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Dwarf Roleplay resources

Feel like burning like a bright wizard? Being as green as a gobbo? Robust like an Ironbreaker? Bloodthirsty like a witch elf? Feel free to speak as them here.
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Fallenkezef
Posts: 1483

Dwarf Roleplay resources

Post#1 » Wed Nov 15, 2017 11:58 pm

I've gone through my tomes of Dawi lore and consulted with the Rune Priests and here is a collection of resources for Dwarf roleplayers.

Anychance it can be sticked? I'll add to it as I get time

Class descriptions

Engineer
Spoiler:
Given the number of war machines with which the Dwarfs
can equip themselves, it is not surprising to find members
of the Engineers Guild accompanying a throng to battle. To
most Master Engineers, this ‘field work’ is tiresome, as it
takes them away from their forges and workshops and shows
them first-hand how their beloved engines of destruction are
dragged into position, dented by enemy shot and invariably
aimed in a manner not as fully optimised as would be ideal.
As all Dwarfs revere fine craftsmanship, their war machines
are the most polished and best cared-for in the world,
treated by their crew with all the respect due a venerable clan
member. Nonetheless, even this level o f care falls well short
of the wishes of the notoriously cantankerous Engineers.

After a battle, M aster Engineers oversee repairs, but during
the fight, they are exceptional, if gruff, at directing crews
on how to best aim and fire a war machine. Theirs is a
skill born of intimate familiarity with the workings of each
device. With a glance, a Master Engineer can tell when a
bolt thrower is set with too much torsion or when conditions
warrant extra black powder for an organ gun. They are
consummate craftsmen, being able to gauge the intricacies of
laying the deadliest o f cannon shots, or giving advice on how
best to carve boulders into the most accurate ammunition
for a Grudge Thrower. A Master Engineer can also direct
the rapid construction of effective entrenchments — such as
stacked stone walls or dug out gun pits — that offer protection
from enemy missile fire to both war machine and crew.

M aster Engineers are doughty warriors, and while they
might be more interested in drafting plans for fortifications or
designing new mines, they are more than capable of fighting
in the front lines. To protect their precious war machines,
they fight with all the determination and grit of their race.
Sub-class= Thunderer
Spoiler:
It took many, many years after the Dwarfs had discovered
black powder for the handgun to become widely used
by any save the Engineers. Now, most clans, even those
that live in the wilderness, can field whole regiments of
Thunderers — the name given to handgun-equipped units.

Standing in closely packed ranks, Thunderers take aim and
then discharge their handguns — unleashing a thunderous
fury and a cloud of gun smoke. Although not quite as
long-ranged as a crossbow, the sturdy D w arf handgun
packs an even deadlier shot, its bullet fired with such
velocity it can tear through armour and better take down
more heavily protected foes, such as Chaos Warriors.

Being methodical, the Dwarfs continue to load and fire in
a disciplined manner, so long as their foes are within range.
Even when the enemy advance close, almost right up on
top of them, Thunderers will seek to get off one last shot.
W hile the onset of bloodthirsty foes might cause lesser
races to rush their aim, the steady coolness of the Dwarfs,
not to mention the precision make of their weaponry,
ensures that every volley is fired with the same lethal
accuracy as the last, until the moment the Thunderers take
up their axes and meet the foe’s charge in the bloody press
of close combat.

Although Dwarfs show great solidarity in the face
of outsiders, there is some degree of rivalry between
regiments of Thunderers and Quarrellers. Given the
bitter nature of Dwarfs, this is not always a ‘good-natured’
rivalry. Although not prone to m urder or betrayal, as are so
many of the weaker races, many a good drinking bout has
turned into a bloody brawl when the millennia-old question
gets raised, which is better: the crossbow or the handgun?
Runesmiths
Spoiler:
Runesmiths work spells with their hammercraft, binding
the Winds of Magic into mighty runes of power. They are a
suspicious lot and jealously protect the secrets kept in their
anvils and hammers, guarding the knowledge that allows
them to make magic items — weapons, armour, rings and
talismans - of greater potency than items wrought by any
other mortal race upon the world.

The ancient Guild of Runesmiths is one of the oldest and
most respected institutions in all the Karaz Ankor. According
to legend, its origins stretch back to the days of Grungni,
the great Ancestor God of Mining, M aster of the Forge
and Lord of the Runes. The Runesmiths Guild claims
descent from Grungni’s son. For this reason, the Runesmiths
sometimes refer to themselves as the Clan of Morgrim,
although they are not the only clan to claim descent from
Grungni or his many sons.

The number of Runesmiths is not very great, and those
remaining are related to each other, often in some very
remote fashion. Each carries on his direct family’s
traditions, learning the craftsmanship of blending magic
and metal together by use of mighty runes of power. The
greatest of their kind are known as Runelords; these elder
masters do superlative work and are accorded the sort of
reverence normally reserved for the Ancestor Gods. W hen
a Runesmith judges the time is right, he chooses a young
relative to be his apprentice and reticently teaches him,
for an apprentice has to prove his worthiness to wring out even the
most basic steps of the craft from his Master. Many powerful
runes have been lost over time simply because a Runesmith
could find no one he considered worthy enough to gain
his innermost knowledge. Luckily, unless slain in battie,
Runesmiths tend to live for a very long time, although they
grow progressively more obstinate as they age. Currently, the
most prolific of still-working Runelords is Thorek Ironbrow
of Karak Azul, but the oldest living Runesmith is Kragg the
Grim, Master Runelord of Karaz-a-Karak. Despite being a
living link to a bygone era, Kragg has grown so stubborn as
to be unbearable.

In battle, Runesmiths aid their side by dampening enemy
magic - earthing spells harmlessly before they can wreak
havoc amongst the Dwarfs. They do this in the same manner
as they capture the Winds of Magic to forge magic items,
and they often bring along rune-covered talismans to aid
in this endeavour. Many Runesmiths bear weapons and
armour of their own crafting, and they are eager to show
their comrades exactly how effective they can be. Whether by
some gift of Grungni, or perhaps as a side effect of centuries
of beating magical runes into white-hot metal, when a
Runesmith feels the rage of battle, his weapons, and those of
friendly forces around him, begin to glow and radiate heat as
if remembering the forgefires from which they were created.
This aura of power has proven effective in helping blades
penetrate the armour or toughened hides of any foe.

In times of great need, the most powerful Runelords will
bring an Anvil o f Doom to battle. The Anvils of Doom are
the most ancient heirlooms of the entire Dwarf race. They
are the very anvils upon which the rune weapons of legend
were forged, and were, perhaps, the very creations of the
great forgefather Grungni. The anvils are especially made to
attract and hold the Winds of Magic, arcane powers which
can be captured and subsequently unleashed by a Runelord.
Separate runes struck in the right order can call upon the
different Ancestor Gods — Valaya for loyalty, Grungni to
boost the power of arms and armour, and Grimnir to unlock
the energies of fury.
Ironbreakers
Spoiler:
M ost of Karaz Ankor lies beneath the surface of the world
— from the towering vaults and labyrinthine galleries of the
holds to the endless tunnels of the Underway. Adjoining
these are the shafts of coundess mines, sunk deep in
the bottomless dark. Many o f these passages have been
infiltrated — penetrated by the gnaw tunnels of Skaven, or the
mushroom-filled holes of the Night Goblins. The blackness
of the underworld is also home to other monsters — crawling
horrors and slinking beasts unknown to surface dwellers.
The Dwarfs barricade intrusive passageways and build
gates to block incursions from below, but even so, constant
vigilance is needed. To safeguard the deepest and most
dangerous passages, the Dwarfs call upon the Ironbreakers.

Clad from head to toe in suits of gromril armour,
Ironbreakers can survive in a treacherous world of rockfalls
and sudden ambush. They stand resolute, barring danger
from advancing beyond their post. It is an honour to be
selected to join the Ironbreakers, for they are trusted to
protect the hold’s most vulnerable entrances. Only the
strongest and bravest are accepted into their ranks, but the
dark offers no vainglory, and those warriors who choose a
path of greater ambition must seek out the Hammerers.

To serve as an Ironbreaker, a Dwarf must take vows
to stand bold, even if no king, Lord or Thane is near.
Behind and above him are the beardlings, treasure troves,
ancestral tombs, and the very halls that the forefathers of
his race carved out of rock in ages past. Before and below an
Ironbreaker will be only the dark, the all-consuming blackness
that hungers to grasp everything into its clutches.

Ironbreakers are trained to fight in tight formations, wedged
into the confines of narrow tunnels. There, they find defensible
positions and let the enemy break upon their overlapping
shields as waves crash into rock. Impervious, implacable and
unmoving, they form a living fine, gromril-hard, that holds
back the flood terror that lurks in the dark below. Enemies
fall before their axes like winter wheat before the scythe and
blows clang harmlessly off their nigh-impervious armour or are
caught and deflected by their sturdy shields.

Each regiment of Ironbreakers will have a veteran, a
grizzled unit leader known as an Ironbeard, who knows the
undertunnels like the back of his hand. It is an Ironbeard’s
duty to manoeuvre the unit into a favourable position and to
call out the batde formations, such as the box of iron, the steel
square or so on.

Such is the prowess of the Ironbreakers that they will often be
called upon to fight on the surface - aiding the throng in time
of a muster. However, for each battle under the light of sun or
moon, the Ironbreakers will have fought dozens in the deep
dark beneath the mountains.
Sub-class Hammerer
Spoiler:
The most skilled warriors in a Dwarf hold are the
Hammerers. They are individuals from different units,
and perhaps even clans, who have proven themselves in
uncountable batdes, showing not just great strength and
deadly martial prowess, but also steadfast loyalty and a bold
and courageous nature. They are formed into a hard-hitting
shock unit, a force capable of breaking enemy formations the
way a heavy maulhammer crushes shale.

In addition to being a formidable fighting unit, the
Hammerers are often used as a Thane or L ord’s personal
bodyguard. Duty to a liege is a sacred thing to Dwarfs. An
individual bound by oath to his Lord will fight all the harder,
and for the leader of the throng, a Hammerer will gladly
give his life rather than face the dishonour of failure. A king
surrounded by his Hammerers is the keep in the centre of
the throng: grim and unyielding, a living personification of
the indomitable D warf spirit. O f course, the allegiance goes
both ways, and it is a L ord’s duty to properly equip these
hand-picked units and to seal the oath between them. The
symbol of the bond between a Lord and his Hammerers is
the weapons they carry. Each is given a heavy, but perfectly
balanced, great hammer, which is often made of gromril.

Outfitted in heavy, well-polished D warf mail, Hammerers
wade into combat wielding their great weapons. They swing
their hammers in sweeping arcs, hitting their enemies with
such vigour that only enchanted or hell-forged armour can
withstand the force of their blows. With a cracking and
crumping, the whirling hammerheads send up gory debris,
as splintered shields, cracked bits of armour and even heads
or limbs are thrown into the air by the sheer force of the
impact. Dwarf battle lines have been known to cheer at the
sight of the great hammers rising and falling around their
king’s banner, beating out a rhythmic noise that is not unlike
the deep-booming industrial sounds made by the vast drop
hammers found in the larger Dwarf forges.

As the most elite warriors, Hammers enjoy a high status
within their hold. W hen not personally shielding their Thane
or king, they are tasked with guarding key elements, such as
the throne room or front gate. Larger strongholds will have
many regiments of Hammerers, and these often become
known by the name of what or whom they guard, such as the
Peak Gate Guard of Karak Norn or the Drakebeard Guard,
the Hammerers assigned to guard Thane U ll Hammerhand
o f the Drakebeard clan in Karak Kadrin.
Sub-class Longbeard
Spoiler:
Unless slain in battle, or laid low by mishap, Dwarfs live to a
great age. The relative length and fullness of a D w arf’s beard
indicates how old, and therefore wise, he is. Hence, Dwarfs
never trim their facial whiskers. If Dwarfs are ever in any
doubt as to how to proceed, they look to the Dwarf with the
longest beard to tell them what to do. This is, invariably, the
wisest solution. In warfare, the Dwarfs look to the eldest and
most experienced of their fighters to steady their battle lines.
These regiments of battle-scarred veterans, known reverently
as Longbeards, are as solid, steady (and sometimes as worn)
as the mountains themselves.

Longbeards have fought in more wars, beaten more enemies,
and endured greater hardships than any young Dwarf can
possibly imagine. They constantly grumble about how
today’s Goblins are far smaller and weedier than they used to
be and how nothing is as well made as it was in their day. No
young Dwarf, as hot-headed and tempestuous as he might
be, would dare gainsay a Longbeard; after all, they have
much more experience — and the beard to prove it!

Admittedly, there are times when even the most indefatigable
of Dwarfs begins to fray under the constant barrage
of complaints ceaselessly launched out by their elders.
However, these are borne in respectful silence for a single
reason: Longbeards have demonstrated their hard-won
skills in battle time and again. They are unfaltering in their
ways, disdainful of minor shifts of fortune that can send
less experienced warriors into disorder or even panicked
confusion. W hether a howling Ore Waaagh! is smashing
itself upon their raised shields, great boulders are splatting
down within their ranks to hurl showers of bone and gore
outwards or some new eldritch technology of the vile ratmen
is spewing purple and green-tinged flames at them — the
Longbeards will close ranks, their gnarled faces disclosing no
alarm, only a seething anger at their foes.

A Longbeard unit in a battle line is likened to a reliable
anchor bolt or bulwark that stands fast and supports the
other formations. Woe betide any beardlings who falter
under the Longbeards’ stern (if rheumy) eyes, for they
will be admonished within inches of their very lives. It
might not be easy for other units to hold the battle line
within earshot of a unit of Longbeards, yet it is also a great
honour that redoubles a D w arf’s stoicism and makes even
beardlings eager to prove themselves (or at least not give the
Longbeards any further ammunition).
Slayers
Spoiler:
Slayers are the strangest and most deadly o f all Dwarfs. They
are outlandish doom-seekers, individuals who have wholly
dedicated the entire fibre of their being to the hardest and
most destructive life of battle that they can find.

Dwarfs are a proud people, and none of them cope well
with failure or personal tragedy. The loss of family or hoard
is inconsolable to Dwarfs, a fate that can seriously unhinge
their obsessive minds. Likewise, the loss of honour, such as
failing to uphold an oath or being forsaken in love, can cause
a D warf to forswear the fellowship and comforts of family,
clan, and hold, opting instead for a life of self-imposed exile.
Having broken ties with everything they once held dear,
these Dwarfs leave behind all possessions save their axes.

They take the solemn and binding vows of the Slayer Cult,
oaths which oblige them to forevermore seek death in battle
at the hands of the most deadly enemy they can find. Next,
Slayers shave their heads save for a solitary crest — a fearsome
plume which they dye bright orange and stiffen so that it
sticks out at alarming angles. Then they begin their quest for
a glorious death, deliberately seeking out mighty targets to
destroy such as Trolls, Ogres, or even Giants.

The Slayer way of life — a constant search for battle and
foes — invariably means that many achieve their ambition
and are slain at the hands of ferocious beasts. Others, the
least successful ones in a sense, survive — perhaps due to
great martial skill, or because they are the toughest, or most
determined. This natural selection weeds out all but the most
exceptional of their kind, meaning that any Slayer met is
psychopathically dangerous, a warrior well honed at spotting
and driving an axe into an enemy’s weak points. As Slayers
spurn armour or shields, those who live to fight on become
heavily scarred and fearless monster-killers, bitter fighters
that band together to seek their doom, yet are incapable of
deliberately fighting to lose. Upon his own death, a Slayer
will use his final breath to fuel one last attempt to strike a foe.

In times of battle, Slayers arrive from the wilderness to join a
throng, lending their considerable combat skills to the Dwarf
cause. Many desperate wars have been won by the ferocity
and sheer determination of the Slayers. Although they prefer
to hew down towering monsters, at need, they will turn their
axes to scything down any enemy. Even when bloodied and
battered after a battle’s end, they will pause only long enough
to slake their thirst before beginning their deathquest anew.
Khazalid, the Dwarf language
http://www.bugmansbrewery.com/tutorials ... ive-guide/
http://www.bugmansbrewery.com/tutorials ... -khazalid/
http://www.bugmansbrewery.com/tutorials ... ictionary/

Dwarf names
http://www.bugmansbrewery.com/tutorials ... arf-names/

Dwarf Runes
Spoiler:
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Spoiler:
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Spoiler:
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Dwarf Society
Spoiler:
Social structure

Each stronghold is home to several Dwarf clans. Social ranking is based on clan. The lowest-ranking are the disgraced Clans who are often outcasts from the holds. The next lowest are the Clans which have no home hold, and instead wander from hold to hold as traders, as well as work in the cities of the Empire.

The middle-ranking class are the respectable clans who dwell within the holds. The top ranking clans are the clans which engage in the most respected trades, such as goldworking, weaponsmithing, runesmithing, and engineering. The ruling class is the royal clan, whose members are the nobility, one of whom is the king of the Hold.

Dwarfs keep titles simple, and with the exception of the King and his heirs, the princes, simply call their nobles thanes.
Clans

Dwarf clans are extended families who can trace their ancestry back to a founding ancestor who may have settled a specific valley, built a strong hold or founded a mine.

Dwarf clans are made up of many families, all of which share a common homeland. Often the clan has long lived elsewhere, as the original homeland has been lost or destroyed, although the clan has never given up the dreams of one day reclaiming their homeland and building it anew. The ancestors of the clan are highly honored, and part of this honor involves singing their sagas and maintaining their tombs and relics.
Economy

Each Dwarf hold is a self-contained economy. Most are at the centre of a network of smaller holds which operate their own mines, farms and workshops. Trade exists both within this network, and with the outside world.

The fact that the Dwarfs are exacting craftsmen and would never simply mass-produce their crafts means that their work remains rare and in high demand. Consequently, prices for Dwarf work are always high.

Dwarfs trade the raw materials and finished goods for food and other goods they cannot easily acquire. The skills of the Dwarfs at working materials (unlike their empire) have never declined, meaning that their goods will always attract a high price. Good farming land is scarce in the mountains, and Dwarfs do not make good farmers, but they are enthusiastic hunters and often feast on the meat of beasts they have killed while roaming the mountains around them. Grain and fruit are brought into the mountains by traders and are bartered for metalwork and gold.
Age, wealth and skill

The most important principles of Dwarf society are often summarised as three things: age, wealth and skill. The more of these that you have, the higher you are in Dwarf society. Dwarfs do not boast of their family achievements, they merely set the record straight and proclaim their ancestors' greatness by their wealth and skills.

The other important part of Dwarf culture is their beards. Dwarfs never cut or trim their beards, as the length of a beard indicates age and thus wisdom. Those with the longest beards are looked to for leadership.

Dwarfs have an affinity for the past and constantly seek to remember their forebears by repairing and maintaining their products. All Dwarfs know how to reforge an ancient blade and are constantly trying to incorporate ancient relics into their newer works.

They also enjoy hoarding their hard-earned treasure and gold. When a Dwarf dies, his wealth goes to his family and so passes down the generations. This process ensures the memory of the dead and secures a Dwarf's supply of money for a more desperate time. Often a Dwarf will measure his security by how far off the ground they are when they sit on their treasures. Often the supplies of the stronghold itself are so huge as to be a massive attraction to Orc and Goblin hordes willing to take the risk of death to gain huge amounts of gold.
The Grudge

Dwarfs have a rigid and unyielding sense of honour, which is centered around the bond or promise. A promise does not die with an oath-maker, nor does treachery die with an oath-breaker. A Dwarf will be bound to an unfulfilled promise made by an ancestor, and will commit themselves to their fulfilment. Likewise they will look to the descendants of oathbreakers for recompense. Serious breaches of faith against the Dwarfs are recorded in the Great Book of Grudges. This massive tome is kept in Karaz-a-Karak, the capital of the old Dwarf empire, and constitutes something of a chronicle of Dwarf history.
Last edited by Fallenkezef on Fri Nov 17, 2017 8:36 am, edited 2 times in total.
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Kragg
Posts: 1770

Re: Dwarf Roleplay resources

Post#2 » Thu Nov 16, 2017 10:40 am

Nicely done!
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Sergeant-Major Drengk Burloksson, RR 85 Sniper
Hulfdan Irongrip, RR 81 Ironbreaker
Proud Founder of the 3rd Bitterstone Thunderers
Alliance officer of the Grand Alliance

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Fallenkezef
Posts: 1483

Re: Dwarf Roleplay resources

Post#3 » Thu Nov 16, 2017 2:24 pm

Kragg wrote:Nicely done!
Don't thank me yet. Still got city descriptions, cultural info and runes of magic to do yet.

Then I plan a thread for each of the other factions.
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shaggyboomboom
Posts: 1230

Re: Dwarf Roleplay resources

Post#4 » Thu Nov 16, 2017 5:33 pm

my name jeff
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Fallenkezef
Posts: 1483

Re: Dwarf Roleplay resources

Post#5 » Mon Mar 19, 2018 8:34 am

Hmm I need to get this updated and finished
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