reached ages of 140 and beyond. Full adulthood is generally recognized at about 25 years of age.

    With a typical life expectancy of more than 130 years, Stouts are not considered adults until they reach 30 years of age. The eldest of the race have been known to exceed two centuries in age.

    Offspring are a source of great pride and joy to their parents. Halflings enter the world as helpless as human infants, requiring similar care for the early part of their lives.

    For the first ten years, a halfling's relative growth pretty well parallels a human's--i.e., a ten year old human and halfling will look much the same age, although not in size, and will have about the same level of maturity. Children of both sexes and many different ages commonly play together, following rules created by the older youths that still allow the youngest a measure of freedom and decision-making in the game.

    It is during these formative years that young halflings practice those traits that will form some of their basic skills when they grow up. Hide and Seek is a favorite game among halflings and is almost always played out of doors. Thus the youngsters become adept at concealing themselves in all sorts of natural cover--in patches of brush, behind tree-trunks, and even amid beds of flowers. Young halfling quickly develop the calm patience that allows them to remain still for long periods of time, since they learn over and over that it is the one who moves that is seen first.

    Another favorite game is called Knock the Block, in which a small object such as a block of wood, or perhaps a tin pot or iron kettle, is placed some distance away, and the young halflings take turns throwing things at it, recording points for hits. The game is sometimes played with slings and stones (among older youths). For special tournaments and important matches, clay targets are used, with the winner determined by whoever's shot strikes hard enough to shatter the object. This common game is presumably one reason why so many halflings grow up to be so adept with missile weapons.

    From the age of eleven or so on to adulthood, halfling development slows in comparison with the Big Folk. A halfling's adolescence lasts for about a decade and a half (more in the case of the longer-lived subraces). However, the period is characterized by a lot less angst than is typically felt by a human--perhaps because of the warm, supportive, noncompeting environment provided by family, burrow, and community.

    Halfling artisans and craftsmen do not follow a formal apprenticeship program--indeed, adolescents are encouraged to experiment with a wide variety of pursuits. The cheesemaker, for example, will be helped by virtually every village youth over the course of several years. Those who find that they enjoy the work will spend more and more time with the `master,' until by adulthood the youth has learned everything the cheesemaker can teach about the trade.
    _________________
    My campaigns are multilayered tapestries upon which I texture themes and subject matter which, quite frankly, would simply be too strong for your hobbyist gamer.  http://www.youtube.com/watch?v=7Mp7Ikko8SI
    Master Greytalker

    Joined: Jan 05, 2002
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    Wed Jan 09, 2008 3:26 pm  

    Though honestly, I prefer the first edition stuff from DMG1 as it is more systematic and comprehensive...
    _________________
    My campaigns are multilayered tapestries upon which I texture themes and subject matter which, quite frankly, would simply be too strong for your hobbyist gamer.  http://www.youtube.com/watch?v=7Mp7Ikko8SI
    Apprentice Greytalker

    Joined: Dec 14, 2007
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    Thu Jan 17, 2008 3:39 pm  
    1st Edition Material

    Well, I'll take anything you've got, whether 1st, 2nd, or 3rd for that matter...
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