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Nathan “N0-1_H3r3” Dowdell

Tuesday, 30 June 2009

Warhammer Fantasy Roleplay


Armies of The Karaz Ankor
THE K ARAZ ANKOR, which means “the everlasting realm” in Khazalid, is the Dwarfen term for their empire, which once
spanned the three great mountain ranges of the Old World – the World‟s Edge Mountains, which stretch from the
Badlands to Norsca, the Black Mountains, which stretch between Tilea and The Empire, and the Grey Mountains, which
divide the Empire from Bretonnia. During their height, a Dwarf could travel from hold to hold, fortress to fortress
without ever seeing the sky, travelling along vast subterranean roadways. Through trade with E lves and the wealth of the
mountains and mines, Dwarfen culture flourished and prospered, growing large and powerful.
But it was not to last. Betrayal and war struck the Dwarfs, first at the hands of their erstwhile allies, the Elves of Ulthua n,
and then at the hands of greenskins and ratmen. For almost two thousand years, the Dwarfs waged war with the enemies
that assailed them from above and below, and great cataclysms rent their empire asunder. Only in recent times, by the
reckoning of the long-lived Dwarfs, has peace returned, with assistance from the most unlikely of sources – Man. Thanks
to the strength of Sigmar‟s Empire, who are still counted as allies to Dwarfkind, the sons of Grungni rebuild and reclaim
what they can of an empire once besieged for a hundred of their lifetimes.

A Note on Translations: Throughout this document, you will note that the Khazalid terms for Dwarfen items, regiments
or groups of people have been added in brackets. In all such cases, the following should be remembered: the suffixes -i and
-al both signify groups of people. However, where -i refers either to an individual, or to a broad type of person (for
example, Drengi refers to either a Slayer or all Slayers, while Grobi refers to a Goblin or all Goblins), -al refers to a specific
group (Umgi is humans, and Elgi is Elves, but Umgal is a specific group of humans). Thus, in the entry for the Dwarfen
Handgun below, I list Thrundi and Thrundal as being the Khazalid terms for Thunderer, Thrundi refers to all Thunderers in
general or a single Thunderer, Thrundal would refer to a particular group of Thunderers, perhaps a single regiment of them
in a larger army.
More information on the language of Khazalid can be found in Warhammer Armies: Dwarfs (not the current version, the
previous one), or the Black Library background book Grudgelore. If you‟re lucky enough to find a copy, a more extensive
Khazalid lexicon can be found in the appendices of Dwarfs: Stone and Steel for 1st Edition WFRP.

Armouries of the Dwarfholds


THE DWARF PEOPLE have endured long and brutal wars for thousands of years, and are well -prepared for whatever
conflicts might come their way. Skilled with metalwork and stonework, their Holds and fortresses are difficult to besiege,
and their weapons and armour are some of the finest examples of practical craftsmanship anywhere in the world – not
even the razor-sharp blades and feather-light armour of the Elves can compare to the finest of Dwarfen axes or the hardest
of Dwarfen armour.

Dwarfen Handgun
THE DWARFEN HANDGUN , or „Thrund‟ as it‟s known in Khazalid, is a masterpiece of the gunsmith‟s craft, and most are
hand-made and customised by the Thunderer (Thrundi or Thrundal in Khazalid) or gunner who will use it in battle. Most are
ornately crafted, with rifled barrels, unusual sights and more reliable firing mechanisms (either due to finer craftsmanship,
or newer technologies not yet proven through centuries of use), and make use of finer grain powder than that used in
human-made gunpowder weaponry.
Cost Enc Group Damage Range Reload Qualities Availability
Impact,
1 Full, 1
450 gc 60 Gunpowder 4 24/48 Precise, Very Rare*
Half
Unreliable
Dwarf Handguns are considered Very Rare in Dwarfen communities where they are made, and are almos t impossible to
find elsewhere.

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Nathan “N0-1_H3r3” Dowdell

Tuesday, 30 June 2009

Traditional Crafts and Traditional Skills

Careers
Alchemist (Advanced)

enDrinklen
Clan Warrior (Basic, Special)
Though dedicated warrior clans exist, and in not insignificant numbers, no true Dwarf is unwilling to take up his axe in
defence of clan and hold. In times of war, a hold can muster its Throng, or army, to fend off attackers or bring vengeance
upon an enemy.
Many Clan Warriors come from the Warrior clans (Khazalid: Kazakthrongi or Kazakthrongal), who spend their time
training, drilling and defending their hold, assisting the more elite, specialist warriors in their tasks. Others instead are more
akin to a militia instructed by the Longbeards (Khazalid: Langktrommi or Langktrommal) – veteran warriors whose battlefield
experience is matchless and whose duties to their clan have been replaced by a duty to oversee and organise the defence of
their hold.
Of particular note are the warriors known as Quarrellers, who contribute their crossbows to the strength of the Throng.
Since time immemorial, the Dwarfs have used crossbows to slay enemies from afar, and only recently (in Dwarf terms,
recently is a matter of several centuries at least) have they started to lose dominance as the Handgun has become more
popular. In most other cases, Dwarf Warriors will enter battle as part of a shieldwall or Throng, forming the front lines
against their enemies.
This career is a Dwarfen equivalent of both Soldier and Militiaman. At your GM‟s discretion, you may substitute either of
those careers for this one if you are creating a Dwarf character.

Special Requirements: You must be a Dwarf to enter this career.


Career Entries: Any Dwarf may enter this career – all Clans are able to put down their tools and pick up weapons in times of war
and emergency.

- Clan Warrior Advance Scheme -


Main Profile
WS BS S T Ag Int WP Fel
+10% +10% +5% +5% - - +5% -
Secondary Profile
A W SB TB M Mag IP FP
+1 +2 - - - - - -
Skills: Common Knowledge (Dwarfs) or Perception, Dodge Blow, Drive or Scale Sheer Surface, Consume Alcohol or Gossip,
Intimidate, Trade (Miner, Smith or Stoneworker)
Talents: Disarm or Quick Draw, Sharpshooter or Strike Mighty Blow, Specialist Weapon Group (Two-handed) or Sure Shot, Strike
to Injure or Rapid Reload, Strike to Stun or Mighty Shot.
Trappings: Dwarfen warriors are known to carry an assortment of weaponry into battle – from smaller axes and hammers, often
paired with shields, to much larger great axes and mauls. Even quarrellers, who primarily fight at a distance with their
crossbows, are known to bear an axe or two for when the enemy gets too close to shoot. No sane Dwarf would go into
battle unprotected either – normally wearing coats of mail and solid helms over hardy leather clothing (Dwarfs don‟t
consider leather to be suitable material for armour – it‟s clothing as far as they‟re concerned).
(Hand Weapon or Great Weapon, Crossbow with 10 bolts or Shield, Medium Armour (Sleeved Mail Coat, Helmet, Leather
Jack and Leather Leggings))
Career Exits: Deepwatcher, Hammerer, Ironbreaker, Mercenary, Sergeant, Shieldbreaker, Ranger, Veteran.

Dwarf Lord (Advanced, Special)


Unlike the Empire, Dwarf society has no inclination towards the layers of titles and styles found in human nobility, nor
the almost reckless politicking found amongst Elves. Save for the Kin g and Queen, all Dwarfs of noble birth are Thanes,
of theoretically equal standing, importance, authority and responsibility to the Dwarf people.

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Nathan “N0-1_H3r3” Dowdell

Tuesday, 30 June 2009


Of course, in practice, it doesn‟t quite work that way. Older, more experienced Thanes will invariably have an edge in all
matters of court; as in every facet of Dwarf culture, age and experience is considered to be a virtue, a matter of justifiabl e
pride and considerable importance. A Thane with a century and a half of experience leading and serving his people in
peace and war alike has an opinion far more valuable than the Thane who has lived only for a handful of decades.

Special Requirements: You must be a Dwarf with the Royal Blood talent to enter this career.
Career Entries: Ambassador, Guild Master, Hammerer, Ironbreaker, Politician, Steward.

- Dwarf Lord Advance Scheme -


Main Profile
WS BS S T Ag Int WP Fel
+25% +5% +15% +15% +10% +20% +20% +30%
Secondary Profile
A W SB TB M Mag IP FP
+1 +6 - - - - - -
Skills: Academic Knowledge (History or Strategy/Tactics), Academic Knowledge (Genealogy/Heraldry), Charm, Command,
Common Knowledge (Dwarfs), Consume Alcohol, Evaluate, Gossip, Outdoor Survival, Perception, Read/Write, Speak
Language (Khazalid), Speak Language (any one)
Talents: Master Orator, Public Speaking, Specialist Weapon Group (Two-Handed)
Trappings: Only the finest items grace a Dwarf Lord‟s person, and the most skilled artisans of his hold will all have contributed to
his personal effects. Runic weapons, the sturdiest armour, the finest clothing and finer drink, and personal wealth that
would make a Marienburg banker blush
(Best Quality Runic Hand Weapon or Best Quality Great Weapon, Heavy Armour (Full Plate Armour), Best Quality
Noble‟s Garb in traditional Dwarfen styles, personal supply of Best Quality Dwarfen beer, jewellery worth 500gc, personal
hoard of gold worth at least 1,000gc)
Career Exits: Ambassador, Captain, Guild Master, Scholar.

Hammerer (Advanced, Special)


Hammerers (Khazalid: Grundi or Grundal) are a Dwarf king‟s personal guard, and are accorded a high status within their
stronghold. Each is a skilled warrior, personally selected for the honour by the king himself. However, skill -at-arms and
courage are not enough – a Hammerer must swear oaths of unflinching loyalty to their king and demonstrate unwavering
devotion to protecting him. A Hammerer must be ready and willing to give his own life to protect his king, and their
stubborn nature is renowned even amongst their own famously intractable kind.
A group of Hammerers guard a Dwarf king at all times, and the dishonour of failure in this duty is unthinkable –
Hammerers who have allowed their king to fall in battle have been known to enter self -imposed exile or swear the Slayer
oath because of the shame.
Special Requirements: You must be a Dwarf to enter this career, and have been hand-picked as a Hammerer by a Dwarf King.
Career Entries: Clan Warrior, Ironbreaker, Shieldbreaker, Thane, Veteran.

- Hammerer Advance Scheme -


Main Profile
WS BS S T Ag Int WP Fel
+25% +5% +10% +10% +10% - +15% +5%
Secondary Profile
A W SB TB M Mag IP FP
+1 +6 - - - - - -
Skills: Academic Knowledge (Genealogy/Heraldry or History), Common Knowledge (Dwarfs), Consume Alcohol, Dodge Blow,
Gossip, Intimidate, Perception, Secret Language (Battle Tongue)
Talents: Coolheaded, Etiquette, Specialist Weapon Group (Two-handed), Strike Mighty Blow, Strike to Injure, Strike to Stun,
Stubborn Bravery
Trappings: Every Hammerer is clad in fine armour of layered chain and plate, as is only fitting for elite royal guards. However, it is
the hammer from which they get their name that is of particular significance. Gifted to each Hammerer by their king, each
mighty two-handed hammer is a heavy but finely balanced weapon crafted to the highest standards, and this weapon
symbolises the oaths sworn when a new Hammerer enters his king‟s service.
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Nathan “N0-1_H3r3” Dowdell

Tuesday, 30 June 2009


(Best Quality Great Weapon, Heavy Armour (Full Leather Armour, Sleeved Mail Coat, Mail Coif, Breastplate, Helmet))
Career Exits: Champion, Sergeant.

Ironbreaker (Advanced)
Most of the Karaz Ankor is below ground. From the vast artificial caverns of the holds to the deep and twisting mines
and the endless tunnels of the Underway, those parts of the Dwarfen realm beneath the surface are far grander and vaster
than those visible under the sky. However, they are no longer safe, and have not been so in many a century, with the dank
caves of the goblins and the warrens of the Skaven. Those enemies and worse dwell in the darkness beneath the world, and
Ironbreakers (Khazalid: Azuldrungi or Azuldrungal) are charged with guarding and protecting the deep places of the
everlasting realm.
Most Ironbreakers spend the majority of their time deep below ground, in parts of their hold rarely visited by others,
where calamities and skirmishes with ancestral foes can strike at any time. As a result, Ironbreakers are clad in the finest
armour to protect them from the inevitable dangers they might face. Their unyielding armour is borne as a badge of
honour amongst this select group of warriors, who wear it proudly. Few are the Shieldbreakers – a lesser kindred of tunnel
fighters – who do not aspire to join the prestigious ranks of the Ironbreakers.
Special Requirements: You must be a Dwarf to enter this career.
Career Entries: Clan Warrior, Mercenary, Miner, Shieldbreaker, Thane, Veteran.

- Ironbreaker Advance Scheme -


Main Profile
WS BS S T Ag Int WP Fel
+25% +5% +10% +10% +15% +5% +15% -
Secondary Profile
A W SB TB M Mag IP FP
+1 +6 - - - - - -
Skills: Common Knowledge (Dwarfs), Common Knowledge (Greenskins or Skaven), Consume Alcohol, Dodge Blow, Intimidate,
Navigation, Perception, Scale Sheer Surface, Secret Language (Battle Tongue), Shadowing
Talents: Acute Hearing or Coolheaded, Orientation, Strike Mighty Blow, Strike to Injure, Strike to Stun, Very Resilient or Very
Strong
Trappings: Ironbreakers are the elite tunnel fighters of their Hold, expected to face terrible odds and numerous foes both above and
below ground. As a consequence, their equipment is some of the finest the smiths of their hold can produce. Ironbreakers
typically wear layers of steel mail with heavy Gromril plate armour and face-covering Gromril helms (incorporating long
armoured covers for the wearer‟s beard, known as Stoktromm), and wield finely-wrought axes, hammers and shields.
(Good Quality Hand Weapon, Good Quality Shield, Full Mail Armour, Gromril Breastplate, Gromril Helm)
Career Exits: Champion, Hammerer, Sergeant.

Lodefinder (Advanced)

enDrinklen
Loremaster (Advanced)
The sagas of Dwarf-kind are long and complex, the recorded history of their culture spanning over five thousand years and a
civilisation that has endured greater trial and hardship than any other save the Elves (and the Dwarfs themselves would rigorously
dispute that). The spirit and shape of a civilisation, so the Dwarfs tell, is in its histories and its traditions, and so vast are their
histories that a Dwarf could spend his life learning them and still never truly come close to knowing all of the legacy of his own
Hold, let alone the rest of the Karaz Ankor.
Loremasters do not allow this to deter them. Their wisdom, insight and vast knowledge make them highly sought-after for
matters ranging from the law to military strategy, and if they find they do not know something, they know where to find out. To
the Dwarfs, there are few matters that cannot be solved by looking to the past, and Loremasters are the experts on all that once
was. Wise old Dwarfs all, they know stories and poems from centuries past, and when not surrounded by piles of written lore, can
often be found sat by the hearth, regaling the beardlings of the glorious past.
Career Entries: Guild Master, Scholar, Master Engineer

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Nathan “N0-1_H3r3” Dowdell

Tuesday, 30 June 2009

- Loremaster Advance Scheme -


Main Profile
WS BS S T Ag Int WP Fel
+5% +5% +5% +10% +5% +35% +20% +20%
Secondary Profile
A W SB TB M Mag IP FP
- +5 - - - - - -
Skills: Academic Knowledge (History), Academic Knowledge (any three), Charm, Common Knowledge (Dwarfs), Common
Knowledge (any three), Consume Alcohol, Evaluate or Trade (Cartographer), Perception, Perform (Storyteller),
Read/Write, Speak Language (Khazalid), Speak Language (any three)
Talents: Ancient Lore, Coolheaded or Savvy, Linguistics, Public Speaking
Trappings: Few Loremasters are without samples of the subject of their latest studies, and thus carry around a sturdy bag bulging
with engraved stone tablets or metal-leaf books. Beyond that, a small, relatively portable assortment of chisels, knives and
gravers for making their own notes and composing their own additions to the vast libraries of lore present in each
Dwarfhold.
(Good Quality Engraver‟s kit, 6 engraved stone tablets, 3 metal-leaf books)
Career Exits: Explorer, Litigant, Steward

Master Artisan (Advanced)

enDrinklen
Master Engineer (Advanced)
As only the Tileans would dispute, the Dwarfs are the oldest and most proficient Engineers in the Old World, having
been practicing their craft for thousands of years, since mankind were little more than fur -clad savages. Dwarf Engineers
(Khazalid: Endrinkuli or Endrinkulal) belong to the Engineers‟ Guild almost universally, the only exceptions being those
forced out for their conduct or an unbecoming innovative streak. Such engineers are almost always welcomed by the
entirely-eccentric Imperial College of Engineers for their skill and insight.
Amongst the Engineers‟ Guild, however, there are some who manage to innovate without dishonouring tradition, whose
appreciation for tried and tested methods tempers an inclination to do things in new ways, and whose skill at the creation,
maintenance and use of the machines of Dwarfkind know few equals. These Master Engineers are at the peak of their
craft, highly respected and highly sought-after.

Special Requirements: You must be a Dwarf to enter this career.


Career Entries: Alchemist, Engineer

- Master Engineer Advance Scheme -


Main Profile
WS BS S T Ag Int WP Fel
+10% +20% +5% +10% +10% +25% +10% +5%
Secondary Profile
A W SB TB M Mag IP FP
- +5 - - - - - -
Skills: Academic Knowledge (Engineering), Academic Knowledge (Science), Academic Knowledge (History) or Common
Knowledge (Dwarfs), Consume Alcohol, Drive or Evaluate, Perception, Read/Write, Speak Language (Khazalid), Trade
(any two of the following: Apothecary, Armourer, Carpenter, Gunsmith, Miner, Smith, Stoneworker, Weaponsmith).
Talents: Master Gunner, Methodical Gunner, Specialist Weapon Group (Engineer, Gunpowder or Explosive)
Trappings: Hard-earned experience, and the prosperity that comes with age and skill, allow a Master Engineer to equip himself to
face anything. Sturdy plates of armour protect him from mishap and attack alike, while solid weapons – typically hammers,
although sturdy spanners and wrenches have been known in some unusual cases – serve to deter enemies and reprimand
apprentices alike. It is a rare Master Engineer who doesn‟t own at least one firearm, often of his own design, and extensive
toolkits of the highest quality and most eclectic contents accompany them everywhere.

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Nathan “N0-1_H3r3” Dowdell

Tuesday, 30 June 2009


(Good Quality Hand Weapon, Heavy Armour (Helmet, Breastplate, Chain Shirt, Leather Jack), Good Quality Dwarf
Handgun or Pair of Good Quality Pistols, ammunition for 10 shots, Best Quality Engineer‟s Toolkit, 6 metal spikes)
Career Exits: Alchemist, Artisan, Artillerist, Guild Master, Loremaster

Ranger (Advanced)
Dwarf Rangers are considered unusual in that they live mostly above-ground. Either born into a clan that dwells on the
surface (for whatever reason), or simply drawn into that life, Rangers are capable outdoorsmen, skilled trackers and
effective warriors, using their abilities to act as scouts and sentries for the Throng, and slaying the foes of Dwarfkind with
axes and crossbows.
Rangers tend to be well-travelled, self-sufficient individuals, as much at home beneath the trees or climbing mountains as
beneath the ground, and tend to wander between the outposts and watch-towers that surround the Holds, and down to the
foothills and any human settlements nearby to hear the latest news and rumours.

Special Requirements: You must be a Dwarf to enter this career.


Career Entries: Champion, Clan Warrior, Hunter, Miner, Runebearer, Tradesman, Veteran,

- Ranger Advance Scheme -


Main Profile
WS BS S T Ag Int WP Fel
+20% +20% +10% +10% +15% +20% +15% -
Secondary Profile
A W SB TB M Mag IP FP
+1 +6 - - - - - -
Skills: Common Knowledge (any two), Concealment, Consume Alcohol, Dodge Blow, Gossip, Follow Trail, Navigation,
Perception, Scale Sheer Surface, Secret Language (Ranger Tongue), Secret Signs (Scout), Silent Move, Speak Language
(any two)
Talents: Mighty Shot or Sure Shot, Orientation, Rapid Reload, Specialist Weapon Group (Throwing or Two-handed)
Trappings: Rangers travel far and wide, and need to be prepared for fierce battle in the wilderness. Sturdy chain coats, as worn by
most Dwarfen warriors, an assortment of axes of varying kinds – large, small, and even throwing axes, and a stout
crossbow are carried by most Rangers, giving them a wide range of tools with which to hunt both game and enemies. A
flask or bottle of something strong, alcoholic and Dwarfen is almost ubiquitous, to keep off the cold during dark nights.
Beyond that, Rangers are capable mountaineers, and a length of rope and a grappling hook are the bare minimum of
climbing equipment a Ranger is likely to carry.
(Medium Armour (Mail Coat, Leather Jack, Leather Leggings), Crossbow, Hand Weapon, Two-handed weapon or 4
Throwing Axes, 10 Yards of Rope, Grappling Hook, Flask of Good Quality Ale)
Career Exits: Explorer, Sergeant, Vampire Hunter, Veteran.

Runescribe (Basic)
As amongst humanity, literacy is a relatively rare skill amongst Dwarfs. Most Dwarfs know how to i dentify the basic
runes that make up their name, and the basic number runes, but for the most part, written lore is the preserve of certain
craftguilds, and with most knowledge passed down from master to apprentice through practical methods, this doesn‟t
significantly impact the day-to-day lives of most Dwarfs.
Still, there are times when written records are required, and times when it‟s useful to have words and deeds etched onto
stone or metal for future generations. Runescribes perform this basic task, as well as serving as apprentices to scholars and
lorekeepers, learning the history and traditions of their people by copying them down under the supervision of their
betters. As well as the secrets of runes and written language, runescribes learn the method s of applying those runes to
unyielding metal and stone, giving them permanence rarely found in the writings of other races.
Many runescribes move on to apply their skills elsewhere, often charged with maintaining a section of a Hold‟s extensive
libraries, chronicling the deeds and decrees of Thanes and Guildmasters for posterity, or in some rare cases, even learning
the secrets of Thrungni‟s Runes and learning to bind power into otherwise mundane objects. If nothing else, though, years
of hauling around heavy metal-leaf books and stone tablets of lore keeps them strong and able-bodied...
This career is a Dwarfen equivalent of Scribe. At your GM‟s discretion, you may substitute that career for this one if you
are creating a Dwarf character.
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Nathan “N0-1_H3r3” Dowdell

Tuesday, 30 June 2009


Career Entries: Apprentice Runesmith, Cartographer, Runebearer, Student, Tradesman

- Thane Advance Scheme -


Main Profile
WS BS S T Ag Int WP Fel
- - +5% - +5% +10% +10% +5%
Secondary Profile
A W SB TB M Mag IP FP
- +2 - - - - - -
Skills: Academic Knowledge (History or Genealogy/Heraldry), Academic Knowledge (Runes or Law), Common Knowledge
(Dwarfs) or Gossip, Perception, Read/Write, Secret Language (Guild Tongue), Speak Language (Khazalid), Speak
Language (Reikspiel, Breton or Tilean), Trade (Stoneworker)
Talents: Linguistics
Trappings: Dwarfs do not commonly write on paper or parchment, and thus the effects of a runescribe may seem to human eyes to
be more akin to those of a mason or sculptor than of a person of letters. An assortment of chisels, needles and gravers of
varying kinds are ever-present, for marking stone and metal with the shapes of the runes and embellishing the work with
geometric patterns, along with a small mallet or two for working with particularly hard substances, and a whetstone for
sharpening blunted tools. Additionally, candles and other portable light sources are commonly used, as they can be moved
around to highlight different angles of the work and pick up flaws more easily than working from a single fixed light
source.
(Engraver‟s kit, whetstone, a pair of candles, 5 matches, 3 stone tablets or a metal-leaf book)
Career Exits: Artisan, Apprentice Runesmith, Cartographer, Exiseman, Foreman, Litigant, Runebearer, Scholar, Student

Thane (Basic, Special)


Just as the nobility rules the lands of Men and Elves, so do the Royal Clans rule the Dwarfs. Disinclined for the frivolous
titles of human nobles, Dwarfs refer to any and all Nobles who aren‟t the King or Queen as Thanes, and consequently
there are a great many Thanes in every Hold, all serving a variety of roles, but all related to one King or another
somewhere along the lines, and thus distantly descended from Grungni and Valaya themselves.
Unlike human nobles, who consider common trades to be beneath them, a Thane is likely to be at least fami liar with the
trades practiced in the Hold he calls home, as skilled craftsmen are celebrated amongst Dwarfs and considered an ancestral
legacy – after all, it was Grungni who taught the Dwarfs the secrets of stone and steel, and as his descendants, it wou ld be
improper for them to be ignorant of those things. Consequently, Thanes tend to be far more grounded and practical -
minded than their human counterparts, something that makes many humans quietly wonder if the Dwarfs have a concept
of a Noble class at all. As much as anything, this is so they can resolve disputes between the different guilds and clans that
make up a given Dwarfen community – trying to do this without at least some grounding in the subject being „debated‟ is
disregarded as useless nonsense or “goblin talk” (Khazalid: Grobrorkit)by most Dwarfs.
This career is a Dwarfen equivalent of Noble. At your GM‟s discretion, you may substitute that career for this one if you
are creating a Dwarf character.

Special Requirements: You must be a Dwarf of a Royal Clan to enter this career.
Career Entries: Special – any Dwarf of a Royal Clan (GM‟s discretion) may enter this career, and any character who is in or has
completed this career is considered to be a member of a Royal Clan.

- Thane Advance Scheme -


Main Profile
WS BS S T Ag Int WP Fel
+10% - +5% - - +5% +10% +10%
Secondary Profile
A W SB TB M Mag IP FP
- +2 - - - - - -
Skills: Command, Common Knowledge (Dwarfs), Consume Alcohol or Performer (Storyteller), Charm, Intimidate or Gossip,
Read/Write, Speak Language (Khazalid), Trade (any one of the following: Armourer, Brewer, Gem Cutter, Gunsmith,
Miner, Smith, Stoneworker or Weaponsmith)
Talents: Etiquette, Luck or Public Speaking, Royal Blood, Savvy or Very Strong, Schemer or Dealmaker
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Nathan “N0-1_H3r3” Dowdell

Tuesday, 30 June 2009


Trappings: Those of royal blood are invariably well-equipped, for even the least of Dwarfen nobles is considerably wealthy due to
the riches of their mountain homes. Finely wrought axes and hammers, often owned by the Thane‟s ancestors, sturdy mail
shirts, fine food and drink, and a selection of their favourite gold are commonly carried, by many Thanes.
(Good Quality Hand Weapon, Medium Armour (Chain Shirt, Leather Jack), flask of Good Quality Dwarfen ale, 4d10 gc
and jewellery worth 6d10 gc)
Career Exits: Hammerer, Ironbreaker, Politician, Steward, Student, Tradesman

Thunderer (Basic)
Though the Crossbow has long been the traditional ranged weapon of the Throng, the Handgun is now a common sight in
Dwarf armies, much to the disdain of the most tradition-minded Dwarfs. Dwarfs who specialise in the use of handguns in
battle are known as Thunderers (it is believed this human term comes partially from the Khazalid Thrundi or Thrundal,
which more accurately means „gunners‟, and from the noise a group of Thunderers make whe n firing their guns).

Many Thunderers are gunsmiths themselves, and thus a great many Dwarf Handguns are crafted by their owners and
constantly being tinkered with based on their own experiences and the latest findings of the Engineer‟s guild. Further,
friendly competition between Thunderers about whose gun is the most accurate, most powerful or most reliable means
“Thrundi! ZHARR!” – that the guns they use are of the highest quality.
„ Thunderers! FIRE!‟ in Khazalid . The methodical and mechanically-minded nature of Thunderers means that
they are quite effective in battle, reloading swiftly and efficiently as the
enemy closes on them, unleashing volley after volley of accurate firepower.
This career is a Dwarfen equivalent of Soldier. At your GM‟s discretion, you may substitute that career for this one if you
are creating a Dwarf character.

Special Requirements: You must be a Dwarf to enter this career.


Career Entries: Clan Warrior, Engineer, Mercenary, Tradesman.

- Thunderer Advance Scheme -


Main Profile
WS BS S T Ag Int WP Fel
+5% +10% - +5% +10% +5% +5% -
Secondary Profile
A W SB TB M Mag IP FP
- +2 - - - - - -
Skills: Common Knowledge (Dwarfs) or Perception, Consume Alcohol or Gossip, Drive or Scale Sheer Surface, Trade (Gunsmith)
or Academic Knowledge (Engineering)
Talents: Master Gunner or Strike to Injure, Mighty Shot, Rapid Reload or Methodical Gunner, Sharpshooter, Specialist Weapon
Group (Gunpowder)
Trappings: Thunderers always own a Dwarfen handgun and ammunition for it – if they didn‟t, they wouldn‟t be Thunderers – but
also tend to carry tools for adjusting, repairing and improving their weapons, and wear at least some armour to fend off
the attacks of enemies when plying their trade in battle.
(Dwarf Handgun and ammunition for 10 shots, Trade Tools (Gunsmith), Medium Armour (Full Leather Armour, Mail
Shirt)
Career Exits: Alchemist, Artisan, Engineer, Mercenary, Sergeant, Veteran

Talents
Ancient Lore
Description: Your knowledge is hard-earned and extensive, and you have forgotten more in your lifetime than the
younger races will ever learn. Pick a single Common Knowledge or Academic Knowledge skill that you have
purchased three times (for a +20% Skill Mastery bonus). That skill may be bought a fourth time, conferring
an additional +10% bonus on all tests relating to that skill. Buying the skill a fourth time costs 100xp as
normal.

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Methodical Gunner
Description: You fire, reload and maintain your gun with methodical precision, significantly reducing the risk of a
misfire. Whenever you fire an Unreliable or Experimental weapon and your to -hit roll would result in the
weapon misfiring, jamming or exploding, you may attempt an Average (+0%) Trade (Gunsmith) Test in
order to treat the result as an ordinary miss instead.

Royal Blood
Description: The glory and presence of the Ancestor Gods flows within your veins, and other Dwarfs take notice when
you speak. You gain a +10% bonus on all Command, Charm or Intimidate tests made when dealing with
other Dwarfs who do not also have the Royal Blood talent (other Dwarfs of Royal Blood must be dealt with
on more equal terms).

Stubborn Resolve
Description: Your resolve is unwavering, and you are almost obstinate in your defiance of fear and panic. You gain an
additional +10% bonus on Fear and Terror Tests and on Will Power Tests to resist Intimidate attempts.
However, you must pass a Will Power Test in order to take the disengage action, or otherwise attempt to flee
from combat.

Unmatched Craftsmanship
Description: Your skills are without peer, and there are few finer than you at your chosen craft. Apprentices co me from
distant places to learn from you, and your talents are widely sought. Pick a single Trade skill that you have
purchased three times (for a +20% Skill Mastery bonus). That skill may be bought a fourth time, conferring
an additional 10% bonus on all tests relating to that skill. Buying the skill a fourth time costs 100xp as normal.

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Lore of the Runesmiths


THE RUNESMITH ‟S CRAFT is an ancient and powerful one, a source of great pride for the Dwarf people and legendary
even to those of other races. However, the lore of this craft is scattered, and in many places has been lost or can no longer
be performed. Some runes were known only to a few Runesmiths and Runelords who once dwelled within now -fallen
Holds, while other runes were so powerful that the magic of the Elves or the white heat of dragon‟s fire was needed to
bind the power into those mystical shapes.
Below is a list of runes, some of which are new to WFRP, others of which are revised from the list in Realms of Sorcery ,
and others still which originally appeared in the first edition of WFRP. In addition, I have included a revised set of Rules
of the Runes, more in keeping with the traditional ones presented in Warhammer Armies: Dwarfs.

The Rules of the Runes


LIKE ANY OF the Dwarfen crafts, Runesmithing is bound by ancient and traditional rules, determining the behaviour of
practitioners, the practise of the craft, and many other aspects. With Runesmithing, many of these rules exist to protect the
Runesmiths from mishap, as the power of the runes is not something to be used incautiously or carelessly. In times past,
powerful, knowledgeable and wise Runelords could craft items that broke one or more of the Rules of the Runes, but the
secrets behind such mighty items have followed their creators into the Halls of the Ancestors, and mighty rune-weapons
like Ghal Maraz or Az-Grimnir can no longer be created.
Though Runecraft is bound by many hundreds of rules, the following ones are the most important, focussing on how a
runic item should be crafted.
The following version of the Rules of the Runes has been designed to fit more closely to those presented in Warhammer
Armies: Dwarfs and the original set of 1st Edition WFRP Runesmithing rules in the original Realms of Sorcery, as well as
elements of the background introduced more recently. They are an optional replacement for those in the current Realms of
Sorcery, but the runes listed later have been designed with these in mind, so if you want to use those, I advise you use
these revised Rules of the Runes as well.
1. T HE RULE OF T HREE: A Runic item, no matter its type, may have no more than three runes inscribed upon it.
Should a fourth rune be inscribed, empowered and bound on a runic item, the item will shatter and crumble to
worthless dust under the strain of so much power.
2. T HE RULE OF FORM: Runes bind particular kinds of magic into their shapes that will only function in
particular situations. Above all else, this means that the magic of a weapon rune will not function on a suit or
armour or a steel tankard, just as a talismanic rune will not function on an axe. The items that each type of rune
can be bound to are listed in the entries for the runes, below.
The Rule of Form also applies to the materials upon which a rune can be bound. Dwarfs prefer metal and sto ne
to softer materials like leather or wood, and runes can only be inscribed, empowered and bound onto surfaces
of worked metal or stone (including gemstones) – leather, wood, paper, leather or any other materials cannot
hold the power of the runes and will shatter if a rune is empowered upon such a surface. Similarly, runes
empowered and bound onto soft metal or stone will lose their potency if the shape of the rune is deformed in
any way. Finally, a temporary rune must be inscribed empowered and bound on an item of at least Good
Quality, while a permanent rune requires an item of Best Quality or appropriate equivalent (for example,
Gromril weapons and armour are considered to be better-than-Best Quality for these purposes).
Note that the Rule of Form applies to bound, magical runes only. Without being empowered or bound, a rune
is just an inscribed shape and completely innocuous.
3. T HE RULE OF PRIDE: One of the more relaxed of the Rules of the Runes, the Rule of Pride applies to the
Runesmith, not the items he creates. Runic items take a great deal of time and effort to produce, even by the
standards of meticulous Dwarfen craftsmanship, and few Runesmiths enjoy repeating themselves. Except
during their lengthy apprenticeship, Runesmiths almost never copy their own work, and they prefer not to copy
that of other Runesmiths. Any permanent runic item a Runesmith creates must use a different combination of
runes to any item he has previously created; excluding those he creates while an Apprentice Runesmith.
This rule is the one most easily broken. A Runesmith may spend 50 XP per duplicate item, in order to create a
batch of identical items, and must spend a month in meditation per duplicate item to get into the correct
mindset. However, these items must all be identical in design and purpose, as well as identical in their
combination of runes, and must all be inscribed, empowered and bound as a group – you can‟t make one item,
and then come back six months later after working on a completely separate item to make the rest of the batch.
The Rule of Pride does not apply to temporary runes.
4. T HE RULE OF JEALOUSY/RULE OF MASTERY : Master Runes are more powerful and more difficult to bind
than the lesser runes, and operate in a peculiar manner when two copies of the same Mas ter Rune are in close
proximity. Only one Master Rune may ever be bound onto a single item, though other runes may still be bound
onto the item as normal. If any attempt is made to bind a second Master Rune onto a runic item, the item will

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explode, dealing 1d10/2 Damage 6 hits to anyone within the rune‟s Empowerment value in yards, turning the
item into dust and ash in the process.
Further, if two or more of the same Master Rune are ever brought within 100 yards of each other, neither of
the runes will function while they remain in such close proximity. For example, if two rune -axes with the
Master Rune of Alaric the Mad were brought within 100 yards of each other, both would dim and be rendered
useless until the distance between the two items became greater than 100 yards.
5. T HE RULE OF T IME: Creating runic items requires a particular state of mind, and disrupting this makes it
almost impossible to continue. When creating a runic item (or a batch of runic items – see the Rule of Pride,
above), you must complete your work on that item (or batch of items) before starting work on another – failure
to do this means that the first item you were working on cannot be completed, as your focus and concentration
have been broken.
6. T HE RULE OF D ISLIKE: It is impossible to bind runes, even temporary ones, onto magic items crafted by any
other means. If an attempt is made to bind a rune onto a magic item of any kind, the item will explode, dealing
1d10/2 Damage 6 hits to anyone within the rune‟s Empowerment value in yards, tu rning the item into dust and
ash in the process. The same prohibition and consequences apply to attempts to bind additional runes onto
already-completed runic items.

The Runes
AS EXPLAINED IN Realms of Sorcery (page 211), each Rune and Master Rune is a separate talent, available through the
Runesmith careers on pages 216 and 217. The runes below follow the same format as those presented in Realms of
Sorcery, and can be inscribed, empowered and bound using the rules in that book. Though no rune item may have more
than three runes, and no more than one of those may be a master rune, runes can otherwise be combined in any way you
wish, even with multiple runes of the same type, so long as they provide only a flat numerical effect (in which case they all
confer their effect all at once), or are temporary runes (in which case, you use one at a time) . For example, an axe with two
Runes of Cleaving adds +2 to damage rolls, and one with two Runes of Cutting ignores two points of armour, while an
amulet with three Runes of Spellbreaking could be used to end spells on three separate occasions, once for each rune. An
axe with two temporary Runes of Fury or similar could either use them both at the same time (+2 attacks for 1 minute) or
separately, as desired.

Weapon Runes
Weapon runes may only be bound onto Hand Weapons. Due to the strict traditions and precise nature of rune magic, no
other kind of weapon can benefit from a weapon rune.

Master Rune of Breaking (Revised)


Inscription Number: 25
Empowerment: 7
Description (Permanent): If a weapon bearing this rune successfully parries an attack, the weapon with which that attack
was made is destroyed if the bearer of the runed weapon succeeds at an Opposed Strength Test against his opponent. If the
wielder loses this test, the blow is still parried, but the enemy‟s weapon is not destroyed. Furthermore, if a weapon bearing
this rune is parried when making an attack, it will break the weapon that parried it, if the wielder succeeds on an Opposed
Strength Test as described above. Even if the runed weapon successfully breaks an enemy weapon while attacking, the
parry is still successful – between the parry and the force of the enemy weapon breaking, the attack is still knocked aside.
Description (Temporary): As permanent, but it only works once. The wielder must decide whether or not to use the rune
before making a parry attempt or attack, and activating it is a free action. If the parry fails or the attack misses (as rele vant),
or the wielder fails his Opposed Strength Test, the rune is still expended.

Master Rune of Kragg the Grim


Inscription Number: 20
Empowerment: 4
Description (Permanent): Contrary to the normal limitations of weapon runes, this rune can only be inscribed on great
weapons, and it allows other runes to be inscribed on that great weapon, as allowed by the Rules of the Runes (no more
than three runes total, no other Master Runes, etc). Essentially, all the power of this rune allows up to two other runes to
bend the Rule of Form – so strict are the Rules of the Runes that measures such as these must be taken to so much as bend
them...
Description (Temporary): The Master Rune of Kragg the Grim is never inscribed in this fashion.

Master Rune of Smiting


Inscription Number: 30
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Empowerment: 8
Description (Permanent): The Critical Value of any critical hit caused by a weapon bearing this rune is increased by 4.
Description (Temporary): As permanent, but once this rune is activated (a free action), the benefit only lasts for 1
minute.

Rune of Cutting
Inscription Number: 7
Empowerment: 3
Description (Permanent): A weapon bearing this rune ignores 1 point of armour.
Description (Temporary): As permanent, but once this rune is activated (a free action), the benefit only lasts for 1
minute.

Rune of Enchantment
Inscription Number: 5
Empowerment: 2
Description (Permanent): A weapon bearing this rune counts as magical, but gains no additional benefits.
Description (Temporary): As permanent, but once this rune is activated (a free action), the benefit only lasts for 1
minute.

Rune of Parrying
Inscription Number: 8
Empowerment: 3
Description (Permanent): A weapon bearing this rune grants it‟s wielder a +10% bonus on all parry attempts made with
the weapon.
Description (Temporary): As permanent, but once this rune is activated (a free action), the benefit only lasts for 1
minute.

Armour Runes
Armour runes must be bound on a surface of metal linked to the armour itself – either a scale or disc woven into chain
armour, or onto the surface of plate armour. It cannot be bound onto leath er armour.

Rune of Preservation
Inscription Number: 18
Empowerment: 6
Description (Permanent): A character wearing armour bearing this rune gains a +30% bonus on all Toughness tests to
resist poison. Further, he ignores any effect, quality, talent or other special rule that increases the severity of a critical hit
scored against him, such as Strike to Injure or the Precise quality. You may not benefit from more than one Rune of
Preservation.
Description (Temporary): As permanent, but once this rune is activated (a free action), the benefit only lasts for 1
minute.

Rune of Iron (Revised)


Inscription Number: 15
Empowerment: 6
Description (Permanent): Attacks made against the wearer of armour inscribed with this rune have their damage reduced
by 1. This reduction applies against effects that normally ignore armour. Up to two Runes of Iron may be inscribed onto an
item, but no more – greater protective power than that comes only from other runes.
Description (Temporary): As permanent, but once this rune is activated (a free action), the benefit only lasts for 1
minute.

Rune of Silence
Inscription Number: 15
Empowerment: 4
Description (Permanent): A character wearing armour bearing this rune gains a +10% bonus on all Move Silently tests.

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Tuesday, 30 June 2009


Description (Temporary): As permanent, but once this rune is activated (a free action), the benefit only lasts for 1
minute.

Rune of Stone (Revised)


Inscription Number: 6
Empowerment: 4
Description (Permanent): Armour bearing this rune provides +1 Armour Point, to a maximum of 6 AP s. This is an
exception to the normal limit of 5 APs. The Rune of Stone may not be inscribed more than once onto the same item, but
armour bearing a single Rune of Stone and no other runes are not subject to the Rule of Pride – you may create as many
such items as you wish, without restriction.
Description (Temporary): As permanent, but once this rune is activated (a free action), the benefit only lasts for 1
minute.

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Protection Runes
Protection runes are typically emblazoned on metal plates or discs affixed to banners and standards, to protect a regiment
of Dwarf warriors from harm in battle. However, the same runes can be used on fortifications to protect those stood
behind or within them, as was done with the battlements of many of the more important Dwarfen fortresses during the
War of Vengeance and the Goblin Wars. They shield Dwarfs nearby from harm, fear and magic, and bolster their resolve
in desperate times. Whatever they‟re inscribed upon, Protection Runes – also known as Runic Standards – affect every
friendly Dwarf within 18 yards of the rune itself, so long as they are able to see the rune clearly.

Ancestor Rune
Inscription Number: 12
Empowerment: 3
Description (Permanent): This rune is only inscribed as a temporary rune.
Description (Temporary): Activating this rune is a full action, and must be performed by a Runesmith or other Dwarf in
a position of authority, such as the leader of a unit of warriors. When activated, there is a 50% chance that all the Dwarfs
affected gain the Fearless talent for one minute. If this chance is failed, then the rune is not used up and another attempt
can be made later.

Master Rune of Fear


Inscription Number: 30
Empowerment: 11
Description (Permanent): All Dwarfs affected by this rune gain the Frightening trait. Other Dwarfs are not affected by
this fear effect.
Description (Temporary): This rune is only inscribed as a permanent rune.

Master Rune of Grungni/Master Rune of Grimnir


Inscription Number: 25
Empowerment: 8
Description (Permanent): Any missile attacks made against Dwarfs affected by this rune reduce their damage by 2.
Description (Temporary): This rune is only inscribed as a permanent rune.
Note: the Master Rune of Grimnir performs the same function as the Master Rune of Grungni – it is a specific rare
variation of the rune used only by the Runesmiths of Karak Kadrin.

Master Rune of Stromni Redbeard


Inscription Number: 28
Empowerment: 9
Description (Permanent): This rune affects Dwarfs up to three times as far away as any other Protection Rune – that is,
up to 54 yards. All Dwarfs affected by this rune gain a +10% bonus on all Will Power tests to resist Fear, Terror,
Intimidation or the effects of the Unsettling talent.
Description (Temporary): This rune is only inscribed as a permanent rune.

Master Rune of Valaya


Inscription Number: 38
Empowerment: 18
Description (Permanent): This rune affects Dwarfs up to three times as far away as any other Protection Rune – that is,
up to 54 yards. Any attempt to cast a spell at a Dwarf affected by this rune, or on a target or location anywhere within the
area of this rune‟s effect, suffers a -2 penalty per dice on the casting roll. Further, the rune will automatically cause any spell
still in effect within that area to cease one round after it started .
Description (Temporary): This rune is only inscribed as a permanent rune.

Rune of Battle
Inscription Number: 14
Empowerment: 5
Description (Permanent): All Dwarfs affected by this rune gain a +10% bonus on all Will Power tests to resist Fear,
Terror, Intimidation or the effects of the Unsettling talent. Multiples of this rune have no further effect.
Description (Temporary): This rune is only inscribed as a permanent rune.

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Rune of Courage
Inscription Number: 18
Empowerment: 6
Description (Permanent): All Dwarfs affected by this rune gain the Fearless talent.
Description (Temporary): This rune is only inscribed as a permanent rune.

Rune of Determination
Inscription Number: 16
Empowerment: 5
Description (Permanent): This rune is only inscribed as a temporary rune.
Description (Temporary): Activating this rune is a full action, and must be performed by a Runesmith or other Dwarf in
a position of authority, such as the leader of a unit of warriors. For one minute after activating this rune, all Dwarfs
affected by it may re-roll any failed Will Power tests.

Rune of Guarding
Inscription Number: 15
Empowerment: 4
Description (Permanent): Unlike all other Protection Runes, this rune may only be inscribed on a banner or standard,
and only affects the bearer of that banner or standard. The standard bearer counts his Toughness Bonus as two higher for
the purposes of resisting damage only, so long as he carries the banner.
Description (Temporary): This rune is only inscribed as a permanent rune.

Rune of Sanctuary
Inscription Number: 15
Empowerment: 4
Description (Permanent): All Dwarfs affected by this rune gain a +10% bonus on Will Power tests to resist magic.
Description (Temporary): This rune is only inscribed as a permanent rune.

Rune of Slowness
Inscription Number: 22
Empowerment: 7
Description (Permanent): Any enemy attempting to charge a Dwarf affected by this rune reduces the distance they move
during their Charge Attack by 1d10 yards.
Description (Temporary): This rune is only inscribed as a permanent rune.

Rune of Stoicism
Inscription Number: 20
Empowerment: 7
Description (Permanent): Any Dwarf affected by this rune counts as two people for the purposes of determining
whether they outnumber an enemy in combat.
Description (Temporary): This rune is only inscribed as a permanent rune.

Strollaz’s Rune
Inscription Number: 26
Empowerment: 8
Description (Permanent): Activating this rune is a full action, and must be performed by a Runesmith or other Dwarf in
a position of authority, such as the leader of a unit of warriors. This rune affects Dwarfs up to three times as far away as
any other Protection Rune – that is, up to 54 yards. When activated out of combat, it allows the Dwarfs affected to march
for 1d10/2 hours without tiring, allowing them to continue a march for longer than normal. It may only be activated once
each day.
Description (Temporary): This rune is only inscribed as a permanent rune.

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Tuesday, 30 June 2009

Talismanic Runes
Talismanic Runes are the most diverse runes. Offering protection or some miscellaneous but useful effect, they are
inscribed on a variety of objects. Most Talismanic Runes can only be bound onto a particular kind of object or objects,
such as amulets, staves, horns or drinking vessels, as appropriate for the rune itself. Each rune lists the objects upon whic h
it can be inscribed and bound. Items that don‟t list a specific kind of item can be bound onto amulets, belts, crowns, helms
(though a helm with a Talismanic Rune cannot bear any Armour Runes), staves or (most commonly) rings.

Master Rune of Challenge


Inscription Number: 26
Empowerment: 8
Description (Permanent): This rune must be inscribed onto a book or warhorn. When activated – a full action (either
reading from the book or blowing the horn, as appropriate) – nominate a single enemy or group of enemies (who must all
be within 12 yards of each other), who are within range to charge the runic item‟s bearer must either declare a Charge
Attack during their next turn, or spend their turn moving as fast as possible away from him. This has no effect on creatures
that are Fearless or similarly immune to Fear, Terror and similar effects. After being activated, the rune may not be
activated again that day.
Description (Temporary): As permanent, but the rune may only be activated once.

Master Rune of Spite (Revised)


Inscription Number: 28
Empowerment: 8
Description (Permanent): Attacks made against the bearer of an item inscribed with this rune have their damage reduced
by 3. This applies against effects that normally ignore armour.
Description (Temporary): As permanent, but once activated (a free action), the benefit only lasts for 1 minute.

Rune of Alarm
Inscription Number: 17/22
Empowerment: 4/7
Description (Permanent): This rune may be inscribed onto a fixed object or location, such as a door or the wall of a
passageway. If a Rune of Alarm is inscribed onto a fixed object or location, then use the higher of the two Inscription
Number and Empowerment values above. Whenever a living creature passes within 1 yard of a Rune of Alarm, it will
immediately produce a loud noise. The nature of this noise – what it sounds like, its precise volume, and even a short
phrase of up to ten words long – is determined by the Runesmith when he inscribes the rune. The Runesmith may also
broadly determine what people may pass the rune without triggering it – for example, many Dwarf fortresses have doors
which allows Dwarfs to pass unchallenged, but which sound when anyone else approaches. This must be defined by easily -
observed traits (assume that the rune can see, smell and hear anything a human or Dwarf would be able to see, smell or
hear) – so hair colour, gender or race are suitable groupings, but the rune would not be able to identify concealed
mutations, religious beliefs, nationality or spellcasting ability.
Description (Temporary): As permanent, but it will only work once. Temporary Runes of Alarm may not be inscribed
onto fixed objects or locations.

Rune of Brotherhood
Inscription Number: 16
Empowerment: 4
Description (Permanent): The bearer of this rune can benefit from the skills of his kinsmen nearby. When activated (a
free action), one skill or talent possessed by the majority of Dwarfs within 12 yards of the rune is gained by the bearer of
the item bearing this rune while those Dwarfs remain within 12 yards. After being activated, the rune may not be activated
again that day.
Description (Temporary): As permanent, but it may only be used once.

Rune of Farseeing
Inscription Number: 14
Empowerment: 3
Description (Permanent): This rune may only be inscribed on a transparent gemstone – often a clear quartz cut and
ground into the shape of a lens. When activated (a free action), objects observed through the gemstone up to a mile away
can be seen as if they were much closer, as if observed through a telescope.
Description (Temporary): As permanent, but once activated (a free action), the benefit only lasts for 1 minute.
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Rune of Light
Inscription Number: 14
Empowerment: 3
Description (Permanent): This rune can be inscribed on any transparent or translucent gemstone. When activated (a free
action), the object gives off light equivalent to a candle (more than sufficient for Dwarfs, whose Night Vision allows them
to see in dim light far more clearly than humans could). At a word (typically, this word is Zonril, meaning „Sunshine‟), the
illumination provided increases to that of a lantern for 1 minute.
Description (Temporary): As permanent, but once activated (a free action), the benefit only lasts for 1 minute , and it will
never glow brighter than a candle.

Rune of Passage
Inscription Number: 19
Empowerment: 5
Description (Permanent): When activated (a free action), a character bearing an item with this rune may move at half his
normal movement rate through solid stone. He must end his movement outside of the stone – the rune‟s magic only lasts
for a short while for each use – and any character who fails to do so is embedded in the stone, unable to move, and will die
in a number of rounds equal to his Toughness Bonus unless rescued.
Description (Temporary): As permanent, but this rune can only be activated once.

Rune of Signalling
Inscription Number: 13
Empowerment: 4
Description (Permanent): When activated, this rune produces a burst of bright light that lasts for a couple of seconds and
shines in the direction the runic item is pointed (that is, the light shi nes from the surface the rune is inscribed upon, in the
direction that surface is facing). This light can be seen clearly for up to a mile away, providing there is clear line of sig ht.
Description (Temporary): As permanent, but this rune can only be activated once.

Rune of Water
Inscription Number: 11
Empowerment: 3
Description (Permanent): This rune may be inscribed on any tankard or goblet made of metal. When activated by tracing
one‟s fingers around the rune‟s shape (a half action), the drinking vessel i mmediately fills with cool, clean, refreshing water.
While not a Dwarf‟s favoured drink, it is a definite improvement over dying of thirst. Unfortunately, there is no such thing
as a Rune of Beer, and it would probably be inferior to the produce of a proper Dwarfen brewer anyway.
Description (Temporary): As permanent, but this rune can only be activated once.

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Tuesday, 30 June 2009

Engineering Runes
Engineering runes are most commonly inscribed on artillery pieces, but a great many have other uses as well – on missile
weapons (which resemble small war engines in a number of ways), or tools (which can benefit in different ways from the
magic).

enDrinklen
Flakkson’s Rune of Seeking

Master Rune of Defence

Master Rune of Disguise

Master Rune of Immolation

Master Rune of Skewering

Rune of Accuracy

Rune of Blasting

Rune of Burning

Rune of Forging

Rune of Fortune

Rune of Penetrating

Rune of Reloading

Stalwart Rune

Valiant Rune

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Nathan “N0-1_H3r3” Dowdell

Tuesday, 30 June 2009

Dramatis Personae

enDrinklen
Thorgrim Grudgebearer of the Royal Clan Durazklad, King of Karaz-a-Karak, High King of the Karaz
Ankor
Thorek Ironbrow, Runelord, Keeper of the Anvil of Doom and Master of the Weapon Shops of Karak
Azul
Josef Bugman, Legendary Dwarf Brewer and Hunter of Goblins

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