Dumb Plans To Save Dwarven Civilization: Cross-Breeding.
We pay a human wizard to cross a Dwarf with a Cave Bear. That’s it, that’s the plan.
Design requirements:
Type is humanoid
Body form: same as any dwarf
Movement: as dwarf
AC: as dwarf
HD: 1-1hd, advances as class levels (as dwarf)
Attacks: by weapon, as dwarf
Morale: Dwarf
Special abilities: dwarf racial; sensitivity to rock and stone, hardy, etc. Caving & climbing.
Special disabilties: none
Senses: night vision, lightless vision 60’ (ex nihilo), and acute olfaction w/tracking 3.
Intellect: Dwarfoid
Alignment: Neutral
Other characterisics: The reason we are here. “Average the lifespan and reproductive cycles of the progenitors.” Dwarves have 1 baby every 15 years; bears, 2.5 every 3. Average is 1.75 babies every 9 years, or about 4 times as fast as dwarves. Lifespan of a bear is 35, dwarf, 150, average is 92.5, about the same as humans.
Rationale: we all know that our low fertility is the cause of the decline of our race. By creating a specialist race of fighting-dwarves, we can reduce the casualties taken while making those casualties easier to absorb.
Night-vision makes the fighting-dwarf superior to the beastmen in night battles, as they can shoot ranged weapons from beyond the range of the beastmen’s lightless vision. Lightless vision, and caving make the fighting-dwarf superior to the beastmen underground, with better vision than all but the kobolds, and innate sense of direction and ability to surmount obstacles.
Acute olfaction reduces surprise even when outside our underground homes, while the Tracking will help us engage in drustdrostdrest.
Cost of abilities: Dwarf racial abilities cost 200xp. One minor ability costs 1/8th of 500xp, therefore dwarf racial abilities cost 3 minor abilities. However, in the custom race generator, we get 5.5 powers. To be safe, we round up to 6. To this we add lightless vision for 2, acute olfaction and night vision for 1 each, caving, and climbing again for one each. Tracking 3 comes packaged with olfaction and is a general proficency, so it doesn’t count as a special ability for xp cost. Even if the Judge is cruel, and demands we pay for it as proficiencies, it is only 3. Total 6+2+1+1+1+1+3=15, divided by 8 for 1.825. We will need a crossbreeder with INT 13 or higher to effect this creation, but almost all mages of that level will qualify.
Net cash outlay: 625gp per minor ability, plus 2,000gp per HD. For absolute safety, we allocate 12,000gp, enough for a 1**hd creature. In addition, we pay the mage an equal amount for his time, and post a bond for an additional payment if the crossbreeding is successful and to specifications (we really don’t want him to screw this up). Throw difficulty is increased by 2, but we’ll treat it as 3 to be safe. A mage of this level ought to have a laboratory, but we’ll cover the cost for the lab, with a +3 bonus. Net fixed cost: 42,000gp, Variable, 24,000 per crossbreeding attempt.
An 11th level mage will have a research throw of 6+, with difficulty increase and decrease canceling out (ideally, he’d have Transmogrification, but we can’t count on that). Ergo, 1 in 4 dwarves subjected to this proceedure will die. Thus, we will only pay out the 12k bounty 3 in 4 times, reducing its cost to 9k. We shall allocate 3,000gp subsidy per volunteer, selecting among the most devotedly Lawful young dwerrows out there (note: 1,000gp per male, 4,325gp per female). We shall aim for an average age of 30 (a little on the old side for their new forms, but acceptable, and legally adult) and 60% female (inbreeding cannot be allowed. Note: get dwarves from regionally distinct areas, including the Juttings if at all possible). The cave bears will cost around 880gp per. We should prefer younger ones, just in case it matters. We add another 120gp for incidentals, total cost: 37,000gp per attempt. Cost per success: 49,333gp, round up to 50,000.
We aim to produce 30 female and 20 male crossbreeds. With cost as given, we can see that 2,500,000gp ought to cover the variable cost of the project. Taking into account possible bad luck and fixed costs, allocate 3 million.
We shall have 30 female fighting-dwarves, average age 30. Menopause for fighting-dwarves is calculated to occur at 48.5 years, round down for safety. We shall select dwarven women who have not had a child in the last 12 years. They will endeavor to get pregnant as swiftly as possible. They can expect around 3 pregnancies each before menopause. With 1.75 children per pregnancy, we get 5.25 children, round down to 5 for safety. 10% of dwarf children are miscarried, and we can’t assume to improve that. Assuming the dwarf male/female ratio persists, that is 1.5 female fighting-dwarves per female!
Things get even better in the next generation, because fertility starts for fighting dwarves at age 9. We shall count on observing the traditions of the ancestors, and delaying marriage till 15. (OOC note: Dwarves are considered adults at 25 {ACKS humans are considered adult at 18, btw}, but their demographics require that they start having kids at 15 to maintain even a stable population. Ick.) In their fertile window, the 45 estimated second-generation fighting-dwarves shall each have (at least) 4 pregnancies and 7 children, minus 10% stillbirths, for 2.1 females per female. Each generation, the number of fighting-dwarves will double.
Possible difficulties: I see nothing wrong with this plan. /jk
But, seriously, this is basically what the Zaharans did with the bugbears, so we should expect some political blowback (to put it mildly). We allocated 500,000gp for misc. expenses, and migitaging this blowback should be on the top of the list. We also should probably do this experimentation at a secure location, i.e. a vault of our own. We are allocating a stupid amount of money to our mage or mages (likely 1 of sufficient level plus several apprentices). We will need to secure their loyalty, and money is only a part of that. We also must ensure that the mage is NOT a Zaharan! In fact, the Mage should be Lawful if at all possible. All of our dwarven volunteers must be non-Chaotic, or else the hybrid will be Choatic, likely including its descendants. We shall select for Lawful dwarves, hoping that any who slip through are at least Neutral.
Oh, and we need fat stacks of cash. However, once the investment is made, the results are self-replicating, unlike constructs or automatons. Heck, we could potentially pay the mage as little as 3,000gp per attempt, 4,000 average per success, if we managed to swing a bulk discount. That would reduce the cost massively, by about 1 million gp.
Revision: This could also work with Brown Bears, which are nicer-tempered, have natural affinity for dwarves, and don’t love sentient flesh. That is probably a safer idea, and one less proficency makes it cost less, and makes the resulting custom race level up faster, but where’s the fun in that?