They are stout, short, bearded ice dwarves.  Their upper body, usually naked, permeates in freezing vapor, and their robust arms, from mid-bicep to their fingertips, are completely frozen and hence rock solid.  Their hair and beards are usually made up entirely of ice shards, though their style usually varies.  Their lower extremities resemble that of an azer, though with a unique azure hue.  Their eyes are usually radiant blue, though green, red and brown variants are rarely spotted, providing insight to their ancestry.  Their closest relatives are dwarves from frozen tundra environments.  The clans of Hildegarde have trained in the secret arts of icelordship, many of them choosing that specific class due to their innate abilities with ice, very rarely training those outside of their clans. Most esteemed is the Dorlecai clan, with their leader, Drathnor Dorlecai (from which Jairo Harthen of the Southern District has named his infernon greataxe) being the king of the Drakkards of Hildegarde.

 

They are normally solitary or living in clans of their own kin.  Not very religious, they tend to focus rituals on ice itself, for they believe it to be its own unique element, not comparable to water.  They normally occupy frozen tundras, or anywhere that ice is the dominant element. They are crafty and knowledgeable with this particular element, often crafting their very own armor and weapons with their own set of enchantments.  Their language evolved from an early dwarven dialect, now becoming its own language, known as Drakkard, consisting of more raspy syllables and fluid consonants.  They often carry their clan name as their surname with first names becoming a choice of the clan leader, not that of the parents of the child. 

Creation Rules

Egarith

Drakkard (Iceborn Dwarves)


Drakkards are supernatural beings with a deep connection to the elemental force of ice. Originating from frozen tundras, these creatures possess a physiology and culture steeped in their icy heritage. They are a rare kind of supernatural, often dwelling far from mortal civilization, and are steeped in the mysticism of their icy dominion.


Drakkard Creation Rules


Type:
Supernatural Creature
Primary Nature: Elemental
Attributes Focus: Physical (Primary), Mental (Secondary), Social (Tertiary)
Starting Willpower: 4
Supernatural Advantage: Icelord Resonance


Drakkard Traits

Innate Abilities

  1. Iceborn Physique

    • Your body is infused with the element of ice. You gain the following:
      • Frozen Limbs: Your arms are made of solid ice, granting you +2 to Strength for feats of brute force.
      • Natural Armor: The crystalline ice on your body provides a +2 to soak rolls against physical damage.
  2. Cold Endurance

    • Drakkards thrive in sub-zero temperatures. You are immune to penalties from freezing environments and gain +3 dice on Stamina rolls to resist cold-related effects.
  3. Ice Vision

    • Drakkards have heightened perception in icy conditions. In environments dominated by snow or ice, you gain +2 dice to Perception rolls.
  4. Icecunning

    • You have an innate sense for detecting icy phenomena. Add +3 dice to Investigation or Awareness rolls to detect hidden ice traps, unstable ice, or other unusual icework.

Supernatural Powers (Icelord Resonance)

Drakkards wield a supernatural affinity with ice, manifesting as unique abilities. These are purchased with experience points (XP) and function similarly to supernatural Disciplines in WoD.

  1. Frost Manipulation (Level 1-5)
    • Level 1: Frost Touch
      Freeze small objects or create a thin layer of frost. This can make surfaces slippery or brittle.
      System: Roll Dexterity + Occult; difficulty 6. Success allows minor freezing effects.

    • Level 2: Ice Weapon
      Form a weapon of ice (e.g., an icepick, spear, or blade).
      System: Roll Strength + Craft; difficulty 6. Damage is Strength + 2.

    • Level 3: Glacial Shield
      Create a barrier of ice around you or an ally.
      System: Roll Resolve + Occult; difficulty 7. Success generates temporary armor (Soak +3).

    • Level 4: Ice Prison
      Trap a foe in an icy encasement.
      System: Roll Manipulation + Occult; difficulty 7. Success immobilizes the target for 1 turn per success.

    • Level 5: Blizzard Wrath
      Unleash a localized snowstorm that blinds and slows enemies.
      System: Roll Resolve + Occult; difficulty 8. Success reduces enemies' dice pools by 2 and slows them by 50%.


Merits and Flaws

Drakkards can select unique Merits and Flaws reflecting their icy nature:

  • Merits:

    • Icy Will (3 pts): Gain +1 die to resist mental influence.
    • Frozen Resolve (2 pts): You are unaffected by fear effects caused by supernatural powers.
  • Flaws:

    • Elemental Anchor (2 pts): Your powers weaken significantly when far from icy environments.
    • Icy Aura (1 pt): Your freezing presence unnerves others, imposing a -1 penalty on Social rolls with mortals.

Society and Culture

Clans:
Drakkards often belong to tight-knit clans. The most renowned is the Dorlecai Clan, led by the formidable Drathnor Dorlecai. Clan names are often tied to their heritage and leadership.

Rituals:
Drakkards revere ice as its own elemental force, distinct from water. Their rituals often involve crafting weapons or armor from ice imbued with supernatural power.

Lifestyle:
Drakkards are either solitary wanderers or members of secluded communities in tundras. They rarely interact with mortal society, focusing instead on honing their icy craft and maintaining their connection to the frozen world.


Weaknesses

Heat Sensitivity:
Drakkards are vulnerable to heat-based attacks and environments. They take +1 damage from fire attacks and suffer -2 dice on rolls in extremely hot conditions.

Solitary Nature:
Drakkards are inherently distrustful of outsiders. This can impose a -1 penalty on Social rolls when interacting with non-Drakkards.