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Neibelung

Cult of Dwarves and Craftsmen


History

Before Time

Neibelung was the first dwarf born of Matar the Earth Mother in one of her harder moments. Neibelung proved a great craftsman, learning much from Vulkan his mentor.

But the young craftsman was deformed being small in stature, large-headed, hunchbacked, legs twisted and shrunken. So ugly was he that he grew his beard long, down to his knees. So uncomely that he realised that no maiden would ever marry him and yet desiring a son he might teach his arts to, he resolved to fashion himself a child begotten by his hands, rather than the more usual member. He tried many different materials but eventually settled upon solid rock as the only substance enduring enough for the task.

Eliciting the aid of Demosthenes, Lord of Knowledge, he made eight beings in appearance like himself with bodies of stone, bowels of brass and minds of metal, each one of a different metal so that they would not all look upon the world alike, this was important for they were made to be unchanging thus, once made could not adapt and so such variance as there was had to be innate from their moment of creation. The work was long and hard but at last it was done and his children awoke.

He taught them all he knew of the crafts and sciences, showed them how to delve for materials they required for their arts, including how to acquire the necessities for life from Matar's other children, the elves and humans, in exchange for manufactured goods. But things went awry, for the trolls were not of Matar's children yet desired such things also and so there was enmity between the races. The dwarves and elves fought the trolls and the Children of the Night lost, for they lacked the weapons that the dwarves fashioned for themselves and their allies. At last, retreating into the Mountains of Night, Stygia and her children cast down the Sungod and brought the Great-Darkness.

Neibelung and his children flinched not, used as they were to working deep within the ground in utter darkness, but the elves were stricken and ailing for they needed the light, and so fled whither it had gone. The dwarves have never forgiven their elven cousins for fleeing in the dark, for that was something no dwarf would ever countenance or consider. They were nearly destroyed in the darkness by the trolls, only the coming of the Devil who Rent the Fabric of the World, and so came upon the trolls from behind, ironically saved the dwarves. Yet they turned upon their new foe and fought him defensively, fighting both on the surface and far underground, for the Devil's Brood came to all places. But at last the Devil was beaten, and the dwarves survived in their fastnesses to witness the rebirth of the Sun and the Dawn of Time.

SinceTime

The dwarves have become the premier craftsmen and miners of the world. They supply all metals, and most stone and manufactured goods of metal, wood and stone. They still follow Neibelung's Way whereby they trade manufactured goods and raw materials for food. But gone is their happiness of old for they despise the treachery of the trolls and the cowardice of the elves. Yet even today, of the eight races of dwarves, two are friendly to their sundered cousins.

Life After Death

Dwarves believe that upon death, they go to serve Neibelung in his halls forever, where they can work in peace by day, and feast by night, until called upon to fight in Ragnarok - the final battle. Because they are not made of a living material they cannot be reincarnated. Only by petitioning Neibelung himself can a dwarf return to mortal life, therefore Death Divints are allowed. Dwarves bury their dead in stone, fashioning elaborate graves. They bury them with all their tools, weapons and armour so that they are equipped for the afterlife. Such tombs are guarded jealously and vengeance will always be forthcoming against any desecrator. Similarly, an unburied dwarf will be unable to rest and will haunt the place where he died until he has all the rites. Any dwarf that comes near that place will be petitioned to see to his burial. The usual response is for that dwarf to contact the surviving family, and they will journey to rescue the bones of their ancestor.

Runic Associations

The dwarves view themselves as the epitome of Earth Eternal, unmoving; mastered by their God, and of all his works they are the most wonderful.

Nature of Cult

The cult is inextricably bound-up with the society and mentality of the Dwarf Kindreds. It teaches the dwarves their craft skills and is responsible for their stoic, unbending view of the world. It's structure is rigid and unchanging from place-to-place and time-to-time. All dwarves depend upon the gifts of Neibelung for their sustenance and indeed their reason for existence. Dwarves that do not remain in Neibelung invariably join a Death cult, usually either Viking or Humakt. They have so mastered one aspect of existence that they cannot live in any other.

Socio-Political Position and Power

Dwarves are not concerned with mortal concerns and seldom wield their great political power, derived from

  1. their being the main source of quality metalwork,
  2. the only source of raw materials, and
  3. the efficiency of the dwarven War Machine.

Dwarves appear grasping and materialistic, and yet their appreciation of things is almost abstract in its purity. Gowrie craftsmen fashion pictures and work in stone, but always imitate life, whereas a dwarf will always make a thing beautiful in its own right either as an adornment or as a functional tool.

Individual dwarves are often taunted by the small minded over their stature, their beards and misshapen figures. But society in general respects their artisanship. Also, a dwarf never forgets insult or grudge, and if you offend a dwarf, you offend his family and all are formidable foes in battle!

Particular Likes and Dislikes

Aside from the Copper Dwarves and the Lead Dwarves, elf and troll friends respectively, dwarves despise elves and trolls for their cowardice and treachery. Dwarves show more restraint towards the elves for they respect their bows and know how difficult it is to get an elf within axe-reach. Both races have great respect for the dwarves' weapons, particularly their use of iron. Wherever these three races meet, blows are always likely.

Dwarves detest chaos, for its changeability is anathema to their deepest feelings, they do not seek it out but will not let it survive without good reason.

Finally the one thing a dwarf fears is water, whether down mineshafts, the open sea, a babbling brook, broad river or even just rain. It renders them seasick, drowns them (no dwarf can swim, even out of armour) and rusts their armour.

Dwarves like anyone who appreciate their craftsmanship, particularly if he is willing to trade. Matar/Mercer is very friendly, the main body of trade is with these cults. Overall however, dwarves are very down-to-earth and pragmatic, provided they are not crossed, will never let mere prejudice come between themselves and profit. However - they are very jealous of their rights and possessions and will persue any thief with an almost psychopathic hatred.

Organisation

There are eight races of dwarf; Bronze, Lead, Tin, Copper, Gold, Silver, Iron, and Quicksilver. Each race has one main city and several small ones, always found wherever minerals may be mined. Wars and skirmishes between cities often happen due to claims to mineral rights. Dwarven society is also divided into eight guilds; Miners, Carpenters, Masons, Blacksmiths, Jewellers, Armourers, Soldiers and Alchemists. Each dwarf is born into a family dedicated to one of the first seven guilds, he may opt to join the eighth, but very few dwarves do this. Each dwarf knows his place in society by his family, guild, city and race. Each race is distinctive and each guild wears a different colour of garb, finally each house has its emblem, thus any dwarf may be placed by his appearance fairly precisely. Dwarves show unswerving loyalty to their family, the family to the city and the city to the race. To insult one dwarf is to insult all dwarves! Most dwarf cities look very ugly to other eyes for they see only the slag-heaps on the surface, however the copper dwarves landscape their tips and make them beautiful; but inside their craftsmanship shows, though few mortals ever see it.

Marriage between dwarves is permitted only between families of the same race and guild. Humans have many silly tales about dwarves being hewn out rock and there being no women. Actually women are common but are identically in appearance, mentality and abilities to their menfolk and so humans find it impossible to tell them apart. The roles of the guilds in dwarven societies are laid-down in Dwarven Laws that mortals never see but broadly they are as follows.

Each city has an elected King who is advised by a council formed from the Guildmasters. These Guildmaster each head a Guild composed of at least one, usually more, families; the Guildmaster being the most senior and respected of the Housemasters, and is advised by the other Housemasters. Each Housemaster rules a family by virtue of being the most senior Master Craftsman within it. The Guilds each follow one particular craft, these being:-

Each guild has its own particular colour of clothing, and its brethren wear clothes of that colour; Delvers - brown, Carpenters - green, Masons - white, Smiths - black (hence Blacksmiths), Jewellers - yellow, gold and silver, Armourers - blue, Soldiers - red, and Alchemists - grey. The Dwarf King and his immediate family will wear a mixture of their Guild-colour of origin and red. The King himself will be splendidly caparisoned and his clothes will be trimmed and cloaked in purple.

Holy Days and High Holy Days

The seasonal Holy Day always occurs in Stasis week, the exact day dependant upon the race, Lead Dwarves on Freezeday; Tin Dwarves on Waterday; Bronze, Copper and Iron Dwarves on Clayday; Quicksilver Dwarves on Windsday; Gold Dwarves on Fireday; and Silver Dwarves on Wildday. Godsday, Fertility week, Earth season is celebrated as the 'Day of Awakening' of the Dwarf-fathers. Godsday, Harmony week, Fire season is the festival when they dedicate their forges to Neibelung.

Lay Membership

Essayers:

These are the Non-Dwarves, or the orphaned dwarves, who seek knowledge of the crafts and pay for it in cash. Each person is only allowed one apprenticeship and so must become an essayer of a craft if he desires to learn a new one. Humans are not limited in practising their crafts, but dwarves may only practice a craft, for money of a Guild for which they are a journeyman and only a craftsman may journey in another guild. Applicants must pay 100sh to become an essayer and must give 1 point of power to Neibelung each Holy Day. They may purchase half price training in the primary Guild skill at double time, and full price training in the other Guild skills. Dwarves, off course, are bound by the strictures of their society, but non-dwarves may come and go as they please. Humans of all walks of life become essayers, townsfolk sometimes wish to buy skills, nobles may do it for political reasons or merely as a hobby. All dwarven spells may be purchased at full cost.

Apprentices:

All dwarves are apprenticed from once they are old enough, humans may be apprenticed. Many townsfolk will pay handsomely for their sons and daughters to be taken, for it guarantees them a thorough education in their craft. An apprentice learns the primary skill at normal time and half price, and the other skills at full. Payment however is in kind, the apprentice working for his master for room and board. At the end of five years the apprenticeship is ended for humans, who may still worship Neibelung as a God of crafts. The dwarves do not fear teaching others their skills, for they know that they cannot be rivalled in the crafts. An apprentice is entirely under the orders of his master and must obey him in all things. Dwarven apprentices, once they have attained a certain level of skill, are usually told to go out and advance themselves. They remain apprentices and under the orders of their masters, but are given leave to go where they will, until it is time for them to initiate as Journeymen. They may return and purchase training and spells, as and when they see fit. But they must always obey their masters' orders should he so demand.

The spells of Detect Gems, Detect Magic, Detect Runemetal, Binding and Repair are taught at half price.

Guild Skills and Training
GuildPrimary SkillSecondary Skill½ Cost Stat TrainingWeapons
DelversDelvingSpot Trap
Spot Seam
Mineral Lore
StrengthMattock
WarPick
CarpentersWood WorkingLogging
Wood Lore
Bargaining
StrengthGreat Axe
Battle Axe
MasonsStone WorkingArchitecture
Stone Lore
Bargaining
StrengthGreat Hammer
War Hammer
SmithsBlacksmithyingEngineering
Evaluate
Bargaining
StrengthGreat Hammer
War Hammer
JewellersJewelsmithingGemcutting
Evaluate
Bargaining
DexterityAny 2-Handed Weapon
War Hammer
ArmourersArmouring or Weapon MakingArmouring or Weapon Making
Evaluate
Bargaining
StrengthAny 2-Handed Weapon
Any 1-Handed Weapon
SoldiersLeadershipSpot Trap
Spot Ambush
Tactics
StrengthGreat Axe
Battle Axe
Arbalest
AlchemistsGlass BlowingSee Misc. NotesNoneQuarterstaff

Initiate Membership - The Journeymen

When the apprentice or essayer has attained mastery of the primary guild skill, then he is invited to become an initiate of Neibelung and a journeyman of their guild. He must pass a test, of the average of the secondary skills plus INT, DEX and POW. If he fails then he may reapply after one full year, paying 1000sh for reexamination. If he fumbles then no admittance is permitted in that guild. For a dwarf, this means leaving the family, and is regarded as a disaster. Such dwarves may forsake the cult and join some Death-Rune religion, or else essay another craft.

When initiating, dwarves gain a full set of bronze weapons, tools and armour (heavy infantry), plus sundry other equipment courtesy of the family. They may gain free room and board with their family, and half price board with their guild wherever they go. Humans join the congregations in their home towns, and receive only their tools. If cast-out from their families, a dwarf will have light infantry armour, one weapon of their choice and 1D10 sh. They may not practice their craft, and if caught by their former guild doing so, they will be punished most severely (usually by cutting off their hands).

Journeymen are so called for many such travel, so think the humans! Actually the dwarvish term refers to Journeying in the craft, i.e. exploring the techniques and subtleties of their arts. All dwarvish journeymen seek to arrive at mastery. Humans rarely achieve this status.

Requirements to belong are the sacrifice of two points of power each Holy Day, four points on a High Holy Day. On Consecration Day all personal tools must be consecrated by a permanent sacrifice of power as if attuning runemetals, this need only be done once, thereafter it is renewed yearly by temporary power. However if a new tool is acquired, then it may not be used until consecrated with permanent power. Thus all Neibelung craftsmen put great store by their tools, and take good care of them.

Cultists must tithe 10% of all income by any means. If this income is gained by using cult equipment as well as or instead of personal equipment, then the tithe becomes one third of income gained by these arts. The tools given to a new journeyman are hand-tools and do not include forges, anvils etc.

Journeymen may sacrifice for Cult and Guild Runemagics on a one-use basis. The ransom or rescue of a dwarf is the responsibility of his family. Professional discipline is the responsibility of the guild, but is usually administered by the Housemaster of the miscreants' family, usually by means of a hefty fine.

All dwarven journeymen must come at the behest of their families to fight for the honour of the family; and the family is similarly at the behest of the guild; the guild to the city and the city to the race. Humans are not so geased, but may offer their services if they so wish.

A Dwarves' word is his bond, and he will not break it even though it should result in his death. They are hard, unmoving and drive a hard bargain, but no Neibelung dwarf will ever swindle anyone, even a chaot!

Journeymen gain half price training in the guild skills and weapons, they may not train in any skills belonging to another craft. They may also purchase Read/Write Dwarvish at half price if dwarven, and at double cost if non-dwarven. The dwarves will not teach Speak Dwarvish, but do teach Speak Manspeech at normal cost. The only other skill available to Journeyman are First Aid, Map Making, Camouflage, Spot Hidden and Set/Disarm Trap all at normal cost.

Journeymen are taught for free Detect Magic, Detect Gems, Detect Runemetals and binding; plus half price Bladesharp or Bludgeon (depending upon their primary weapon), Strength, Vigour, Repair, Parry, Protection, Ignite, Harmonize and Glue. Extinguish, Invisibility, Shimmer, Silence, Xenohealing and Mobility are not taught (the last is banned and will be forgotten if known); all other spells are full cost.

Each dwarven race grants a free spell to each initiate courtesy of the King,

Runelordhood - The Masters

When a journeyman has mastery of all four craft skills plus one other skill (which must be Great Axe for the Soldiers and Mattock for the Delvers) which may be a weapon skill, and have 15+ power, then they are invited to become Masters of the Craft and Mystery of their guild. A refusal is regarded as an affront, and demands expulsion from the guild and family. The applicant must pass a test of, the sum of his four craft skills divided by 5 plus (INT+DEX+CHA) ⁄ 2. Failure requires that the journeyman continue on his journey for another full year, a fumble causes him to offend the panel of masters who examine him, and so he is cast out from the guild.

He is now referred to as a Craftmaster in common parlance. He gains all the normal advantages of Runelordhood; combat benefits, unrestricted skills, Runelord divint, succour, a complete set of iron armour plus two weapons of his choice and a complete set of iron tools similar to a Journeymans'. His allied spirit is placed usually in his helmet. Dwarves never use familiars, but some fashion automata from wood or metal and place their allies in them. He is oath bound to purchase all his needs from his guild, save for a small allowance which must be accounted for by receipts, which will enable him to go on journeys away from the his city. He will gain free room and board in his own house and city, and board at another Guildhall. Human Guildhalls will often frequently offer free room and board to honour a dwarven Craftmaster.

Human Craftmasters will not gain the iron armour and weapons unless they are in the armourers guild, but otherwise they gain identical benefits.

A Craftmaster is expected to attend the Holy Days, casting three points of power on a Holy Day and 5 points on a High Holy Day. They must take at least one apprentice and are expected to see to his training and welfare, they are responsible for his health, conduct and safety whilst he remains in their charge. Usually there is a verbal agreement for the apprentice to serve for a set number of years. Should an apprentice die whilst serving a master, then the Craftmaster owes a Weregeld to the apprentices' parents, and his tutelage may be in question. A Master and apprentice are like father and son, but only in the smallest guilds is this actually so, for it is generally recognised that it is best for a lad to be apprenticed outside his family.

Craftmasters gain access to all Cult and Guild Runemagics non-reusably, but those spells so marked may be gained reusably.

Above Craftmaster, the senior Craftmaster in the family is the Housemaster, and the senior Housemaster in the guild is the Guildmaster, who is an intimate councillor of the Dwarf King. Dwarves have long lifespans, usually 120-150 years or more, and so the political structure of any Dwarven institution is very stable over quite long periods of time.

House and Guild masters have very little time for anything but their official duties. Craftmasters, however, are fairly free to do as they wish and so go where they will, provided they take their apprentices with them.

Recently there has been a tendency for Craftmasters, particularly among the Bronze Gold and Iron Dwarves, to sport strange equipment and machine-tools. Thus Master Carpenters have been observed with Chain-saws, Soldiers with Arquebuses, Delvers with machine-mining tools, etc. These appear to be both status symbols and experiments, in that they often malfunction but their owners do not hesitate to use them, even when better methods seem applicable.

Each rank of Craftmaster, Housemaster and Guildmaster has its own mark of rank, so anyone may look at a dwarf and denote his status.

Rune Priesthood - Canons

A journeyman or craftmaster may apply for Canonhood if he has 18+ POW, 100% in his primary guild skill, has been a journeyman for at least 2 years and knows Read/Write Dwarvish at 90% (the latter applies to non-dwarves as well). They must pass a test of the average of their three other guild skills plus INT and CHA as a percentage. Failure means that they must wait another year to reapply, a fumble means that they are considered unsuitable for the Priesthood and may not reapply, but this does not besmirch their craft skills or reduce their status within the guild.

Canons are very involved in spell teaching and this must be the first rune spell sacrificed for. They must spend at least one season per year on cult duties, and must obtain a leave of absence from both their Archcanons and Housemasters, for their abilities are much in demand within house and guild.

Canons duties consist of instruction, spell-teaching and spiritual guidance. They will occasionally be sent out to administer spiritually to an outlying subsidiary working belonging to their city. Wherever they meet other dwarves of their guild, even from other races or cities, it is customary for a ceremony to be held, and the Canon blesses their tools. Canons are also used as emissaries to other dwarven cities and humans. The senior Canon in a house is called the Chief-Canon and is responsible for recording the Chronicle of the House.

Canons are given two iron weapons, and an iron Mitre/Helm as a symbol of office. They may attune any other iron they buy or quest for. They gain access to Runemagics as described below. They still remain journeymen or craftsmen, so their guild skills are not limited to DEX×5%, and may be trained as may all their characteristics. Soldiers may count their weapons as guild-skills. If craftmasters, they gain all the benefits of that status too. They gain the full power gain, Allied Spirit, free board and succour from any fellow guildhall regardless of race or city. Like the craftmasters, save for a small allowance, they must make all purchases via their guild.

The most senior Chief-Canon in a guild becomes the Guilds' Archcanon. His duties are so onerous that even his craft-skills become frozen and all other skills become limited by DEX×5% as a normal Runepriest. He may only have leave of absence from the King, advised by his Council of Guildmasters and Archcanons. Each guild has a specific title for its Archcanon, with duties that go with it,

Archcanon Titles and Duties
GuildArchcanon of theDuties
DelversDeepsOversees the safety of the mining deeps, ensuring ventilation and flood prevention.
CarpentersLathesEnsures the supplies of wood and coal for the mines, furnaces and lathes are maintained.
MasonsTombsOversees the maintenance of the tombs and residential levels, the fabric of the city.
SmithsForgesAdministers at the ceremony of the dedication of the forges and oversees the workplaces.
JewelsmithsTreasuriesOversees the cities' and Kings treasuries.
ArmourersArmouriesEnsures that armour and weapons are always available in times of war.
SoldiersGuardAdministers to the city guard and King's person.

The Archcanons gain access to certain arcane Runespells by right of their office, these are given below. As well as their guild functions, all Canons have certain functions in dwarven society that are inter-guild and even inter-racial in nature.

Canon Duties
GuildDuties
DelversAdminister all ceremonies involving birth and baptism.
CarpentersAdminister marriage ceremonies.
MasonsHold funerals and give rites to the dead and dying.
SmithsSees to the blessing of all places of work.
JewelsmithsAdminister all inter-guild ceremonies and events, i.e. gifts and payment between guilds, banking etc.
ArmourersSees to the blessing of all places of residence.
SoldiersAdministers all ceremonies to do with conferral of office at supra guild level, treaties and events involving non-Neibelung cultists.

Rune Spell Compatibility

Journeymen gain access to all reusable guild special magics on a one-use basis. Craftmasters gain the Standard Runespells listed below, some guild special Runespells non-reusably and a few guild specials reusably. Canons gain the standard Runespells listed below, some guild special Runespells reusably, and others non-reusably. Only Archcanons gain all guild Runemagic reusably. Canons gain access to the following standard Runemagics:

Absorbtion, Dismiss Elemental I, II, III, Divination, Divine Intervention, Extension I, II, III, Mind-Link, Reflection, Shield, and Spell Teaching, and Warding.

The cult uses all sizes of Gnomes and Small Salamanders as elementals; only the Archcanons gain reusable Large Gnomes.

Cult Special Rune Spells

The letters for the following spells refer to the availability of the Runespells:

Upper case letters denote guild availability and lower case letters denote rank availability:

One Point Spells

Attune Specific Runemetal Range: Touch; Duration: 1 Day; Non-Stackable; Reusable ABJ c
Allows the caster to become temporarily attuned to the usual amount of a Runemetal, specified at the time of sacrifice. This allows him to work the metal and use battlemagic etc.

Bless the Forges Range: 1 City or Working Place; Duration: 1 Year; Non-Stackable; Reusable B a
This spell is cast by the Archcanon of the Forges at the Festival of Dedication every year on Godsday, Harmony Week, Fire season. Journeymen may not use any tool of their craft before it has been so blessed. Thereafter, within the city of consecration, all skills used with such tools will function at a bonus of +10%.

Cleave Range: Touch; Duration: 15 minutes; Stackable to 4 points; Reusable r
When cast upon an edged or point slashing weapon, it confers the equivalent of 2 points of Bladesharp and Countermagic per point stacked; this is stackable with normal Bladesharp or Countermagic, but not both. Any fumble causes the weapon to shatter, as it tempers the metal to brittle-fire sharpness. It does not work on thrusting weapons (e.g. spears).

Command Creature of the Deepings Range: 160m; Duration: Permanent; Non-Stackable; Reusable D a
Enables the caster to gain control of an unintelligent creature From those listed under Summon Creature of the Deepings plus any bearing the Earth Rune. A POW vs. POW roll is necessary. The spell is reusable only if control over the creature is relinquished; however if the original casting fails, or is dispelled, then the spell is lost and must be resacrificed for; otherwise the effects are permanent.

It is not unusual for dwarves to take such creatures on surface journeys, it is certain that they would cause dismay and fear among non-dwarves, especially elves who have legends and myths about some of them. Alchemists would be fascinated by the nature of such creatures.

Command Dwarf Range: 160m; Duration: 1 Day or Battle; Stackable; Reusable S a
A spell used for battlefield communication. Can only be cast upon a dwarf. When cast, the recipient will be aware that his general is trying to contact him and may voluntarily lower his power, it then functions as a Mindspeech spell save that range is unlimited. It is customary for a general to have several uses of this spell, and cast them as he needs them to meet battle emergencies. A very useful spell when controlling wide, sweeping flankmarches and deep scouts.

Free Ghost Range: 160m; Duration: Instant; Non-Stackable; Reusable M c
Unbinds a ghost and sends it to Neibelung's Halls upon a successful POW vs. POW roll, this is unnecessary verses a dwarven ghost.

Hammering Range: Touch; Duration: 15 minutes; Stackable to 4 pts; Reusable
When cast upon a hammer, it confers the equivalent of 2 points of Bludgeon and Countermagic per point stacked; this is stackable with normal Bludgeon or Countermagic, but not both. Unlike Cleave, a fumble will not automatically shatter the weapon.

Key to the Armouries Range: Touch; Duration: 1 Hour; Stackable; Reusable A a
Enables the recipient dwarf to enter the precincts of the City and King's armouries without being attacked by the Spirit Guardian. Stacking of this spell doubles the duration. When casting this spell, the caster must say out load, I give you the Keys to the Armouries.

The King and the Archcanon of the Armouries always have access to these places.

Key to the Treasuries Range: Touch; Duration: 1 Hour; Stackable; Reusable J a
As Key to the Armouries, but this spell covers the treasuries and the relevant Archcanon.

Matrix Creation Range: Touch; Duration: Permanent; Stackable; Non-Reusable ABCMJ c
Enables the caster to place a spell or spells, Battle or Rune, into a magical device. The device must be related to its function. Once created, it can be attuned and then used as if the spell was the owners. Extra spells may not be added after the first use of Matrix Creation. If stacked with Divine Intervention, the device may be self powered at 1 power point per Divine Intervention stacked. Divint may also be used to make the device command activated. Devices may be used unattuned, but power cost is usually permanent. The spell must be known to the caster, or someone in Mindlink with him. Each point of Matrix Creation allows the making of a 1 point Runespell or a 2 point Battlemagic matrix, plus 1 point per extra spell in the matrix.

Only reusable spells may be placed in matrices, (see Super-Matrix).

Pathwatch Range: 160m; Duration: 1 Day; Stackable; Reusable C a
Used by the carpenters when collecting timber from an elf infested woods. Must be cast upon a known path or a way known to the caster personally. Functions as a Detect Traps and Detect Enemies within 160m of the path, within eyesight of the caster. Detects pot-holes as traps, and also natural threats as well as robbers, thieves and elves. Each spell stacked doubles the duration, or width of the area covered.

It functions only while the caster is awake. Dwarves call this spell Elfwatch.

Shield Range: 160m; Duration: 15 mins; Stackable to 4 pts; Reusable S c
As standard Runespell!

Shoring Range: 160m; Duration: 15 mins; Stackable - no limit; Reusable D c
When cast upon a construction or delving of Earth-type materials, stone brick wood, will prevent it from collapsing no matter what may happen to it. Effects 100m×2m×2m tunnel, or equivalent in other construction. Each extra point stacked adds another 100m of tunnel, provided it is all within the spell range, or doubles the duration, i.e. Shoring III lasts 1 hour.

Small Golem Range: 60m; Duration: 15 mins; Non-Stackable; Reusable r
Converts a Small Gnome into a massive stone dwarf of STR and SIZ 3D6+6, which may fight using its fists as mauls, it does not parry and attacks at DEX (3D6)×5%. If destroyed in Golem form, the Elemental spell remains usable, but the Golem spell must be resacrificed for. If the Elemental spell expires before the Golem spell, then it collapses into crumbled rocks and earth. Can be used anywhere where there is enough rock and earth to form the Golem. Has 12pt armour and hit points as the Gnome.

Stone Stand Range: Self; Duration: Permanent; Non-Stackable; Non-Reusable r
Once sacrificed for, this becomes a permanent ability. No body part can be taken to below −5 hit points, cut off, as long as it is in contact with solid stone. Further, a dwarf standing on such a surface, will not fall even if both legs are reduced to 0 hit points or less. Many dwarves have survived dismemberment by lying down with every body part in contact with the ground, they can still be killed on total hit points. Only Runelevels may sacrifice for this spell.

Stonestrength Range: Self; Duration: Instant; Non-Stackable; Reusable DS c
This spell triggers automatically when the dwarf's hit points or power falls to 0. It is a life saver, for it enables them to draw upon the power of Earth provided they are standing upon solid stone. This power acts like a divint, restoring them to 2D3 hit points and 2D6 power, or their current, whichever is the higher. Only one use of this spell may be possessed at any one time.

Sucksap Range: 15m; Duration: Instant; Non-Stackable; Reusable C c
On a successful POW vs. POW, this spell will cause all the sap in any one plant to be drained over the next round, it effects even the Faeriekin. No power roll is required if the caster can touch the plant physically. This will infallibly kill the plant, but the wood thereafter will be useless for practical uses, being dried and cracked. This spell is used by the caster on timber raids and for this reason, the elves fear the carpenter's guild above all others. Copper dwarves do not get this spell and instead replace it with the Faerie spell 'Tanglethicket'.

Summon Ancestor Range: 160m; Duration: 15 mins; Non-Stackable; Reusable M a
Summons a random ancestor, from Neibelung's halls, per the Ancestral Summons Table. However an Archcanon's ancestor must all be in the same guild and family, and so are always counted as Friendly or Neutral. This spell is only used for summoning spirits for specific purposes; e.g. defending the city, finding ghostly guardians for the tombs, etc. Dwarves believe that dead dwarves have work to do for Neibelung and should not be disturbed for any trivial purpose.

Summon Small Gnome Range: 60m; Duration: 15 mins; Non-Stackable; Reusable r
Summons a small elemental of earth, provided there is some of that element present.

Summon Small Salamander Range: 60m; Duration: 15 mins; Non-Stackable; Reusable r
Summons a small elemental of fire, provided there is some of that element present.

Two Point Spells

Engineering RollSTRCONDEX
CriticalSIZ×23D6+121D6+12
SpecialSIZ×1½3D6+62D6+6
NormalSIZ3D63D6
FailSIZ×½1D61D6
Fumble111

Animate Automaton Range: Touch; Duration: 15 mins; Non-Stackable; Reusable B c
Must be cast upon a construction of metal with moving parts, causing it to animate and obey the caster's will. It will be of the size it is fashioned, with strength nominally equal to its size, but this may be affected by the skills of the maker. It will operate at DEX×5%. For its stats of STR, CON and DEX, roll on the maker's engineering skill once it is made.

Armour can be up to SIZ ⁄ 3 all over. These stats do assume a man-sized automaton is produced, simpler machines can be constructed to do specific tasks, e.g. chainsaws!

Such a machine will fight with the weapons it is given. Dwarves do not make large mobile automatons because they are of no use in dwarf tunnels, but SIZ 24 is possible, and many are designed to this size. It takes one season per point of size to fashion an automaton, if an impale is rolled for the fashioning (blacksmithying skill) then 2 points of size can be made, if a critical then 1D6 points of size. These require uninterrupted work for each point, and then finally one season to put it together. Simpler machines can be constructed more easily. Unless automata have spirits bound into them, they never have either POW or INT. The automaton can be automated permanently if the Animation spell is cast non-reusably and stacked with divint by the controller.

Bind Ghost Range: 160m; Duration: Instant; Non-Stackable; Reusable M a
Binds the spirit of a dying or departed cultist into an area as a Ghost, usually to protect the area from molestation. All dwarven tombs have a Ghostly Guardian, for the dwarves take great care over their dead. No power roll is necessary as the spirit is invariably a volunteer.

Binding Pact Range: 160m; Duration: Permanent; Non-Stackable; Reusable S a
Binds two persons into a pact, plus one other per point of Divine Intervention stacked with the spell. At the time of casting, all persons present in spell-range sacrifice at least one point of power, the more important the pact, the more power sacrificed. If one of the parties should break the letter of the pact then he is immediately hit by an Eruption spell, with power equal to that sacrificed at the time of casting. The pact is then considered broken, and will not affect the other parties. The dwarves are fond of using this spell to bind local nobles and institutions into complicated trade agreements, but dwarves are not dishonest and will not attempt to twist the wording to their own advantage as they are after a straight-forward objective, e.g. trade monopolies.

Bind SalamanderRange: 60m; Duration: Permanent; Non-Stackable; Reusable ABJ a
Upon a successful POW vs. POW roll, this spell binds a salamander into a confining receptacle permanently; usually to serve as a permanent source of heat energy. Dispelling the binding releases the salamander which then usually returns to its plane, but the salamander may not be dispelled directly. Such bound salamanders have been seen in dwarven forges and steam engines. The receptacle has to be able to withstand the heat of the elemental and so is usually made of metal.

Blasting Range: 160m; Duration: Instant; Non-Stackable; Reusable D c
Used by the delvers to move large blocks of stone quickly, and also as an offensive spell. It must be cast upon a worked piece of a special type of rock called Blasting-Stone, and is triggered by a point of temporary power after being placed in position. Upto six stones may be so treated and does 1D6 damage to anyone within 2m. If set off together then 6D6 damage is done within 2m, 5D6 in 4m, 4D6 in 6m, etc. Such stones are large and cannot be thrown more than 10m, each one weighs 1 enc, and so they are not easily to use as missiles, but they have been used as mines and siege weapons very successfully. If used outdoors, with no rock to pack them, then the damage is halved. If in a confined space, smaller then the radius of the spell, all those caught within take full damage. Only magical armour protects the victim.

Create Baneweapon Range: Touch; Duration: Permanent; Non-Stackable; Non-Reusable A c
Cast when forging a weapon designed to combat a particular type of foe. The weapon made must be suitably forged of Runemetal, and should contain the essence of the type of creature it is aligned against, and a symbol of that which is effective against it. The forger must roll POW×5% as he casts the spell, success indicates the weapon is complete, failure means that the spell is lost and the weapon is useless. If successful, then whenever the weapon is employed against its target, then the damage done is doubled and cannot be healed or regenerated, save naturally. A weapon may only be baned against one type of creature.

Dwarves also use this spell to make magical armour aligned against certain creatures, the armour counts as double the armour points when used against them.

The making of special weapons and devices is difficult and takes much longer than the normal manufacturing. It must be started and finished on certain calendar dates.

Earthmend Range: Touch; Duration: Permanent; Non-Stackable; Reusable M c
This is a healing spell. Any and all wounds can be packed with earth and rock, and then upon the casting of this spell they are made whole, healed completely. Can be used to attach severed limbs, if cast within ten minutes of severance. It cannot be used to replace severed limbs subsequently. Instead, many dwarves so maimed sport mechanical Runemetal arms made in the same way as the automaton.

Medium Golem Range: 60m; Duration: 15 mins; Non-Stackable; Reusable r
As for Small Golem, save that it converts a medium gnome into a golem, with 4D6+2 strength and hit points as the elemental.

Speak to Plants Range: 160m; Duration: 15 mins; Non-Stackable; Reusable C a
Allows the recipient to talk with any plants of at least small-bush size, one plant per round. Oratory can be used to influence them, though they generally don't respond well do dwarves, especially carpenters, unless they're copper dwarves of course. Any plant can be conversed with regardless of INT.

Stonemarshal Range: Self; Duration: Permanent; Non-Stackable; Non-Reusable S a
Can only be sacrificed for by a pure Runelevel soldier-guildsman. It is a special blessing upon one of Neibelung's best commanders. Soldiers asking for it must make a POW×5% roll for it to be conferred, and must undergo a week-long ritual of purification before receiving the God's blessing upon one of the High Holy Days. If the POW roll is failed, the power sacrificed is lost, and the cultist must clearly perform some penance to purify himself in Neibelung's eyes. A fumble means he may never sacrifice for this spell ever again. If successful, then the following benefits are obtained,

  1. The recipient defends against all POW vs. POW rolls as if 4 points higher,
  2. The cost of Divine Intervention is halved, but not for death divints,
  3. The power cost for healing is halved, though the appropriate spell must be known,
  4. The recipient gains +5% on all skills with a positive power bonus,
  5. He gains a stoic commanding aura, eyes sparkle like gems, countenance becomes impassive and stony and his will adamant. He will never change his mind once made up, and will never break his word. All cultists of Water or Mobility will believe him to be immovable, and
  6. He gains +1D6 CHA due to the above effects.

The recipient of this spell will break the blessing if he/she consorts knowingly with a creature of water, fails to observe every rite and stricture of his god, vacillates or breaks his word, or in any other way fails to act like an immovable worshipper of Stasis and Stone. If the blessing is so broken, then the miscreant must do a penance and cleanse himself before resacrificing for the spell.

Stonewall Range: Touch; Duration: Permanent; Non-Stackable; Reusable M c
This spell welds a mass of unworked stone and rock debris into a smoothly finished stone wall 2m×2m×1 ft thick. Extra uses of this spell may be stacked to increase the dimensions as desired, but the wall must be just that. It may not be curved or cylindrical, nor may there be any aperture within it.

Summoned Creature of the Deepings
1D100Creature
01Automaton1
02-05Black Elf2
06-14Cave Crawler2
15-23Cave Lizard2
24Cockatrice3
25Dwarfbane2
26-34Small Gnome
35-38Medium Gnome
39Large Gnome
40-48Small Golem
49-52Medium Golem
53Large Golem
54Krarshtkid4
55-68Rocklizard3
69-72Rockworm2
73-86Snake3
87-95Snake of Chaos5
96-98Roll Twice
99-00Roll Thrice

Summon Creature of the Deepings Range: 10m; Duration: Instant; Non-Stackable; Reusable D a
Summons a random creature that habitually dwells deep within the bowels of the earth. It will appear in 1D6 rounds underground, and 1D6 days on the surface. Once cast, a creature will come to that place, and it is the responsibility of the summoner to ensure it does no harm when it arrives. A Command Creature of the Deepings spell is needed to control it, if non-sentient. The creature summoned is determined by rolling on the table below.

    Table Notes:
  1. Automata have 4D6 SIZ, roll on Animate Automaton tables for STR, CON and DEX, armour points are equal to SIZ ⁄ 3. Assumed to be rogue automaton from mines.
  2. See Creatures of the Deepings in Miscellaneous Notes.
  3. As per RuneQuestTM rulebook.
  4. As per Cults of Terror.
  5. As Snake, but POW×5% for Chaos Feature.

Summon Medium Gnome Range: 60m; Duration: 15 mins; Non-Stackable; Reusable r
Summons a Medium Earth Elemental, provided any of that element is present.

Super Matrix Range: Touch; Duration: Permanent; Non-Stackable; Non-Reusable J c
This spell must be stacked with Matrix Creation, it has two uses

  1. it allows a matrix to be made of a non-reusable Runespell, and
  2. it can render Matrix Creation reusable, bar one point per spell matriced into the device, but only if the spells are reusable.

This spell basically is the reason why the dwarven jewelsmiths are renowned for fashioning intricate magical artifacts economically and quickly.

Matrix spells cannot themselves be matrixed.

Wooden Vassal Range: Touch; Duration: 15 mins; Non-Stackable; Reusable C c
Basically similar to Animate Automaton, save that the machine is made of wood. Wooden Vassals are more often used on the surface, and rarely down the mines, so they are often larger than the metal variety. The skill governing the STR and CON of the vassal is Woodlore, Woodworking governs its DEX. Its armour is always equal to SIZ ⁄ 6. Dwarves frequently make these for others, particularly small ones as children's toys. As with Animate Automaton, if the spell is cast non-reusably and stacked with a point of divint by the controller, then the automaton is permanent. Construction times are three times as fast as for machines, as parts do not have to be made internally. When working for others, a dwarf will finish the construction and then invite the purchaser to a temporary animation to test the workmanship. Then the client presents the balance of the money, and the automaton is animated permanently. NOTE: The animation spell can be dispelled which immediately renders the automaton dead, however it may be reanimated by recasting the spell.

Three Point Spells

Eruption Range: 15m; Duration: Instant; Non-Stackable; Reusable a
Upon a successful POW vs. POW roll, causes the ground beneath the victim to open up and spew forth fire causing 4D6 points of damage. Only the Archcanons gain this spell reusably, Canons gain it non-reusably as do Guildmasters, no-one else may sacrifice for it. Great care must be taken with it, for it is easy to hurt others within 1m of the victim, for it is not as precise as Sunspear. Will only work upon natural floorings!

Heirloom Range: Touch; Duration: Permanent; Non-Stackable; Reusable ABJ a
This spell renders any item usable only by a named individual and his heirs forever. It is, of course, used only on artifacts of great power, made specifically for people of prestige, power and money. The owner of the weapon will be able to call it to his hand instantly, unless it is protected by Warding IV. It also has the effect that whoever touches it , other than its maker or owner, will be attacked as if by power equal to the money value ⁄ 500, and if successful they will feel an instant desire to own the object, curable only by Dispel XII on the person. If a weapon, they will always try to use it in combat and get it to function for them, to no avail; subsequently, should they lose it, they will pine for it and try to reclaim it.

Large Golem Range: 60m; Duration: 15 mins; Non-Stackable; Reusable a
As for Small Golem, save that STR is 5D6 + 18, and hit points equal to those of a Large Gnome. This spell works upon a Large Gnome.

Seal Tomb Range: Touch; Duration: Instant; Non-Stackable; Reusable M a
Must be stacked with Stonewall, converts a piece of stonewalled masonry into a solid block of seamless stone. This spell is used to close the tombs of Dwarf-Kings and Lords, as well as other places where ingress is neither needed or desired.

Standfast Range: 160m; Duration: 15 mins; Non-Stackable; Reusable S a
Cast during battle upon a regiment of dwarves in a defensive position, it causes them to hold their position, unable to manoeuver and utterly immobile for the duration of the spell. The entire regiment must be within range at the time of casting. Usually the commander will form his regiment into a circle, or such other defensive formation for a line is grievously vulnerable to being out-flanked and hit at the rear. The regiment is always vulnerable to the thinning of the line by casualties and Generals must be careful.

Stoning Range: 160m; Duration: Permanent; Non-Stackable; Reusable D a
Upon a successful POW vs. POW roll, causes the living target to be turned to stone. This is living-stone, it bleeds if scratched and registers to Detect Life. The victim is totally conscious and can be restored to normal by a divint or Dispel Magic VI. If the statue is damaged, then the victim will be so damaged and may die when restored to normal, unless repaired using the Repair spell beforehand. However, even decapitation will not kill the victim until he is restored to normal.

Summon Large Gnome Range: 60m; Duration: 15 mins; Non-Stackable; Reusable a
Summons a Large Earth Elemental, provided there is some of that element present.

Woodward Range: 160m; Duration; 1 Day; Non-Stackable; Reusable C a
Functions as a specialised Warding spell. It does not require four wands, but only one placed in the ground and then confers the protected area of 160m radius. Any elves crossing the boundary immediately triggers all the normal effects of Warding IV, unless they are wearing Detection Blank VIII. It can only be dispelled by casting Dispel VI at the post at the middle. Carpenters uses this spell when logging to ensure security whilst chopping-down trees. Allied Trees and Plant-Eye spies are cut-off from their users when inside the Woodward.

Subservient Cults

Magma

This is a volcano spirit given to Neibelung by Vulkan, and is the source of the Eruption and Salamander spells of the cult. The dwarves revere fire in stone, and so never delve near volcanoes, leaving these areas to Vulkan worshippers.

Spirits of Reprisal

For most minor transgressions, the cult has a tiered system of fines, followed by expulsion. Expulsion can be from the family, guild, city and finally the cult. Apostate dwarves are snubbed, and all other dwarves will refuse to deal with them, but they are not persecuted unless they join a proscribed cult or else deliberately attempt to harm dwarvenkind.

However should a dwarf attempt to practise a craft of which he is not a guildmember, then Neibelung visits him with a minor spirit that inflicts a punishment to fit the crime, as follows.

Spirits of Reprisal
Cinder Afflicts all dwarves using the blacksmith skills without license. It causes a spark from the forge to fly-up and burn an eye painfully. This requires special healing to recover the vision.
Eyesplinter As for Cinder save that unlicensed carpenters receive a wooden splinter in the eye, destroying vision and causing great pain.
Graspingheart Those dwarves using jewelsmith skills without license become infatuated with their own works and will not be parted with them, so suffer unspeakable anguish should they be lost or harmed.
Kneetrembler This spirit attacks any dwarf using his military/combat skills to the detriment of dwarfdom. It twitches the leg tendons of the dwarf causing him to feel as if he stands on moving ground; a most uncomfortable feeling for a dwarf in a fight. He must make a POW×5% per round or be demoralised and a DEX×5% every round or fall losing all attacks and parries this round, taking 1D3 rounds to get-up.
Roofbreaker Afflicts dwarves using delving skills without license. Causes stones and rocks to fall upon the delver, ladders to fall, walkways to collapse, etc. Usually restricts himself to minor effects, but can collapse a tunnel and bury the victim alive. A dwarf afflicted with this spirit will not be welcomed down a dig by his fellow delvers.
Shardeye A dwarf using unlicensed mason skills will receive a shard of stone in his eye, in all other respects, this spirit is like Cinder and Eyesplinter.
Thumbnail Unlicensed armourers will hit themselves whilst working so hard that special healing will be required. Usually the spirit aims for the thumb.

Associate Cults

Matar

The Earth-Goddess was Neibelung's mother, but she had no use for the larger elementals and so traded with her son for Small Golems. Relations with Mercer/Matar and Neibelung are invariably excellent, and all dwarf strongholds are surrounded by peasant villages that exchange food and textiles for manufactured goods.

Mithras

The Soldier-God appreciates the dwarven armourers and finds their line infantry tactics similar to his own, he offers Fireguard to Neibelung cultists.

Fireguard Range: 160m; Duration: 15 mins; Non-Stackable; Reusable
Cast upon a shield or a leather apron (double leather skirt), causes it to protect the wearer completely from any fires or darkness based attacks provided that it is kept between the bearer and the offensive object. It causes all non-Runemetal weapons to suffer 1 point of damage through heat, upon striking its surface. Long, wooden hafted weapons take 2 points. The metal parts of shields so treated glow red-hot.

Vulkan

The Volcano Smith-God is the source of most of Neibelung's craft skills, and he gives his protege the Volcano Spirit Magma.

Miscellaneous Notes

Cult Skills
SkillTypeBaseDescription
ArchitectureK00The design of buildings, bridges, etc. out of stone.
ArmouringM00*The making and repairing of metal armour.
BlacksmithyingM00*The making and repairing of everyday metal items.
DelvingM05*The ability to dig deep shafts and pits in the right places, safely.
EngineeringK00How to fashion and maintain machines of metal (e.g. steam engines, water pumps).
Evaluate TreasureK05Used, by averaging, with relevant skill to ascertain value of goods in market-place. Used by itself for rapid evaluation of coinage.
GemcuttingD00*The cutting and polishing of raw stones to make gems.
JewelsmithyingD00*The fashioning of metal and gems into purely decorative items.
LeadershipO05An oratory skill, not verbose; used by dwarven officers for battle-motivation.
LoggingM05See Sawtooth.
Mineral LoreK05Knowledge of anything dug-out of the ground; its uses, value, legends, etc.
Spot SeamP00The detection and tracking of veins in rocks and how best to mine them.
Spot TrapP05For dwarves, this also includes spotting dangerous rock formations.
Stone LoreK00Knowledge of stone as a material, its uses, properties, value, and legends.
StoneworkingM00*Fashioning stone for the purposes of building etc.
TacticsK00The manoeuvering of troops upon the battlefield, and related subjects.
Weapon MakingM00*The knowledge making and repairing of weapons of all types.
Wood LoreK00Knowledge of wood as a material, its properties, value, legends, etc.
WoodworkingM00*The making and repairing of all things wooden.

Note that skills marked * are base 25% for dwarves.

Restricted Skills

Due to their physique and nature, dwarves find certain skills difficult. Swimming is a base 0% skill and dwarves never learn to swim, they float like stones! Also Pick-Pockets and Tracking are base 5% skills, and never rise above base plus bonuses. Finally Climbing and Jumping are also base 5% skills, but they may be trained at double cost.

Cult Spells

For Neibelung initiates, Strength and Vigour are compatible.

Outcast Dwarves - The Orphans

The Orphans is the subcult for those dwarves that elect not to initiate, and remain laymen whilst initiating into another cult; usually a Death cult, Humakt and Viking being popular, though some Lead Dwarves join Zorak Zoran. This Lay-Membership is allowed, even encouraged provided the Orphan does not join an anathema cult or otherwise offend dwarfdom.

Khuzdul - The Language of the Dwarves

The dwarves teach their spoken language to no-one save other dwarves and to any non-dwarf it is a very difficult skill to master, though some sages have done this in the past. The spoken tongue is called Khuzdul. The written alphabet is designed for carving in stone and is not cursive. The script is taught to many for it is commonly used for inscriptions on devices. Dwarves have no runes for vowels, and so their own inscriptions lack these, but humans sometimes invent or borrow separate runes for vowels.

Sumptuary in Dwarven Society

Marks of Rank
OrphanBadge of city worn on helm and colours of city if required. No guild affiliation.
EssayerBadge of guild of essay worn on helm, guild colours worn if desired.
ApprenticePrentiss' cap bearing badge of master, livery supplied by master.
JourneymanGuild colours always worn. Bears his own device which is that of his house, differenced.
CraftmasterAs for Journeymen, plus ironware.
HousemasterWears arms of house undifferenced on surcoat, and crest of house on helm.
GuildmasterQuarters his arms (1st and 4th) with those of guild (2nd) and city (3rd). Rod of office.
CanonMitred helmet.
ArchcanonMitre bearing guild badge and Rod of Office of relevant colour.

Each rank in dwarvish society has its own particular badges of merit to define the status of the bearer. Reference has already been made to the colours of the guilds, other marks of rank are listed.

Wearing emblems of a rank unentitled is a grievous offence. All dwarves can immediately recognise the race, city, guild, house and status of any other dwarf met. Even Orphans follow Sumptuary Laws even when attaining high rank in other cults, and always seek badges displaying their place in the world.

Special Weapons and Equipment

Helms
HelmEncDuration of FuelCostListen*Spot Hidden
Composite11 hr100- /−25-
Open2 hrs250−10/−35−10
Close4 hrs300−25/−50−20
Full24 hrs400−55/−75−50

Note:
* The second value is for when lit, as the flame is relatively noisy.

Mattock
Used by the delvers; essentially a double-handed war pick doing 2D6+1 damage, which impales, otherwise identical to war axe.

Delvers' Helms
The delvers have to work long hours in the deeps in darkness, and so they are given helms with built-in oil lamps with the characteristics shown.

Machine Tools

 
TypeEnc1H.P1Cost2Damage S.R.STRDEXBase
2-H Chain-Saw4/312/1850004D6+DB 315915%
    Notes:
  1. The second value is for Runemetal (iron) items.
  2. This is the cost for an iron chain-saw.

Many dwarves, especially Runelords have been seen weilding self-powered machine tools such as drills, lathes, etc. The carpenters are especially known for using chain-saws which function as weapons, as follows.

When used to parry a wooden-hafted weapon, it will do 4D6 damage regardless of whether the attack is successful, does 2D6 damage to non-wooden hafted weapons.

These tools all require Animate Automaton and so are always expensive being essentially powerful magic items.

Arquebuses

 
WeaponSTRDEXEncSRDamageRangeBaseH.P.
Arquebus13931/5 rnds4D610020%24
Melee Weapon*139321D10+2-20%24

* An arquebus can be used as a hand weapon with facility.

Missile weapons used by Runelord soldiers, normally made only of iron, for they are too unwieldy when made of bronze. The following stats are for iron arquebuses, with the cost being 1350sh.

The cost of training these skills are the same as for crossbows and quarterstaves repectively.

Each round of ammunition includes an iron ball, plus a specially developed set of magical ingredients in a wooden holder. Each round costs 100 sh, and six can be carried on a cord over the shoulder for 1 enc. When used, the firer takes a round. bites off the bullet and pours the powder down the muzzle of his weapon, sacrificing a point of power to prime the powder and drops the ball down the barrel with some wadding. Finally he rams it home with a wooden rod kept beneath the arquebuses barrel. The weapon is fired by pointing at the target and casting ignite upon the touch-hole. If battle magic is to be used, it must be cast prior to loading, Firearrow may not be used with the powder! Upon firing, there is an enormous cloud of smoke, and a loud roar. All unintelligent animals are demoralised for a radius of 30 yards, familiars only if they fail POW×5%.

If fired in a confined space, the smoke acts like an incapacitating poison of gas causing coughing, wretching and halving of DEX based skills. The noise deafens all within 5 yards, −20% on all listen skills, double this for sound-sensitive creatures. In a confined space triple the penalties and make CON×5% rolls or burst eardrums results. Fumbles when firing cause non-Runemetal Arquebuses to explode wrecking the weapon and doing 4D6 damage to the firer. Bronze Arquebuses are double the enc. Iron balls may be retrieved and are worth 10 sh each.

The dwarves also make much larger versions of these weapons, mounted on carts or rails with ranges of several miles.

Creatures of the Deepings

Many strange creatures are found in the deeps, many showing evidence of chaos, some are clearly related to surface creatures, others are peculiar to the deeps. There follows descriptions of the most common.

Black Elves
WeaponS.R.DamageSkill
Hand Axe41D6+150+
Thrown FlintS/MR(5)1D6175+
Bite51D4275+
Claw41D675+
    Notes:
  1. This thrown weapon impales
  2. Plus poison - Irritation/Lethal, POT=CON

Black Elves
STR: 2D6+2; CON: 2D6+6; SIZ: 2D6; INT: 2D6; POW: 3D6; DEX: 3D6+3; CHA: 3D6
Black elves are much like their surface kindred save that they are clearly allied to darkness, and plants of dark. They appear misshapen and leprous with fungoid growths upon their naked bodies. Their weapons are primitive, of worked flint and they are cowardly, throwing stones from ambush and running. Sunlight demoralises them. They know little magic and apparently have the barest rudiments of religion. Sages say that they are an example of what happens to a race without a god; and say that, but for their hero-gods, this would have been the fate of the Baboons and Ducks.

Other significant skills: Move Quietly 90, Hide in Shadows 90

Cave Crawlers
WeaponDamageSkill
TentacleGrappleDEX×5%
Bite2D6+DBDEX×5%

Cave Crawlers
STR: 4D6+6; CON: 2D6+6; SIZ: 4D6; POW: 2D6+6; DEX: 3D6+3; Move: 1
A creature of our nightmares! Suckered feet hold it onto rocks; tentacles lead away over rocks and walls to act as snares, (tentacles are camouflaged and secrete a sticky goo!) Upon STR vs. SIZ, it pulls prey into its mouth to be eaten.

Cave Lizards
WeaponDamageSkill
Claw1D6+DBDEX×5%
Bite1D10+DBDEX×5%

Cave Lizard
STR: 4D6; CON: 2D6+6; SIZ: 2D6+6; POW: 2D6+6; DEX: 2D6+6; Move: 4; Skin: 3 pt
Similar to rock lizards, but are blind and hunt instead by sound, smell and feeling heat at close range.

Dwarf Bane
WeaponDamageSkill
Claw2D6+DBDEX×5%
Bite4D6DEX×5%
Dwarf Bane Hit Locations
Location1D20H.P.
Head19-200
Left Fore Leg16-18−1
Right Fore Leg13-15−1
Chest12+1
Left Middle Leg10-11−1
Right Middle Leg8-9−1
Left Rear Leg6-7−1
Right Rear Leg4-5−1
Abdomen1-3+1

Dwarf Bane
STR: 2D6+18; CON: 1D6+12; SIZ: 3D6+6; POW: 2D6+6; DEX: 2D6+6; Move: 6(2); Skin: 8 pt
Fearsome insectoid creatures allied to darkness. They burrow quickly into rock. They are voracious hunters, which eat anything living. They have a POW×5% chance of having a chaos feature.

Rockworm
WeaponDamageSkill
Spit AcidAs SIZ Category ⁄ 2Dex×5%
Bite1D4DEX×5%
Rockworm Hit Locations
LocationsHeadMid-BodyTail
1D2017-209-161-8
H.P.+1+1+2

Rockworm
STR: 1D6 to 6D6; CON: 3D6; SIZ: 1D6 to 6D6; POW: 3D6; DEX: 3D6; Move: 2; Skin: 2 pt
Worms that move about in the deeps , eating holes with acid and digesting rocks. Largely harmless to living creatures unless provoked. They do not eat living creatures, and are blind. They grow continuously. Sometimes they are used by delvers for driving tunnels. Wild rockworms are a nuisance as they eat valuable minerals.

Prices

Dwarves have a strict code regarding the sale of wares to others which insists they deal fairly, thus dwarves offer fair prices for their goods regardless of availability and will not knowingly sell substandard merchandise.

For instance, normally a dwarf will offer a broadsword for sale for 135 sh. This price would be higher for genuinely superior workmanship, but if part of a shipment taken at expense to an area where such weapons are at high demand, the sword might possibly command much higher prices but a dwarf would only adjust his retail price to match his extra outlay and will gladly account for the mark-up if asked!

The Minor Guilds

Minor Guilds
GuildPrimary SkillSecondary SkillsNotes
GlassblowerGlassblowingSandlore
Evaluate Treasure
Bargaining
Often allied to Jewellers
LeatherworkerLeatherworkingWeaving
Evaluate Treasure
Bargaining
 
PotterPot-throwingClay Sculpture
Evaluate Treasure
Bargaining
Often also in Gowrie
TailorTailoringTanning
Evaluate Treasure
Bargaining
 

These are crafts which are found in only a few families in dwarven society, but which are more common in human society. These guilds have no Runespells and wield no political power. There follows a few examples.

Weapons are at the discretion of the individual, and so minor guilds are often seen sporting non-dwarvish weapons; such as Greatswords, Pikes and Pole-axes.

Starting Character Dwarves

Once it is decided that the character will be a dwarf, the race must be decided. Usually the nearest stronghold will be the most likely home, but occasionally there will be a choice. The races and their characteristics follow.

 
RaceHairBeardComplexionCapital CityReal World LocationNotes
BronzeSandySandyBronzedBrazendeep Fairly Common.
LeadBlackBlackPaleBlackplummingsSarajevoFound in Troll-lands. Hated by Elves.
TinGreyBlue-GreySwarthyStannarySmyrnaFound in Asia Minor, Spain and North Africa.
CopperCopper-RedCopper-RedFreckledCopperheadAntiochFound in Nertha Vale only. Hated by Trolls.
QuicksilverSilver-GreyOrange-RedSwarthyCinnabarMalagaFound in Spain and South France only.
GoldGolden-BlondeGoldenTannedGoldmineSparta 
SilverSilver-GreySilver-GreyPaleSilverseam  
IronGreyRust-RedSwarthyIrondelveVenice 

All dwarves get the relevant primary skills at 70% plus bonuses, and the secondary skills at 50% plus bonuses. All craft skills start at 25% plus bonuses. One weapon attack and parry is taught to 50% plus bonuses, and the others to 30% plus bonuses. See Restricted Skills. The Lay dwarf will know Detect Gems, Detect Runemetal, Detect Magic, Binding and Repair II.

For equipment, a Lay dwarf receives a suit of Medium Infantry armour, and one weapon plus 1D10 sh from his family. Upon initiating he gains all the benefits of the status, including his free racial spells. It is assumed that if he has not yet attained initiatehood then he is a released apprentice.

The guild is resolved using the following table, which may also be used to decide the race if so desired.

Starting Character Guilds
1D100Race DelverCarpenterMasonSmith JewellerArmourerSoldierMinor Guild
01-30Bronze01-3031-4041-5556-8081-8586-9596-99100
31-35Lead01-2021-3031-4041-8081-8586-9596-99100
36-45Tin01-2021-4041-5051-8081-8586-9596-99100
46-55Copper01-1011-2526-3536-7576-8586-9596-99100
56-60Quicksilver01-2021-3031-4041-8081-8586-9596-99100
61-75Gold01-2021-3031-4041-7071-8586-9596-99100
76-90Silver01-2021-3031-4041-7071-8586-9596-99100
91-00Iron01-2021-3031-4041-7071-7576-9091-99100